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. result = result.replace(/texture2D\s*\(/g, "texture(");
  492. if (isFragment) {
  493. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * Sets a texture to be the input of the specified post process. (To use the output, pass in the next post process in the pipeline)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * Sets the input texture of the passed in post process to be input of this effect. (To use the output of the passed in post process use setTextureFromPostProcessOutput)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * Sets an int array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * Sets an int array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * Sets an int array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * Sets an float array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * Sets an float array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * Sets an float array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * Sets an array 2 on a uniform variable. (Array is specified as single array eg. [1,2,3,4] will result in [[1,2],[3,4]] in the shader)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * Sets an array 3 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6] will result in [[1,2,3],[4,5,6]] in the shader)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * Sets an array 4 on a uniform variable. (Array is specified as single array eg. [1,2,3,4,5,6,7,8] will result in [[1,2,3,4],[5,6,7,8]] in the shader)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * Sets a 3x3 matrix on a uniform variable. (Speicified as [1,2,3,4,5,6,7,8,9] will result in [1,2,3][4,5,6][7,8,9] matrix)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * The event member is an instance of PointerEvent for all types except PointerWheel and is of type MouseWheelEvent when type equals PointerWheel. The different event types can be found in the PointerEventTypes class.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /** 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 === void 0) { index = 0; }
  3551. array[index] = this.r;
  3552. array[index + 1] = this.g;
  3553. array[index + 2] = this.b;
  3554. return this;
  3555. };
  3556. /**
  3557. * Returns a new Color4 object from the current Color3 and the given alpha
  3558. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3559. * @returns a new Color4 object
  3560. */
  3561. Color3.prototype.toColor4 = function (alpha) {
  3562. if (alpha === void 0) { alpha = 1; }
  3563. return new Color4(this.r, this.g, this.b, alpha);
  3564. };
  3565. /**
  3566. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3567. * @returns the new array
  3568. */
  3569. Color3.prototype.asArray = function () {
  3570. var result = new Array();
  3571. this.toArray(result, 0);
  3572. return result;
  3573. };
  3574. /**
  3575. * Returns the luminance value
  3576. * @returns a float value
  3577. */
  3578. Color3.prototype.toLuminance = function () {
  3579. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3580. };
  3581. /**
  3582. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3583. * @param otherColor defines the second operand
  3584. * @returns the new Color3 object
  3585. */
  3586. Color3.prototype.multiply = function (otherColor) {
  3587. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3588. };
  3589. /**
  3590. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3591. * @param otherColor defines the second operand
  3592. * @param result defines the Color3 object where to store the result
  3593. * @returns the current Color3
  3594. */
  3595. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3596. result.r = this.r * otherColor.r;
  3597. result.g = this.g * otherColor.g;
  3598. result.b = this.b * otherColor.b;
  3599. return this;
  3600. };
  3601. /**
  3602. * Determines equality between Color3 objects
  3603. * @param otherColor defines the second operand
  3604. * @returns true if the rgb values are equal to the given ones
  3605. */
  3606. Color3.prototype.equals = function (otherColor) {
  3607. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3608. };
  3609. /**
  3610. * Determines equality between the current Color3 object and a set of r,b,g values
  3611. * @param r defines the red component to check
  3612. * @param g defines the green component to check
  3613. * @param b defines the blue component to check
  3614. * @returns true if the rgb values are equal to the given ones
  3615. */
  3616. Color3.prototype.equalsFloats = function (r, g, b) {
  3617. return this.r === r && this.g === g && this.b === b;
  3618. };
  3619. /**
  3620. * Multiplies in place each rgb value by scale
  3621. * @param scale defines the scaling factor
  3622. * @returns the updated Color3
  3623. */
  3624. Color3.prototype.scale = function (scale) {
  3625. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3626. };
  3627. /**
  3628. * Multiplies the rgb values by scale and stores the result into "result"
  3629. * @param scale defines the scaling factor
  3630. * @param result defines the Color3 object where to store the result
  3631. * @returns the unmodified current Color3
  3632. */
  3633. Color3.prototype.scaleToRef = function (scale, result) {
  3634. result.r = this.r * scale;
  3635. result.g = this.g * scale;
  3636. result.b = this.b * scale;
  3637. return this;
  3638. };
  3639. /**
  3640. * Scale the current Color3 values by a factor and add the result to a given Color3
  3641. * @param scale defines the scale factor
  3642. * @param result defines color to store the result into
  3643. * @returns the unmodified current Color3
  3644. */
  3645. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3646. result.r += this.r * scale;
  3647. result.g += this.g * scale;
  3648. result.b += this.b * scale;
  3649. return this;
  3650. };
  3651. /**
  3652. * Clamps the rgb values by the min and max values and stores the result into "result"
  3653. * @param min defines minimum clamping value (default is 0)
  3654. * @param max defines maximum clamping value (default is 1)
  3655. * @param result defines color to store the result into
  3656. * @returns the original Color3
  3657. */
  3658. Color3.prototype.clampToRef = function (min, max, result) {
  3659. if (min === void 0) { min = 0; }
  3660. if (max === void 0) { max = 1; }
  3661. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3662. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3663. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3664. return this;
  3665. };
  3666. /**
  3667. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3668. * @param otherColor defines the second operand
  3669. * @returns the new Color3
  3670. */
  3671. Color3.prototype.add = function (otherColor) {
  3672. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3673. };
  3674. /**
  3675. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3676. * @param otherColor defines the second operand
  3677. * @param result defines Color3 object to store the result into
  3678. * @returns the unmodified current Color3
  3679. */
  3680. Color3.prototype.addToRef = function (otherColor, result) {
  3681. result.r = this.r + otherColor.r;
  3682. result.g = this.g + otherColor.g;
  3683. result.b = this.b + otherColor.b;
  3684. return this;
  3685. };
  3686. /**
  3687. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3688. * @param otherColor defines the second operand
  3689. * @returns the new Color3
  3690. */
  3691. Color3.prototype.subtract = function (otherColor) {
  3692. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3693. };
  3694. /**
  3695. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3696. * @param otherColor defines the second operand
  3697. * @param result defines Color3 object to store the result into
  3698. * @returns the unmodified current Color3
  3699. */
  3700. Color3.prototype.subtractToRef = function (otherColor, result) {
  3701. result.r = this.r - otherColor.r;
  3702. result.g = this.g - otherColor.g;
  3703. result.b = this.b - otherColor.b;
  3704. return this;
  3705. };
  3706. /**
  3707. * Copy the current object
  3708. * @returns a new Color3 copied the current one
  3709. */
  3710. Color3.prototype.clone = function () {
  3711. return new Color3(this.r, this.g, this.b);
  3712. };
  3713. /**
  3714. * Copies the rgb values from the source in the current Color3
  3715. * @param source defines the source Color3 object
  3716. * @returns the updated Color3 object
  3717. */
  3718. Color3.prototype.copyFrom = function (source) {
  3719. this.r = source.r;
  3720. this.g = source.g;
  3721. this.b = source.b;
  3722. return this;
  3723. };
  3724. /**
  3725. * Updates the Color3 rgb values from the given floats
  3726. * @param r defines the red component to read from
  3727. * @param g defines the green component to read from
  3728. * @param b defines the blue component to read from
  3729. * @returns the current Color3 object
  3730. */
  3731. Color3.prototype.copyFromFloats = function (r, g, b) {
  3732. this.r = r;
  3733. this.g = g;
  3734. this.b = b;
  3735. return this;
  3736. };
  3737. /**
  3738. * Updates the Color3 rgb values from the given floats
  3739. * @param r defines the red component to read from
  3740. * @param g defines the green component to read from
  3741. * @param b defines the blue component to read from
  3742. * @returns the current Color3 object
  3743. */
  3744. Color3.prototype.set = function (r, g, b) {
  3745. return this.copyFromFloats(r, g, b);
  3746. };
  3747. /**
  3748. * Compute the Color3 hexadecimal code as a string
  3749. * @returns a string containing the hexadecimal representation of the Color3 object
  3750. */
  3751. Color3.prototype.toHexString = function () {
  3752. var intR = (this.r * 255) | 0;
  3753. var intG = (this.g * 255) | 0;
  3754. var intB = (this.b * 255) | 0;
  3755. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3756. };
  3757. /**
  3758. * Computes a new Color3 converted from the current one to linear space
  3759. * @returns a new Color3 object
  3760. */
  3761. Color3.prototype.toLinearSpace = function () {
  3762. var convertedColor = new Color3();
  3763. this.toLinearSpaceToRef(convertedColor);
  3764. return convertedColor;
  3765. };
  3766. /**
  3767. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3768. * @param convertedColor defines the Color3 object where to store the linear space version
  3769. * @returns the unmodified Color3
  3770. */
  3771. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3772. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3773. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3774. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3775. return this;
  3776. };
  3777. /**
  3778. * Computes a new Color3 converted from the current one to gamma space
  3779. * @returns a new Color3 object
  3780. */
  3781. Color3.prototype.toGammaSpace = function () {
  3782. var convertedColor = new Color3();
  3783. this.toGammaSpaceToRef(convertedColor);
  3784. return convertedColor;
  3785. };
  3786. /**
  3787. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3788. * @param convertedColor defines the Color3 object where to store the gamma space version
  3789. * @returns the unmodified Color3
  3790. */
  3791. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3792. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3793. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3794. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3795. return this;
  3796. };
  3797. // Statics
  3798. /**
  3799. * Creates a new Color3 from the string containing valid hexadecimal values
  3800. * @param hex defines a string containing valid hexadecimal values
  3801. * @returns a new Color3 object
  3802. */
  3803. Color3.FromHexString = function (hex) {
  3804. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3805. return new Color3(0, 0, 0);
  3806. }
  3807. var r = parseInt(hex.substring(1, 3), 16);
  3808. var g = parseInt(hex.substring(3, 5), 16);
  3809. var b = parseInt(hex.substring(5, 7), 16);
  3810. return Color3.FromInts(r, g, b);
  3811. };
  3812. /**
  3813. * Creates a new Vector3 from the starting index of the given array
  3814. * @param array defines the source array
  3815. * @param offset defines an offset in the source array
  3816. * @returns a new Color3 object
  3817. */
  3818. Color3.FromArray = function (array, offset) {
  3819. if (offset === void 0) { offset = 0; }
  3820. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3821. };
  3822. /**
  3823. * Creates a new Color3 from integer values (< 256)
  3824. * @param r defines the red component to read from (value between 0 and 255)
  3825. * @param g defines the green component to read from (value between 0 and 255)
  3826. * @param b defines the blue component to read from (value between 0 and 255)
  3827. * @returns a new Color3 object
  3828. */
  3829. Color3.FromInts = function (r, g, b) {
  3830. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3831. };
  3832. /**
  3833. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3834. * @param start defines the start Color3 value
  3835. * @param end defines the end Color3 value
  3836. * @param amount defines the gradient value between start and end
  3837. * @returns a new Color3 object
  3838. */
  3839. Color3.Lerp = function (start, end, amount) {
  3840. var result = new Color3(0.0, 0.0, 0.0);
  3841. Color3.LerpToRef(start, end, amount, result);
  3842. return result;
  3843. };
  3844. /**
  3845. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3846. * @param left defines the start value
  3847. * @param right defines the end value
  3848. * @param amount defines the gradient factor
  3849. * @param result defines the Color3 object where to store the result
  3850. */
  3851. Color3.LerpToRef = function (left, right, amount, result) {
  3852. result.r = left.r + ((right.r - left.r) * amount);
  3853. result.g = left.g + ((right.g - left.g) * amount);
  3854. result.b = left.b + ((right.b - left.b) * amount);
  3855. };
  3856. /**
  3857. * Returns a Color3 value containing a red color
  3858. * @returns a new Color3 object
  3859. */
  3860. Color3.Red = function () { return new Color3(1, 0, 0); };
  3861. /**
  3862. * Returns a Color3 value containing a green color
  3863. * @returns a new Color3 object
  3864. */
  3865. Color3.Green = function () { return new Color3(0, 1, 0); };
  3866. /**
  3867. * Returns a Color3 value containing a blue color
  3868. * @returns a new Color3 object
  3869. */
  3870. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3871. /**
  3872. * Returns a Color3 value containing a black color
  3873. * @returns a new Color3 object
  3874. */
  3875. Color3.Black = function () { return new Color3(0, 0, 0); };
  3876. /**
  3877. * Returns a Color3 value containing a white color
  3878. * @returns a new Color3 object
  3879. */
  3880. Color3.White = function () { return new Color3(1, 1, 1); };
  3881. /**
  3882. * Returns a Color3 value containing a purple color
  3883. * @returns a new Color3 object
  3884. */
  3885. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3886. /**
  3887. * Returns a Color3 value containing a magenta color
  3888. * @returns a new Color3 object
  3889. */
  3890. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3891. /**
  3892. * Returns a Color3 value containing a yellow color
  3893. * @returns a new Color3 object
  3894. */
  3895. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3896. /**
  3897. * Returns a Color3 value containing a gray color
  3898. * @returns a new Color3 object
  3899. */
  3900. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  3901. /**
  3902. * Returns a Color3 value containing a teal color
  3903. * @returns a new Color3 object
  3904. */
  3905. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  3906. /**
  3907. * Returns a Color3 value containing a random color
  3908. * @returns a new Color3 object
  3909. */
  3910. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  3911. return Color3;
  3912. }());
  3913. BABYLON.Color3 = Color3;
  3914. /**
  3915. * Class used to hold a RBGA color
  3916. */
  3917. var Color4 = /** @class */ (function () {
  3918. /**
  3919. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  3920. * @param r defines the red component (between 0 and 1, default is 0)
  3921. * @param g defines the green component (between 0 and 1, default is 0)
  3922. * @param b defines the blue component (between 0 and 1, default is 0)
  3923. * @param a defines the alpha component (between 0 and 1, default is 1)
  3924. */
  3925. function Color4(
  3926. /**
  3927. * Defines the red component (between 0 and 1, default is 0)
  3928. */
  3929. r,
  3930. /**
  3931. * Defines the green component (between 0 and 1, default is 0)
  3932. */
  3933. g,
  3934. /**
  3935. * Defines the blue component (between 0 and 1, default is 0)
  3936. */
  3937. b,
  3938. /**
  3939. * Defines the alpha component (between 0 and 1, default is 1)
  3940. */
  3941. a) {
  3942. if (r === void 0) { r = 0; }
  3943. if (g === void 0) { g = 0; }
  3944. if (b === void 0) { b = 0; }
  3945. if (a === void 0) { a = 1; }
  3946. this.r = r;
  3947. this.g = g;
  3948. this.b = b;
  3949. this.a = a;
  3950. }
  3951. // Operators
  3952. /**
  3953. * Adds in place the given Color4 values to the current Color4 object
  3954. * @param right defines the second operand
  3955. * @returns the current updated Color4 object
  3956. */
  3957. Color4.prototype.addInPlace = function (right) {
  3958. this.r += right.r;
  3959. this.g += right.g;
  3960. this.b += right.b;
  3961. this.a += right.a;
  3962. return this;
  3963. };
  3964. /**
  3965. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  3966. * @returns the new array
  3967. */
  3968. Color4.prototype.asArray = function () {
  3969. var result = new Array();
  3970. this.toArray(result, 0);
  3971. return result;
  3972. };
  3973. /**
  3974. * Stores from the starting index in the given array the Color4 successive values
  3975. * @param array defines the array where to store the r,g,b components
  3976. * @param index defines an optional index in the target array to define where to start storing values
  3977. * @returns the current Color4 object
  3978. */
  3979. Color4.prototype.toArray = function (array, index) {
  3980. if (index === void 0) { index = 0; }
  3981. array[index] = this.r;
  3982. array[index + 1] = this.g;
  3983. array[index + 2] = this.b;
  3984. array[index + 3] = this.a;
  3985. return this;
  3986. };
  3987. /**
  3988. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  3989. * @param right defines the second operand
  3990. * @returns a new Color4 object
  3991. */
  3992. Color4.prototype.add = function (right) {
  3993. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  3994. };
  3995. /**
  3996. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  3997. * @param right defines the second operand
  3998. * @returns a new Color4 object
  3999. */
  4000. Color4.prototype.subtract = function (right) {
  4001. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4002. };
  4003. /**
  4004. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4005. * @param right defines the second operand
  4006. * @param result defines the Color4 object where to store the result
  4007. * @returns the current Color4 object
  4008. */
  4009. Color4.prototype.subtractToRef = function (right, result) {
  4010. result.r = this.r - right.r;
  4011. result.g = this.g - right.g;
  4012. result.b = this.b - right.b;
  4013. result.a = this.a - right.a;
  4014. return this;
  4015. };
  4016. /**
  4017. * Creates a new Color4 with the current Color4 values multiplied by scale
  4018. * @param scale defines the scaling factor to apply
  4019. * @returns a new Color4 object
  4020. */
  4021. Color4.prototype.scale = function (scale) {
  4022. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4023. };
  4024. /**
  4025. * Multiplies the current Color4 values by scale and stores the result in "result"
  4026. * @param scale defines the scaling factor to apply
  4027. * @param result defines the Color4 object where to store the result
  4028. * @returns the current unmodified Color4
  4029. */
  4030. Color4.prototype.scaleToRef = function (scale, result) {
  4031. result.r = this.r * scale;
  4032. result.g = this.g * scale;
  4033. result.b = this.b * scale;
  4034. result.a = this.a * scale;
  4035. return this;
  4036. };
  4037. /**
  4038. * Scale the current Color4 values by a factor and add the result to a given Color4
  4039. * @param scale defines the scale factor
  4040. * @param result defines the Color4 object where to store the result
  4041. * @returns the unmodified current Color4
  4042. */
  4043. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4044. result.r += this.r * scale;
  4045. result.g += this.g * scale;
  4046. result.b += this.b * scale;
  4047. result.a += this.a * scale;
  4048. return this;
  4049. };
  4050. /**
  4051. * Clamps the rgb values by the min and max values and stores the result into "result"
  4052. * @param min defines minimum clamping value (default is 0)
  4053. * @param max defines maximum clamping value (default is 1)
  4054. * @param result defines color to store the result into.
  4055. * @returns the cuurent Color4
  4056. */
  4057. Color4.prototype.clampToRef = function (min, max, result) {
  4058. if (min === void 0) { min = 0; }
  4059. if (max === void 0) { max = 1; }
  4060. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4061. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4062. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4063. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4064. return this;
  4065. };
  4066. /**
  4067. * Multipy an Color4 value by another and return a new Color4 object
  4068. * @param color defines the Color4 value to multiply by
  4069. * @returns a new Color4 object
  4070. */
  4071. Color4.prototype.multiply = function (color) {
  4072. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4073. };
  4074. /**
  4075. * Multipy a Color4 value by another and push the result in a reference value
  4076. * @param color defines the Color4 value to multiply by
  4077. * @param result defines the Color4 to fill the result in
  4078. * @returns the result Color4
  4079. */
  4080. Color4.prototype.multiplyToRef = function (color, result) {
  4081. result.r = this.r * color.r;
  4082. result.g = this.g * color.g;
  4083. result.b = this.b * color.b;
  4084. result.a = this.a * color.a;
  4085. return result;
  4086. };
  4087. /**
  4088. * Creates a string with the Color4 current values
  4089. * @returns the string representation of the Color4 object
  4090. */
  4091. Color4.prototype.toString = function () {
  4092. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4093. };
  4094. /**
  4095. * Returns the string "Color4"
  4096. * @returns "Color4"
  4097. */
  4098. Color4.prototype.getClassName = function () {
  4099. return "Color4";
  4100. };
  4101. /**
  4102. * Compute the Color4 hash code
  4103. * @returns an unique number that can be used to hash Color4 objects
  4104. */
  4105. Color4.prototype.getHashCode = function () {
  4106. var hash = this.r || 0;
  4107. hash = (hash * 397) ^ (this.g || 0);
  4108. hash = (hash * 397) ^ (this.b || 0);
  4109. hash = (hash * 397) ^ (this.a || 0);
  4110. return hash;
  4111. };
  4112. /**
  4113. * Creates a new Color4 copied from the current one
  4114. * @returns a new Color4 object
  4115. */
  4116. Color4.prototype.clone = function () {
  4117. return new Color4(this.r, this.g, this.b, this.a);
  4118. };
  4119. /**
  4120. * Copies the given Color4 values into the current one
  4121. * @param source defines the source Color4 object
  4122. * @returns the current updated Color4 object
  4123. */
  4124. Color4.prototype.copyFrom = function (source) {
  4125. this.r = source.r;
  4126. this.g = source.g;
  4127. this.b = source.b;
  4128. this.a = source.a;
  4129. return this;
  4130. };
  4131. /**
  4132. * Copies the given float values into the current one
  4133. * @param r defines the red component to read from
  4134. * @param g defines the green component to read from
  4135. * @param b defines the blue component to read from
  4136. * @param a defines the alpha component to read from
  4137. * @returns the current updated Color4 object
  4138. */
  4139. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4140. this.r = r;
  4141. this.g = g;
  4142. this.b = b;
  4143. this.a = a;
  4144. return this;
  4145. };
  4146. /**
  4147. * Copies the given float values into the current one
  4148. * @param r defines the red component to read from
  4149. * @param g defines the green component to read from
  4150. * @param b defines the blue component to read from
  4151. * @param a defines the alpha component to read from
  4152. * @returns the current updated Color4 object
  4153. */
  4154. Color4.prototype.set = function (r, g, b, a) {
  4155. return this.copyFromFloats(r, g, b, a);
  4156. };
  4157. /**
  4158. * Compute the Color4 hexadecimal code as a string
  4159. * @returns a string containing the hexadecimal representation of the Color4 object
  4160. */
  4161. Color4.prototype.toHexString = function () {
  4162. var intR = (this.r * 255) | 0;
  4163. var intG = (this.g * 255) | 0;
  4164. var intB = (this.b * 255) | 0;
  4165. var intA = (this.a * 255) | 0;
  4166. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4167. };
  4168. /**
  4169. * Computes a new Color4 converted from the current one to linear space
  4170. * @returns a new Color4 object
  4171. */
  4172. Color4.prototype.toLinearSpace = function () {
  4173. var convertedColor = new Color4();
  4174. this.toLinearSpaceToRef(convertedColor);
  4175. return convertedColor;
  4176. };
  4177. /**
  4178. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4179. * @param convertedColor defines the Color4 object where to store the linear space version
  4180. * @returns the unmodified Color4
  4181. */
  4182. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4183. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4184. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4185. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4186. convertedColor.a = this.a;
  4187. return this;
  4188. };
  4189. /**
  4190. * Computes a new Color4 converted from the current one to gamma space
  4191. * @returns a new Color4 object
  4192. */
  4193. Color4.prototype.toGammaSpace = function () {
  4194. var convertedColor = new Color4();
  4195. this.toGammaSpaceToRef(convertedColor);
  4196. return convertedColor;
  4197. };
  4198. /**
  4199. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4200. * @param convertedColor defines the Color4 object where to store the gamma space version
  4201. * @returns the unmodified Color4
  4202. */
  4203. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4204. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4205. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4206. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4207. convertedColor.a = this.a;
  4208. return this;
  4209. };
  4210. // Statics
  4211. /**
  4212. * Creates a new Color4 from the string containing valid hexadecimal values
  4213. * @param hex defines a string containing valid hexadecimal values
  4214. * @returns a new Color4 object
  4215. */
  4216. Color4.FromHexString = function (hex) {
  4217. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4218. return new Color4(0.0, 0.0, 0.0, 0.0);
  4219. }
  4220. var r = parseInt(hex.substring(1, 3), 16);
  4221. var g = parseInt(hex.substring(3, 5), 16);
  4222. var b = parseInt(hex.substring(5, 7), 16);
  4223. var a = parseInt(hex.substring(7, 9), 16);
  4224. return Color4.FromInts(r, g, b, a);
  4225. };
  4226. /**
  4227. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4228. * @param left defines the start value
  4229. * @param right defines the end value
  4230. * @param amount defines the gradient factor
  4231. * @returns a new Color4 object
  4232. */
  4233. Color4.Lerp = function (left, right, amount) {
  4234. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4235. Color4.LerpToRef(left, right, amount, result);
  4236. return result;
  4237. };
  4238. /**
  4239. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4240. * @param left defines the start value
  4241. * @param right defines the end value
  4242. * @param amount defines the gradient factor
  4243. * @param result defines the Color4 object where to store data
  4244. */
  4245. Color4.LerpToRef = function (left, right, amount, result) {
  4246. result.r = left.r + (right.r - left.r) * amount;
  4247. result.g = left.g + (right.g - left.g) * amount;
  4248. result.b = left.b + (right.b - left.b) * amount;
  4249. result.a = left.a + (right.a - left.a) * amount;
  4250. };
  4251. /**
  4252. * Creates a new Color4 from a Color3 and an alpha value
  4253. * @param color3 defines the source Color3 to read from
  4254. * @param alpha defines the alpha component (1.0 by default)
  4255. * @returns a new Color4 object
  4256. */
  4257. Color4.FromColor3 = function (color3, alpha) {
  4258. if (alpha === void 0) { alpha = 1.0; }
  4259. return new Color4(color3.r, color3.g, color3.b, alpha);
  4260. };
  4261. /**
  4262. * Creates a new Color4 from the starting index element of the given array
  4263. * @param array defines the source array to read from
  4264. * @param offset defines the offset in the source array
  4265. * @returns a new Color4 object
  4266. */
  4267. Color4.FromArray = function (array, offset) {
  4268. if (offset === void 0) { offset = 0; }
  4269. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4270. };
  4271. /**
  4272. * Creates a new Color3 from integer values (< 256)
  4273. * @param r defines the red component to read from (value between 0 and 255)
  4274. * @param g defines the green component to read from (value between 0 and 255)
  4275. * @param b defines the blue component to read from (value between 0 and 255)
  4276. * @param a defines the alpha component to read from (value between 0 and 255)
  4277. * @returns a new Color3 object
  4278. */
  4279. Color4.FromInts = function (r, g, b, a) {
  4280. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4281. };
  4282. /**
  4283. * Check the content of a given array and convert it to an array containing RGBA data
  4284. * If the original array was already containing count * 4 values then it is returned directly
  4285. * @param colors defines the array to check
  4286. * @param count defines the number of RGBA data to expect
  4287. * @returns an array containing count * 4 values (RGBA)
  4288. */
  4289. Color4.CheckColors4 = function (colors, count) {
  4290. // Check if color3 was used
  4291. if (colors.length === count * 3) {
  4292. var colors4 = [];
  4293. for (var index = 0; index < colors.length; index += 3) {
  4294. var newIndex = (index / 3) * 4;
  4295. colors4[newIndex] = colors[index];
  4296. colors4[newIndex + 1] = colors[index + 1];
  4297. colors4[newIndex + 2] = colors[index + 2];
  4298. colors4[newIndex + 3] = 1.0;
  4299. }
  4300. return colors4;
  4301. }
  4302. return colors;
  4303. };
  4304. return Color4;
  4305. }());
  4306. BABYLON.Color4 = Color4;
  4307. /**
  4308. * Class representing a vector containing 2 coordinates
  4309. */
  4310. var Vector2 = /** @class */ (function () {
  4311. /**
  4312. * Creates a new Vector2 from the given x and y coordinates
  4313. * @param x defines the first coordinate
  4314. * @param y defines the second coordinate
  4315. */
  4316. function Vector2(
  4317. /** defines the first coordinate */
  4318. x,
  4319. /** defines the second coordinate */
  4320. y) {
  4321. if (x === void 0) { x = 0; }
  4322. if (y === void 0) { y = 0; }
  4323. this.x = x;
  4324. this.y = y;
  4325. }
  4326. /**
  4327. * Gets a string with the Vector2 coordinates
  4328. * @returns a string with the Vector2 coordinates
  4329. */
  4330. Vector2.prototype.toString = function () {
  4331. return "{X: " + this.x + " Y:" + this.y + "}";
  4332. };
  4333. /**
  4334. * Gets class name
  4335. * @returns the string "Vector2"
  4336. */
  4337. Vector2.prototype.getClassName = function () {
  4338. return "Vector2";
  4339. };
  4340. /**
  4341. * Gets current vector hash code
  4342. * @returns the Vector2 hash code as a number
  4343. */
  4344. Vector2.prototype.getHashCode = function () {
  4345. var hash = this.x || 0;
  4346. hash = (hash * 397) ^ (this.y || 0);
  4347. return hash;
  4348. };
  4349. // Operators
  4350. /**
  4351. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4352. * @param array defines the source array
  4353. * @param index defines the offset in source array
  4354. * @returns the current Vector2
  4355. */
  4356. Vector2.prototype.toArray = function (array, index) {
  4357. if (index === void 0) { index = 0; }
  4358. array[index] = this.x;
  4359. array[index + 1] = this.y;
  4360. return this;
  4361. };
  4362. /**
  4363. * Copy the current vector to an array
  4364. * @returns a new array with 2 elements: the Vector2 coordinates.
  4365. */
  4366. Vector2.prototype.asArray = function () {
  4367. var result = new Array();
  4368. this.toArray(result, 0);
  4369. return result;
  4370. };
  4371. /**
  4372. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4373. * @param source defines the source Vector2
  4374. * @returns the current updated Vector2
  4375. */
  4376. Vector2.prototype.copyFrom = function (source) {
  4377. this.x = source.x;
  4378. this.y = source.y;
  4379. return this;
  4380. };
  4381. /**
  4382. * Sets the Vector2 coordinates with the given floats
  4383. * @param x defines the first coordinate
  4384. * @param y defines the second coordinate
  4385. * @returns the current updated Vector2
  4386. */
  4387. Vector2.prototype.copyFromFloats = function (x, y) {
  4388. this.x = x;
  4389. this.y = y;
  4390. return this;
  4391. };
  4392. /**
  4393. * Sets the Vector2 coordinates with the given floats
  4394. * @param x defines the first coordinate
  4395. * @param y defines the second coordinate
  4396. * @returns the current updated Vector2
  4397. */
  4398. Vector2.prototype.set = function (x, y) {
  4399. return this.copyFromFloats(x, y);
  4400. };
  4401. /**
  4402. * Add another vector with the current one
  4403. * @param otherVector defines the other vector
  4404. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4405. */
  4406. Vector2.prototype.add = function (otherVector) {
  4407. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4408. };
  4409. /**
  4410. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4411. * @param otherVector defines the other vector
  4412. * @param result defines the target vector
  4413. * @returns the unmodified current Vector2
  4414. */
  4415. Vector2.prototype.addToRef = function (otherVector, result) {
  4416. result.x = this.x + otherVector.x;
  4417. result.y = this.y + otherVector.y;
  4418. return this;
  4419. };
  4420. /**
  4421. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4422. * @param otherVector defines the other vector
  4423. * @returns the current updated Vector2
  4424. */
  4425. Vector2.prototype.addInPlace = function (otherVector) {
  4426. this.x += otherVector.x;
  4427. this.y += otherVector.y;
  4428. return this;
  4429. };
  4430. /**
  4431. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4432. * @param otherVector defines the other vector
  4433. * @returns a new Vector2
  4434. */
  4435. Vector2.prototype.addVector3 = function (otherVector) {
  4436. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4437. };
  4438. /**
  4439. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4440. * @param otherVector defines the other vector
  4441. * @returns a new Vector2
  4442. */
  4443. Vector2.prototype.subtract = function (otherVector) {
  4444. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4445. };
  4446. /**
  4447. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4448. * @param otherVector defines the other vector
  4449. * @param result defines the target vector
  4450. * @returns the unmodified current Vector2
  4451. */
  4452. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4453. result.x = this.x - otherVector.x;
  4454. result.y = this.y - otherVector.y;
  4455. return this;
  4456. };
  4457. /**
  4458. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4459. * @param otherVector defines the other vector
  4460. * @returns the current updated Vector2
  4461. */
  4462. Vector2.prototype.subtractInPlace = function (otherVector) {
  4463. this.x -= otherVector.x;
  4464. this.y -= otherVector.y;
  4465. return this;
  4466. };
  4467. /**
  4468. * Multiplies in place the current Vector2 coordinates by the given ones
  4469. * @param otherVector defines the other vector
  4470. * @returns the current updated Vector2
  4471. */
  4472. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4473. this.x *= otherVector.x;
  4474. this.y *= otherVector.y;
  4475. return this;
  4476. };
  4477. /**
  4478. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4479. * @param otherVector defines the other vector
  4480. * @returns a new Vector2
  4481. */
  4482. Vector2.prototype.multiply = function (otherVector) {
  4483. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4484. };
  4485. /**
  4486. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4487. * @param otherVector defines the other vector
  4488. * @param result defines the target vector
  4489. * @returns the unmodified current Vector2
  4490. */
  4491. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4492. result.x = this.x * otherVector.x;
  4493. result.y = this.y * otherVector.y;
  4494. return this;
  4495. };
  4496. /**
  4497. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4498. * @param x defines the first coordinate
  4499. * @param y defines the second coordinate
  4500. * @returns a new Vector2
  4501. */
  4502. Vector2.prototype.multiplyByFloats = function (x, y) {
  4503. return new Vector2(this.x * x, this.y * y);
  4504. };
  4505. /**
  4506. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4507. * @param otherVector defines the other vector
  4508. * @returns a new Vector2
  4509. */
  4510. Vector2.prototype.divide = function (otherVector) {
  4511. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4512. };
  4513. /**
  4514. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4515. * @param otherVector defines the other vector
  4516. * @param result defines the target vector
  4517. * @returns the unmodified current Vector2
  4518. */
  4519. Vector2.prototype.divideToRef = function (otherVector, result) {
  4520. result.x = this.x / otherVector.x;
  4521. result.y = this.y / otherVector.y;
  4522. return this;
  4523. };
  4524. /**
  4525. * Divides the current Vector2 coordinates by the given ones
  4526. * @param otherVector defines the other vector
  4527. * @returns the current updated Vector2
  4528. */
  4529. Vector2.prototype.divideInPlace = function (otherVector) {
  4530. return this.divideToRef(otherVector, this);
  4531. };
  4532. /**
  4533. * Gets a new Vector2 with current Vector2 negated coordinates
  4534. * @returns a new Vector2
  4535. */
  4536. Vector2.prototype.negate = function () {
  4537. return new Vector2(-this.x, -this.y);
  4538. };
  4539. /**
  4540. * Multiply the Vector2 coordinates by scale
  4541. * @param scale defines the scaling factor
  4542. * @returns the current updated Vector2
  4543. */
  4544. Vector2.prototype.scaleInPlace = function (scale) {
  4545. this.x *= scale;
  4546. this.y *= scale;
  4547. return this;
  4548. };
  4549. /**
  4550. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4551. * @param scale defines the scaling factor
  4552. * @returns a new Vector2
  4553. */
  4554. Vector2.prototype.scale = function (scale) {
  4555. var result = new Vector2(0, 0);
  4556. this.scaleToRef(scale, result);
  4557. return result;
  4558. };
  4559. /**
  4560. * Scale the current Vector2 values by a factor to a given Vector2
  4561. * @param scale defines the scale factor
  4562. * @param result defines the Vector2 object where to store the result
  4563. * @returns the unmodified current Vector2
  4564. */
  4565. Vector2.prototype.scaleToRef = function (scale, result) {
  4566. result.x = this.x * scale;
  4567. result.y = this.y * scale;
  4568. return this;
  4569. };
  4570. /**
  4571. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4572. * @param scale defines the scale factor
  4573. * @param result defines the Vector2 object where to store the result
  4574. * @returns the unmodified current Vector2
  4575. */
  4576. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4577. result.x += this.x * scale;
  4578. result.y += this.y * scale;
  4579. return this;
  4580. };
  4581. /**
  4582. * Gets a boolean if two vectors are equals
  4583. * @param otherVector defines the other vector
  4584. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4585. */
  4586. Vector2.prototype.equals = function (otherVector) {
  4587. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4588. };
  4589. /**
  4590. * Gets a boolean if two vectors are equals (using an epsilon value)
  4591. * @param otherVector defines the other vector
  4592. * @param epsilon defines the minimal distance to consider equality
  4593. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4594. */
  4595. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4596. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4597. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4598. };
  4599. /**
  4600. * Gets a new Vector2 from current Vector2 floored values
  4601. * @returns a new Vector2
  4602. */
  4603. Vector2.prototype.floor = function () {
  4604. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4605. };
  4606. /**
  4607. * Gets a new Vector2 from current Vector2 floored values
  4608. * @returns a new Vector2
  4609. */
  4610. Vector2.prototype.fract = function () {
  4611. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4612. };
  4613. // Properties
  4614. /**
  4615. * Gets the length of the vector
  4616. * @returns the vector length (float)
  4617. */
  4618. Vector2.prototype.length = function () {
  4619. return Math.sqrt(this.x * this.x + this.y * this.y);
  4620. };
  4621. /**
  4622. * Gets the vector squared length
  4623. * @returns the vector squared length (float)
  4624. */
  4625. Vector2.prototype.lengthSquared = function () {
  4626. return (this.x * this.x + this.y * this.y);
  4627. };
  4628. // Methods
  4629. /**
  4630. * Normalize the vector
  4631. * @returns the current updated Vector2
  4632. */
  4633. Vector2.prototype.normalize = function () {
  4634. var len = this.length();
  4635. if (len === 0) {
  4636. return this;
  4637. }
  4638. var num = 1.0 / len;
  4639. this.x *= num;
  4640. this.y *= num;
  4641. return this;
  4642. };
  4643. /**
  4644. * Gets a new Vector2 copied from the Vector2
  4645. * @returns a new Vector2
  4646. */
  4647. Vector2.prototype.clone = function () {
  4648. return new Vector2(this.x, this.y);
  4649. };
  4650. // Statics
  4651. /**
  4652. * Gets a new Vector2(0, 0)
  4653. * @returns a new Vector2
  4654. */
  4655. Vector2.Zero = function () {
  4656. return new Vector2(0, 0);
  4657. };
  4658. /**
  4659. * Gets a new Vector2(1, 1)
  4660. * @returns a new Vector2
  4661. */
  4662. Vector2.One = function () {
  4663. return new Vector2(1, 1);
  4664. };
  4665. /**
  4666. * Gets a new Vector2 set from the given index element of the given array
  4667. * @param array defines the data source
  4668. * @param offset defines the offset in the data source
  4669. * @returns a new Vector2
  4670. */
  4671. Vector2.FromArray = function (array, offset) {
  4672. if (offset === void 0) { offset = 0; }
  4673. return new Vector2(array[offset], array[offset + 1]);
  4674. };
  4675. /**
  4676. * Sets "result" from the given index element of the given array
  4677. * @param array defines the data source
  4678. * @param offset defines the offset in the data source
  4679. * @param result defines the target vector
  4680. */
  4681. Vector2.FromArrayToRef = function (array, offset, result) {
  4682. result.x = array[offset];
  4683. result.y = array[offset + 1];
  4684. };
  4685. /**
  4686. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4687. * @param value1 defines 1st point of control
  4688. * @param value2 defines 2nd point of control
  4689. * @param value3 defines 3rd point of control
  4690. * @param value4 defines 4th point of control
  4691. * @param amount defines the interpolation factor
  4692. * @returns a new Vector2
  4693. */
  4694. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4695. var squared = amount * amount;
  4696. var cubed = amount * squared;
  4697. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4698. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4699. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4700. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4701. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4702. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4703. return new Vector2(x, y);
  4704. };
  4705. /**
  4706. * 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".
  4707. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4708. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4709. * @param value defines the value to clamp
  4710. * @param min defines the lower limit
  4711. * @param max defines the upper limit
  4712. * @returns a new Vector2
  4713. */
  4714. Vector2.Clamp = function (value, min, max) {
  4715. var x = value.x;
  4716. x = (x > max.x) ? max.x : x;
  4717. x = (x < min.x) ? min.x : x;
  4718. var y = value.y;
  4719. y = (y > max.y) ? max.y : y;
  4720. y = (y < min.y) ? min.y : y;
  4721. return new Vector2(x, y);
  4722. };
  4723. /**
  4724. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4725. * @param value1 defines the 1st control point
  4726. * @param tangent1 defines the outgoing tangent
  4727. * @param value2 defines the 2nd control point
  4728. * @param tangent2 defines the incoming tangent
  4729. * @param amount defines the interpolation factor
  4730. * @returns a new Vector2
  4731. */
  4732. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4733. var squared = amount * amount;
  4734. var cubed = amount * squared;
  4735. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4736. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4737. var part3 = (cubed - (2.0 * squared)) + amount;
  4738. var part4 = cubed - squared;
  4739. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4740. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4741. return new Vector2(x, y);
  4742. };
  4743. /**
  4744. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4745. * @param start defines the start vector
  4746. * @param end defines the end vector
  4747. * @param amount defines the interpolation factor
  4748. * @returns a new Vector2
  4749. */
  4750. Vector2.Lerp = function (start, end, amount) {
  4751. var x = start.x + ((end.x - start.x) * amount);
  4752. var y = start.y + ((end.y - start.y) * amount);
  4753. return new Vector2(x, y);
  4754. };
  4755. /**
  4756. * Gets the dot product of the vector "left" and the vector "right"
  4757. * @param left defines first vector
  4758. * @param right defines second vector
  4759. * @returns the dot product (float)
  4760. */
  4761. Vector2.Dot = function (left, right) {
  4762. return left.x * right.x + left.y * right.y;
  4763. };
  4764. /**
  4765. * Returns a new Vector2 equal to the normalized given vector
  4766. * @param vector defines the vector to normalize
  4767. * @returns a new Vector2
  4768. */
  4769. Vector2.Normalize = function (vector) {
  4770. var newVector = vector.clone();
  4771. newVector.normalize();
  4772. return newVector;
  4773. };
  4774. /**
  4775. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4776. * @param left defines 1st vector
  4777. * @param right defines 2nd vector
  4778. * @returns a new Vector2
  4779. */
  4780. Vector2.Minimize = function (left, right) {
  4781. var x = (left.x < right.x) ? left.x : right.x;
  4782. var y = (left.y < right.y) ? left.y : right.y;
  4783. return new Vector2(x, y);
  4784. };
  4785. /**
  4786. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4787. * @param left defines 1st vector
  4788. * @param right defines 2nd vector
  4789. * @returns a new Vector2
  4790. */
  4791. Vector2.Maximize = function (left, right) {
  4792. var x = (left.x > right.x) ? left.x : right.x;
  4793. var y = (left.y > right.y) ? left.y : right.y;
  4794. return new Vector2(x, y);
  4795. };
  4796. /**
  4797. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4798. * @param vector defines the vector to transform
  4799. * @param transformation defines the matrix to apply
  4800. * @returns a new Vector2
  4801. */
  4802. Vector2.Transform = function (vector, transformation) {
  4803. var r = Vector2.Zero();
  4804. Vector2.TransformToRef(vector, transformation, r);
  4805. return r;
  4806. };
  4807. /**
  4808. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4809. * @param vector defines the vector to transform
  4810. * @param transformation defines the matrix to apply
  4811. * @param result defines the target vector
  4812. */
  4813. Vector2.TransformToRef = function (vector, transformation, result) {
  4814. var m = transformation.m;
  4815. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4816. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4817. result.x = x;
  4818. result.y = y;
  4819. };
  4820. /**
  4821. * Determines if a given vector is included in a triangle
  4822. * @param p defines the vector to test
  4823. * @param p0 defines 1st triangle point
  4824. * @param p1 defines 2nd triangle point
  4825. * @param p2 defines 3rd triangle point
  4826. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4827. */
  4828. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4829. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4830. var sign = a < 0 ? -1 : 1;
  4831. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4832. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4833. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4834. };
  4835. /**
  4836. * Gets the distance between the vectors "value1" and "value2"
  4837. * @param value1 defines first vector
  4838. * @param value2 defines second vector
  4839. * @returns the distance between vectors
  4840. */
  4841. Vector2.Distance = function (value1, value2) {
  4842. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4843. };
  4844. /**
  4845. * Returns the squared distance between the vectors "value1" and "value2"
  4846. * @param value1 defines first vector
  4847. * @param value2 defines second vector
  4848. * @returns the squared distance between vectors
  4849. */
  4850. Vector2.DistanceSquared = function (value1, value2) {
  4851. var x = value1.x - value2.x;
  4852. var y = value1.y - value2.y;
  4853. return (x * x) + (y * y);
  4854. };
  4855. /**
  4856. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4857. * @param value1 defines first vector
  4858. * @param value2 defines second vector
  4859. * @returns a new Vector2
  4860. */
  4861. Vector2.Center = function (value1, value2) {
  4862. var center = value1.add(value2);
  4863. center.scaleInPlace(0.5);
  4864. return center;
  4865. };
  4866. /**
  4867. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4868. * @param p defines the middle point
  4869. * @param segA defines one point of the segment
  4870. * @param segB defines the other point of the segment
  4871. * @returns the shortest distance
  4872. */
  4873. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4874. var l2 = Vector2.DistanceSquared(segA, segB);
  4875. if (l2 === 0.0) {
  4876. return Vector2.Distance(p, segA);
  4877. }
  4878. var v = segB.subtract(segA);
  4879. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4880. var proj = segA.add(v.multiplyByFloats(t, t));
  4881. return Vector2.Distance(p, proj);
  4882. };
  4883. return Vector2;
  4884. }());
  4885. BABYLON.Vector2 = Vector2;
  4886. /**
  4887. * Classed used to store (x,y,z) vector representation
  4888. * A Vector3 is the main object used in 3D geometry
  4889. * It can represent etiher the coordinates of a point the space, either a direction
  4890. * Reminder: Babylon.js uses a left handed forward facing system
  4891. */
  4892. var Vector3 = /** @class */ (function () {
  4893. /**
  4894. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  4895. * @param x defines the first coordinates (on X axis)
  4896. * @param y defines the second coordinates (on Y axis)
  4897. * @param z defines the third coordinates (on Z axis)
  4898. */
  4899. function Vector3(
  4900. /**
  4901. * Defines the first coordinates (on X axis)
  4902. */
  4903. x,
  4904. /**
  4905. * Defines the second coordinates (on Y axis)
  4906. */
  4907. y,
  4908. /**
  4909. * Defines the third coordinates (on Z axis)
  4910. */
  4911. z) {
  4912. if (x === void 0) { x = 0; }
  4913. if (y === void 0) { y = 0; }
  4914. if (z === void 0) { z = 0; }
  4915. this.x = x;
  4916. this.y = y;
  4917. this.z = z;
  4918. }
  4919. /**
  4920. * Creates a string representation of the Vector3
  4921. * @returns a string with the Vector3 coordinates.
  4922. */
  4923. Vector3.prototype.toString = function () {
  4924. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  4925. };
  4926. /**
  4927. * Gets the class name
  4928. * @returns the string "Vector3"
  4929. */
  4930. Vector3.prototype.getClassName = function () {
  4931. return "Vector3";
  4932. };
  4933. /**
  4934. * Creates the Vector3 hash code
  4935. * @returns a number which tends to be unique between Vector3 instances
  4936. */
  4937. Vector3.prototype.getHashCode = function () {
  4938. var hash = this.x || 0;
  4939. hash = (hash * 397) ^ (this.y || 0);
  4940. hash = (hash * 397) ^ (this.z || 0);
  4941. return hash;
  4942. };
  4943. // Operators
  4944. /**
  4945. * Creates an array containing three elements : the coordinates of the Vector3
  4946. * @returns a new array of numbers
  4947. */
  4948. Vector3.prototype.asArray = function () {
  4949. var result = [];
  4950. this.toArray(result, 0);
  4951. return result;
  4952. };
  4953. /**
  4954. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  4955. * @param array defines the destination array
  4956. * @param index defines the offset in the destination array
  4957. * @returns the current Vector3
  4958. */
  4959. Vector3.prototype.toArray = function (array, index) {
  4960. if (index === void 0) { index = 0; }
  4961. array[index] = this.x;
  4962. array[index + 1] = this.y;
  4963. array[index + 2] = this.z;
  4964. return this;
  4965. };
  4966. /**
  4967. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  4968. * @returns a new Quaternion object, computed from the Vector3 coordinates
  4969. */
  4970. Vector3.prototype.toQuaternion = function () {
  4971. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  4972. };
  4973. /**
  4974. * Adds the given vector to the current Vector3
  4975. * @param otherVector defines the second operand
  4976. * @returns the current updated Vector3
  4977. */
  4978. Vector3.prototype.addInPlace = function (otherVector) {
  4979. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  4980. };
  4981. /**
  4982. * Adds the given coordinates to the current Vector3
  4983. * @param x defines the x coordinate of the operand
  4984. * @param y defines the y coordinate of the operand
  4985. * @param z defines the z coordinate of the operand
  4986. * @returns the current updated Vector3
  4987. */
  4988. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  4989. this.x += x;
  4990. this.y += y;
  4991. this.z += z;
  4992. return this;
  4993. };
  4994. /**
  4995. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  4996. * @param otherVector defines the second operand
  4997. * @returns the resulting Vector3
  4998. */
  4999. Vector3.prototype.add = function (otherVector) {
  5000. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5001. };
  5002. /**
  5003. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5004. * @param otherVector defines the second operand
  5005. * @param result defines the Vector3 object where to store the result
  5006. * @returns the current Vector3
  5007. */
  5008. Vector3.prototype.addToRef = function (otherVector, result) {
  5009. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5010. };
  5011. /**
  5012. * Subtract the given vector from the current Vector3
  5013. * @param otherVector defines the second operand
  5014. * @returns the current updated Vector3
  5015. */
  5016. Vector3.prototype.subtractInPlace = function (otherVector) {
  5017. this.x -= otherVector.x;
  5018. this.y -= otherVector.y;
  5019. this.z -= otherVector.z;
  5020. return this;
  5021. };
  5022. /**
  5023. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5024. * @param otherVector defines the second operand
  5025. * @returns the resulting Vector3
  5026. */
  5027. Vector3.prototype.subtract = function (otherVector) {
  5028. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5029. };
  5030. /**
  5031. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5032. * @param otherVector defines the second operand
  5033. * @param result defines the Vector3 object where to store the result
  5034. * @returns the current Vector3
  5035. */
  5036. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5037. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5038. };
  5039. /**
  5040. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5041. * @param x defines the x coordinate of the operand
  5042. * @param y defines the y coordinate of the operand
  5043. * @param z defines the z coordinate of the operand
  5044. * @returns the resulting Vector3
  5045. */
  5046. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5047. return new Vector3(this.x - x, this.y - y, this.z - z);
  5048. };
  5049. /**
  5050. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5051. * @param x defines the x coordinate of the operand
  5052. * @param y defines the y coordinate of the operand
  5053. * @param z defines the z coordinate of the operand
  5054. * @param result defines the Vector3 object where to store the result
  5055. * @returns the current Vector3
  5056. */
  5057. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5058. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5059. };
  5060. /**
  5061. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5062. * @returns a new Vector3
  5063. */
  5064. Vector3.prototype.negate = function () {
  5065. return new Vector3(-this.x, -this.y, -this.z);
  5066. };
  5067. /**
  5068. * Multiplies the Vector3 coordinates by the float "scale"
  5069. * @param scale defines the multiplier factor
  5070. * @returns the current updated Vector3
  5071. */
  5072. Vector3.prototype.scaleInPlace = function (scale) {
  5073. this.x *= scale;
  5074. this.y *= scale;
  5075. this.z *= scale;
  5076. return this;
  5077. };
  5078. /**
  5079. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5080. * @param scale defines the multiplier factor
  5081. * @returns a new Vector3
  5082. */
  5083. Vector3.prototype.scale = function (scale) {
  5084. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5085. };
  5086. /**
  5087. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5088. * @param scale defines the multiplier factor
  5089. * @param result defines the Vector3 object where to store the result
  5090. * @returns the current Vector3
  5091. */
  5092. Vector3.prototype.scaleToRef = function (scale, result) {
  5093. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5094. };
  5095. /**
  5096. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5097. * @param scale defines the scale factor
  5098. * @param result defines the Vector3 object where to store the result
  5099. * @returns the unmodified current Vector3
  5100. */
  5101. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5102. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5103. };
  5104. /**
  5105. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5106. * @param otherVector defines the second operand
  5107. * @returns true if both vectors are equals
  5108. */
  5109. Vector3.prototype.equals = function (otherVector) {
  5110. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5111. };
  5112. /**
  5113. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5114. * @param otherVector defines the second operand
  5115. * @param epsilon defines the minimal distance to define values as equals
  5116. * @returns true if both vectors are distant less than epsilon
  5117. */
  5118. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5119. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5120. 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);
  5121. };
  5122. /**
  5123. * Returns true if the current Vector3 coordinates equals the given floats
  5124. * @param x defines the x coordinate of the operand
  5125. * @param y defines the y coordinate of the operand
  5126. * @param z defines the z coordinate of the operand
  5127. * @returns true if both vectors are equals
  5128. */
  5129. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5130. return this.x === x && this.y === y && this.z === z;
  5131. };
  5132. /**
  5133. * Multiplies the current Vector3 coordinates by the given ones
  5134. * @param otherVector defines the second operand
  5135. * @returns the current updated Vector3
  5136. */
  5137. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5138. this.x *= otherVector.x;
  5139. this.y *= otherVector.y;
  5140. this.z *= otherVector.z;
  5141. return this;
  5142. };
  5143. /**
  5144. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5145. * @param otherVector defines the second operand
  5146. * @returns the new Vector3
  5147. */
  5148. Vector3.prototype.multiply = function (otherVector) {
  5149. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5150. };
  5151. /**
  5152. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5153. * @param otherVector defines the second operand
  5154. * @param result defines the Vector3 object where to store the result
  5155. * @returns the current Vector3
  5156. */
  5157. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5158. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5159. };
  5160. /**
  5161. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5162. * @param x defines the x coordinate of the operand
  5163. * @param y defines the y coordinate of the operand
  5164. * @param z defines the z coordinate of the operand
  5165. * @returns the new Vector3
  5166. */
  5167. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5168. return new Vector3(this.x * x, this.y * y, this.z * z);
  5169. };
  5170. /**
  5171. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5172. * @param otherVector defines the second operand
  5173. * @returns the new Vector3
  5174. */
  5175. Vector3.prototype.divide = function (otherVector) {
  5176. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5177. };
  5178. /**
  5179. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5180. * @param otherVector defines the second operand
  5181. * @param result defines the Vector3 object where to store the result
  5182. * @returns the current Vector3
  5183. */
  5184. Vector3.prototype.divideToRef = function (otherVector, result) {
  5185. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5186. };
  5187. /**
  5188. * Divides the current Vector3 coordinates by the given ones.
  5189. * @param otherVector defines the second operand
  5190. * @returns the current updated Vector3
  5191. */
  5192. Vector3.prototype.divideInPlace = function (otherVector) {
  5193. return this.divideToRef(otherVector, this);
  5194. };
  5195. /**
  5196. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5197. * @param other defines the second operand
  5198. * @returns the current updated Vector3
  5199. */
  5200. Vector3.prototype.minimizeInPlace = function (other) {
  5201. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5202. };
  5203. /**
  5204. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5205. * @param other defines the second operand
  5206. * @returns the current updated Vector3
  5207. */
  5208. Vector3.prototype.maximizeInPlace = function (other) {
  5209. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5210. };
  5211. /**
  5212. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5213. * @param x defines the x coordinate of the operand
  5214. * @param y defines the y coordinate of the operand
  5215. * @param z defines the z coordinate of the operand
  5216. * @returns the current updated Vector3
  5217. */
  5218. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5219. if (x < this.x) {
  5220. this.x = x;
  5221. }
  5222. if (y < this.y) {
  5223. this.y = y;
  5224. }
  5225. if (z < this.z) {
  5226. this.z = z;
  5227. }
  5228. return this;
  5229. };
  5230. /**
  5231. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5232. * @param x defines the x coordinate of the operand
  5233. * @param y defines the y coordinate of the operand
  5234. * @param z defines the z coordinate of the operand
  5235. * @returns the current updated Vector3
  5236. */
  5237. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5238. if (x > this.x) {
  5239. this.x = x;
  5240. }
  5241. if (y > this.y) {
  5242. this.y = y;
  5243. }
  5244. if (z > this.z) {
  5245. this.z = z;
  5246. }
  5247. return this;
  5248. };
  5249. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5250. /**
  5251. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5252. */
  5253. get: function () {
  5254. var absX = Math.abs(this.x);
  5255. var absY = Math.abs(this.y);
  5256. if (absX !== absY) {
  5257. return true;
  5258. }
  5259. var absZ = Math.abs(this.z);
  5260. if (absX !== absZ) {
  5261. return true;
  5262. }
  5263. if (absY !== absZ) {
  5264. return true;
  5265. }
  5266. return false;
  5267. },
  5268. enumerable: true,
  5269. configurable: true
  5270. });
  5271. /**
  5272. * Gets a new Vector3 from current Vector3 floored values
  5273. * @returns a new Vector3
  5274. */
  5275. Vector3.prototype.floor = function () {
  5276. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5277. };
  5278. /**
  5279. * Gets a new Vector3 from current Vector3 floored values
  5280. * @returns a new Vector3
  5281. */
  5282. Vector3.prototype.fract = function () {
  5283. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5284. };
  5285. // Properties
  5286. /**
  5287. * Gets the length of the Vector3
  5288. * @returns the length of the Vecto3
  5289. */
  5290. Vector3.prototype.length = function () {
  5291. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5292. };
  5293. /**
  5294. * Gets the squared length of the Vector3
  5295. * @returns squared length of the Vector3
  5296. */
  5297. Vector3.prototype.lengthSquared = function () {
  5298. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5299. };
  5300. /**
  5301. * Normalize the current Vector3.
  5302. * Please note that this is an in place operation.
  5303. * @returns the current updated Vector3
  5304. */
  5305. Vector3.prototype.normalize = function () {
  5306. return this.normalizeFromLength(this.length());
  5307. };
  5308. /**
  5309. * Normalize the current Vector3 with the given input length.
  5310. * Please note that this is an in place operation.
  5311. * @param len the length of the vector
  5312. * @returns the current updated Vector3
  5313. */
  5314. Vector3.prototype.normalizeFromLength = function (len) {
  5315. if (len === 0 || len === 1.0) {
  5316. return this;
  5317. }
  5318. return this.scaleInPlace(1.0 / len);
  5319. };
  5320. /**
  5321. * Normalize the current Vector3 to a new vector
  5322. * @returns the new Vector3
  5323. */
  5324. Vector3.prototype.normalizeToNew = function () {
  5325. var normalized = new Vector3(0, 0, 0);
  5326. this.normalizeToRef(normalized);
  5327. return normalized;
  5328. };
  5329. /**
  5330. * Normalize the current Vector3 to the reference
  5331. * @param reference define the Vector3 to update
  5332. * @returns the updated Vector3
  5333. */
  5334. Vector3.prototype.normalizeToRef = function (reference) {
  5335. var len = this.length();
  5336. if (len === 0 || len === 1.0) {
  5337. return reference.copyFromFloats(this.x, this.y, this.z);
  5338. }
  5339. return this.scaleToRef(1.0 / len, reference);
  5340. };
  5341. /**
  5342. * Creates a new Vector3 copied from the current Vector3
  5343. * @returns the new Vector3
  5344. */
  5345. Vector3.prototype.clone = function () {
  5346. return new Vector3(this.x, this.y, this.z);
  5347. };
  5348. /**
  5349. * Copies the given vector coordinates to the current Vector3 ones
  5350. * @param source defines the source Vector3
  5351. * @returns the current updated Vector3
  5352. */
  5353. Vector3.prototype.copyFrom = function (source) {
  5354. return this.copyFromFloats(source.x, source.y, source.z);
  5355. };
  5356. /**
  5357. * Copies the given floats to the current Vector3 coordinates
  5358. * @param x defines the x coordinate of the operand
  5359. * @param y defines the y coordinate of the operand
  5360. * @param z defines the z coordinate of the operand
  5361. * @returns the current updated Vector3
  5362. */
  5363. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5364. this.x = x;
  5365. this.y = y;
  5366. this.z = z;
  5367. return this;
  5368. };
  5369. /**
  5370. * Copies the given floats to the current Vector3 coordinates
  5371. * @param x defines the x coordinate of the operand
  5372. * @param y defines the y coordinate of the operand
  5373. * @param z defines the z coordinate of the operand
  5374. * @returns the current updated Vector3
  5375. */
  5376. Vector3.prototype.set = function (x, y, z) {
  5377. return this.copyFromFloats(x, y, z);
  5378. };
  5379. /**
  5380. * Copies the given float to the current Vector3 coordinates
  5381. * @param v defines the x, y and z coordinates of the operand
  5382. * @returns the current updated Vector3
  5383. */
  5384. Vector3.prototype.setAll = function (v) {
  5385. this.x = this.y = this.z = v;
  5386. return this;
  5387. };
  5388. // Statics
  5389. /**
  5390. * Get the clip factor between two vectors
  5391. * @param vector0 defines the first operand
  5392. * @param vector1 defines the second operand
  5393. * @param axis defines the axis to use
  5394. * @param size defines the size along the axis
  5395. * @returns the clip factor
  5396. */
  5397. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5398. var d0 = Vector3.Dot(vector0, axis) - size;
  5399. var d1 = Vector3.Dot(vector1, axis) - size;
  5400. var s = d0 / (d0 - d1);
  5401. return s;
  5402. };
  5403. /**
  5404. * Get angle between two vectors
  5405. * @param vector0 angle between vector0 and vector1
  5406. * @param vector1 angle between vector0 and vector1
  5407. * @param normal direction of the normal
  5408. * @return the angle between vector0 and vector1
  5409. */
  5410. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5411. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5412. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5413. var dot = Vector3.Dot(v0, v1);
  5414. var n = MathTmp.Vector3[3];
  5415. Vector3.CrossToRef(v0, v1, n);
  5416. if (Vector3.Dot(n, normal) > 0) {
  5417. return Math.acos(dot);
  5418. }
  5419. return -Math.acos(dot);
  5420. };
  5421. /**
  5422. * Returns a new Vector3 set from the index "offset" of the given array
  5423. * @param array defines the source array
  5424. * @param offset defines the offset in the source array
  5425. * @returns the new Vector3
  5426. */
  5427. Vector3.FromArray = function (array, offset) {
  5428. if (offset === void 0) { offset = 0; }
  5429. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5430. };
  5431. /**
  5432. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5433. * This function is deprecated. Use FromArray instead
  5434. * @param array defines the source array
  5435. * @param offset defines the offset in the source array
  5436. * @returns the new Vector3
  5437. */
  5438. Vector3.FromFloatArray = function (array, offset) {
  5439. return Vector3.FromArray(array, offset);
  5440. };
  5441. /**
  5442. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5443. * @param array defines the source array
  5444. * @param offset defines the offset in the source array
  5445. * @param result defines the Vector3 where to store the result
  5446. */
  5447. Vector3.FromArrayToRef = function (array, offset, result) {
  5448. result.x = array[offset];
  5449. result.y = array[offset + 1];
  5450. result.z = array[offset + 2];
  5451. };
  5452. /**
  5453. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5454. * This function is deprecated. Use FromArrayToRef instead.
  5455. * @param array defines the source array
  5456. * @param offset defines the offset in the source array
  5457. * @param result defines the Vector3 where to store the result
  5458. */
  5459. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5460. return Vector3.FromArrayToRef(array, offset, result);
  5461. };
  5462. /**
  5463. * Sets the given vector "result" with the given floats.
  5464. * @param x defines the x coordinate of the source
  5465. * @param y defines the y coordinate of the source
  5466. * @param z defines the z coordinate of the source
  5467. * @param result defines the Vector3 where to store the result
  5468. */
  5469. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5470. result.copyFromFloats(x, y, z);
  5471. };
  5472. /**
  5473. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5474. * @returns a new empty Vector3
  5475. */
  5476. Vector3.Zero = function () {
  5477. return new Vector3(0.0, 0.0, 0.0);
  5478. };
  5479. /**
  5480. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5481. * @returns a new unit Vector3
  5482. */
  5483. Vector3.One = function () {
  5484. return new Vector3(1.0, 1.0, 1.0);
  5485. };
  5486. /**
  5487. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5488. * @returns a new up Vector3
  5489. */
  5490. Vector3.Up = function () {
  5491. return new Vector3(0.0, 1.0, 0.0);
  5492. };
  5493. /**
  5494. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5495. * @returns a new down Vector3
  5496. */
  5497. Vector3.Down = function () {
  5498. return new Vector3(0.0, -1.0, 0.0);
  5499. };
  5500. /**
  5501. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5502. * @returns a new forward Vector3
  5503. */
  5504. Vector3.Forward = function () {
  5505. return new Vector3(0.0, 0.0, 1.0);
  5506. };
  5507. /**
  5508. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5509. * @returns a new forward Vector3
  5510. */
  5511. Vector3.Backward = function () {
  5512. return new Vector3(0.0, 0.0, -1.0);
  5513. };
  5514. /**
  5515. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5516. * @returns a new right Vector3
  5517. */
  5518. Vector3.Right = function () {
  5519. return new Vector3(1.0, 0.0, 0.0);
  5520. };
  5521. /**
  5522. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5523. * @returns a new left Vector3
  5524. */
  5525. Vector3.Left = function () {
  5526. return new Vector3(-1.0, 0.0, 0.0);
  5527. };
  5528. /**
  5529. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5530. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5531. * @param vector defines the Vector3 to transform
  5532. * @param transformation defines the transformation matrix
  5533. * @returns the transformed Vector3
  5534. */
  5535. Vector3.TransformCoordinates = function (vector, transformation) {
  5536. var result = Vector3.Zero();
  5537. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5538. return result;
  5539. };
  5540. /**
  5541. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5542. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5543. * @param vector defines the Vector3 to transform
  5544. * @param transformation defines the transformation matrix
  5545. * @param result defines the Vector3 where to store the result
  5546. */
  5547. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5548. return Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5549. };
  5550. /**
  5551. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5552. * This method computes tranformed coordinates only, not transformed direction vectors
  5553. * @param x define the x coordinate of the source vector
  5554. * @param y define the y coordinate of the source vector
  5555. * @param z define the z coordinate of the source vector
  5556. * @param transformation defines the transformation matrix
  5557. * @param result defines the Vector3 where to store the result
  5558. */
  5559. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5560. var m = transformation.m;
  5561. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5562. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5563. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5564. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5565. result.x = rx * rw;
  5566. result.y = ry * rw;
  5567. result.z = rz * rw;
  5568. };
  5569. /**
  5570. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5571. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5572. * @param vector defines the Vector3 to transform
  5573. * @param transformation defines the transformation matrix
  5574. * @returns the new Vector3
  5575. */
  5576. Vector3.TransformNormal = function (vector, transformation) {
  5577. var result = Vector3.Zero();
  5578. Vector3.TransformNormalToRef(vector, transformation, result);
  5579. return result;
  5580. };
  5581. /**
  5582. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5583. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5584. * @param vector defines the Vector3 to transform
  5585. * @param transformation defines the transformation matrix
  5586. * @param result defines the Vector3 where to store the result
  5587. */
  5588. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5589. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5590. };
  5591. /**
  5592. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5593. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5594. * @param x define the x coordinate of the source vector
  5595. * @param y define the y coordinate of the source vector
  5596. * @param z define the z coordinate of the source vector
  5597. * @param transformation defines the transformation matrix
  5598. * @param result defines the Vector3 where to store the result
  5599. */
  5600. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5601. var m = transformation.m;
  5602. result.x = x * m[0] + y * m[4] + z * m[8];
  5603. result.y = x * m[1] + y * m[5] + z * m[9];
  5604. result.z = x * m[2] + y * m[6] + z * m[10];
  5605. };
  5606. /**
  5607. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5608. * @param value1 defines the first control point
  5609. * @param value2 defines the second control point
  5610. * @param value3 defines the third control point
  5611. * @param value4 defines the fourth control point
  5612. * @param amount defines the amount on the spline to use
  5613. * @returns the new Vector3
  5614. */
  5615. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5616. var squared = amount * amount;
  5617. var cubed = amount * squared;
  5618. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5619. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5620. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5621. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5622. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5623. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5624. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5625. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5626. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5627. return new Vector3(x, y, z);
  5628. };
  5629. /**
  5630. * 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"
  5631. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5632. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5633. * @param value defines the current value
  5634. * @param min defines the lower range value
  5635. * @param max defines the upper range value
  5636. * @returns the new Vector3
  5637. */
  5638. Vector3.Clamp = function (value, min, max) {
  5639. var v = new Vector3();
  5640. Vector3.ClampToRef(value, min, max, v);
  5641. return v;
  5642. };
  5643. /**
  5644. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5645. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5646. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5647. * @param value defines the current value
  5648. * @param min defines the lower range value
  5649. * @param max defines the upper range value
  5650. * @param result defines the Vector3 where to store the result
  5651. */
  5652. Vector3.ClampToRef = function (value, min, max, result) {
  5653. var x = value.x;
  5654. x = (x > max.x) ? max.x : x;
  5655. x = (x < min.x) ? min.x : x;
  5656. var y = value.y;
  5657. y = (y > max.y) ? max.y : y;
  5658. y = (y < min.y) ? min.y : y;
  5659. var z = value.z;
  5660. z = (z > max.z) ? max.z : z;
  5661. z = (z < min.z) ? min.z : z;
  5662. result.copyFromFloats(x, y, z);
  5663. };
  5664. /**
  5665. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5666. * @param value1 defines the first control point
  5667. * @param tangent1 defines the first tangent vector
  5668. * @param value2 defines the second control point
  5669. * @param tangent2 defines the second tangent vector
  5670. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5671. * @returns the new Vector3
  5672. */
  5673. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5674. var squared = amount * amount;
  5675. var cubed = amount * squared;
  5676. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5677. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5678. var part3 = (cubed - (2.0 * squared)) + amount;
  5679. var part4 = cubed - squared;
  5680. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5681. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5682. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5683. return new Vector3(x, y, z);
  5684. };
  5685. /**
  5686. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5687. * @param start defines the start value
  5688. * @param end defines the end value
  5689. * @param amount max defines amount between both (between 0 and 1)
  5690. * @returns the new Vector3
  5691. */
  5692. Vector3.Lerp = function (start, end, amount) {
  5693. var result = new Vector3(0, 0, 0);
  5694. Vector3.LerpToRef(start, end, amount, result);
  5695. return result;
  5696. };
  5697. /**
  5698. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5699. * @param start defines the start value
  5700. * @param end defines the end value
  5701. * @param amount max defines amount between both (between 0 and 1)
  5702. * @param result defines the Vector3 where to store the result
  5703. */
  5704. Vector3.LerpToRef = function (start, end, amount, result) {
  5705. result.x = start.x + ((end.x - start.x) * amount);
  5706. result.y = start.y + ((end.y - start.y) * amount);
  5707. result.z = start.z + ((end.z - start.z) * amount);
  5708. };
  5709. /**
  5710. * Returns the dot product (float) between the vectors "left" and "right"
  5711. * @param left defines the left operand
  5712. * @param right defines the right operand
  5713. * @returns the dot product
  5714. */
  5715. Vector3.Dot = function (left, right) {
  5716. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5717. };
  5718. /**
  5719. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5720. * The cross product is then orthogonal to both "left" and "right"
  5721. * @param left defines the left operand
  5722. * @param right defines the right operand
  5723. * @returns the cross product
  5724. */
  5725. Vector3.Cross = function (left, right) {
  5726. var result = Vector3.Zero();
  5727. Vector3.CrossToRef(left, right, result);
  5728. return result;
  5729. };
  5730. /**
  5731. * Sets the given vector "result" with the cross product of "left" and "right"
  5732. * The cross product is then orthogonal to both "left" and "right"
  5733. * @param left defines the left operand
  5734. * @param right defines the right operand
  5735. * @param result defines the Vector3 where to store the result
  5736. */
  5737. Vector3.CrossToRef = function (left, right, result) {
  5738. MathTmp.Vector3[0].x = left.y * right.z - left.z * right.y;
  5739. MathTmp.Vector3[0].y = left.z * right.x - left.x * right.z;
  5740. MathTmp.Vector3[0].z = left.x * right.y - left.y * right.x;
  5741. result.copyFrom(MathTmp.Vector3[0]);
  5742. };
  5743. /**
  5744. * Returns a new Vector3 as the normalization of the given vector
  5745. * @param vector defines the Vector3 to normalize
  5746. * @returns the new Vector3
  5747. */
  5748. Vector3.Normalize = function (vector) {
  5749. var result = Vector3.Zero();
  5750. Vector3.NormalizeToRef(vector, result);
  5751. return result;
  5752. };
  5753. /**
  5754. * Sets the given vector "result" with the normalization of the given first vector
  5755. * @param vector defines the Vector3 to normalize
  5756. * @param result defines the Vector3 where to store the result
  5757. */
  5758. Vector3.NormalizeToRef = function (vector, result) {
  5759. vector.normalizeToRef(result);
  5760. };
  5761. /**
  5762. * Project a Vector3 onto screen space
  5763. * @param vector defines the Vector3 to project
  5764. * @param world defines the world matrix to use
  5765. * @param transform defines the transform (view x projection) matrix to use
  5766. * @param viewport defines the screen viewport to use
  5767. * @returns the new Vector3
  5768. */
  5769. Vector3.Project = function (vector, world, transform, viewport) {
  5770. var cw = viewport.width;
  5771. var ch = viewport.height;
  5772. var cx = viewport.x;
  5773. var cy = viewport.y;
  5774. var viewportMatrix = Vector3._viewportMatrixCache ? Vector3._viewportMatrixCache : (Vector3._viewportMatrixCache = new Matrix());
  5775. 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);
  5776. var matrix = MathTmp.Matrix[0];
  5777. world.multiplyToRef(transform, matrix);
  5778. matrix.multiplyToRef(viewportMatrix, matrix);
  5779. return Vector3.TransformCoordinates(vector, matrix);
  5780. };
  5781. /**
  5782. * Unproject from screen space to object space
  5783. * @param source defines the screen space Vector3 to use
  5784. * @param viewportWidth defines the current width of the viewport
  5785. * @param viewportHeight defines the current height of the viewport
  5786. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5787. * @param transform defines the transform (view x projection) matrix to use
  5788. * @returns the new Vector3
  5789. */
  5790. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5791. var matrix = MathTmp.Matrix[0];
  5792. world.multiplyToRef(transform, matrix);
  5793. matrix.invert();
  5794. source.x = source.x / viewportWidth * 2 - 1;
  5795. source.y = -(source.y / viewportHeight * 2 - 1);
  5796. var vector = Vector3.TransformCoordinates(source, matrix);
  5797. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  5798. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5799. vector = vector.scale(1.0 / num);
  5800. }
  5801. return vector;
  5802. };
  5803. /**
  5804. * Unproject from screen space to object space
  5805. * @param source defines the screen space Vector3 to use
  5806. * @param viewportWidth defines the current width of the viewport
  5807. * @param viewportHeight defines the current height of the viewport
  5808. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5809. * @param view defines the view matrix to use
  5810. * @param projection defines the projection matrix to use
  5811. * @returns the new Vector3
  5812. */
  5813. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5814. var result = Vector3.Zero();
  5815. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5816. return result;
  5817. };
  5818. /**
  5819. * Unproject from screen space to object space
  5820. * @param source defines the screen space Vector3 to use
  5821. * @param viewportWidth defines the current width of the viewport
  5822. * @param viewportHeight defines the current height of the viewport
  5823. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5824. * @param view defines the view matrix to use
  5825. * @param projection defines the projection matrix to use
  5826. * @param result defines the Vector3 where to store the result
  5827. */
  5828. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5829. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5830. };
  5831. /**
  5832. * Unproject from screen space to object space
  5833. * @param sourceX defines the screen space x coordinate to use
  5834. * @param sourceY defines the screen space y coordinate to use
  5835. * @param sourceZ defines the screen space z coordinate to use
  5836. * @param viewportWidth defines the current width of the viewport
  5837. * @param viewportHeight defines the current height of the viewport
  5838. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5839. * @param view defines the view matrix to use
  5840. * @param projection defines the projection matrix to use
  5841. * @param result defines the Vector3 where to store the result
  5842. */
  5843. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  5844. var matrix = MathTmp.Matrix[0];
  5845. world.multiplyToRef(view, matrix);
  5846. matrix.multiplyToRef(projection, matrix);
  5847. matrix.invert();
  5848. var screenSource = MathTmp.Vector3[0];
  5849. screenSource.x = sourceX / viewportWidth * 2 - 1;
  5850. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  5851. screenSource.z = 2 * sourceZ - 1.0;
  5852. Vector3.TransformCoordinatesToRef(screenSource, matrix, result);
  5853. var num = screenSource.x * matrix.m[3] + screenSource.y * matrix.m[7] + screenSource.z * matrix.m[11] + matrix.m[15];
  5854. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5855. result.scaleInPlace(1.0 / num);
  5856. }
  5857. };
  5858. /**
  5859. * Gets the minimal coordinate values between two Vector3
  5860. * @param left defines the first operand
  5861. * @param right defines the second operand
  5862. * @returns the new Vector3
  5863. */
  5864. Vector3.Minimize = function (left, right) {
  5865. var min = left.clone();
  5866. min.minimizeInPlace(right);
  5867. return min;
  5868. };
  5869. /**
  5870. * Gets the maximal coordinate values between two Vector3
  5871. * @param left defines the first operand
  5872. * @param right defines the second operand
  5873. * @returns the new Vector3
  5874. */
  5875. Vector3.Maximize = function (left, right) {
  5876. var max = left.clone();
  5877. max.maximizeInPlace(right);
  5878. return max;
  5879. };
  5880. /**
  5881. * Returns the distance between the vectors "value1" and "value2"
  5882. * @param value1 defines the first operand
  5883. * @param value2 defines the second operand
  5884. * @returns the distance
  5885. */
  5886. Vector3.Distance = function (value1, value2) {
  5887. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  5888. };
  5889. /**
  5890. * Returns the squared distance between the vectors "value1" and "value2"
  5891. * @param value1 defines the first operand
  5892. * @param value2 defines the second operand
  5893. * @returns the squared distance
  5894. */
  5895. Vector3.DistanceSquared = function (value1, value2) {
  5896. var x = value1.x - value2.x;
  5897. var y = value1.y - value2.y;
  5898. var z = value1.z - value2.z;
  5899. return (x * x) + (y * y) + (z * z);
  5900. };
  5901. /**
  5902. * Returns a new Vector3 located at the center between "value1" and "value2"
  5903. * @param value1 defines the first operand
  5904. * @param value2 defines the second operand
  5905. * @returns the new Vector3
  5906. */
  5907. Vector3.Center = function (value1, value2) {
  5908. var center = value1.add(value2);
  5909. center.scaleInPlace(0.5);
  5910. return center;
  5911. };
  5912. /**
  5913. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  5914. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  5915. * to something in order to rotate it from its local system to the given target system
  5916. * Note: axis1, axis2 and axis3 are normalized during this operation
  5917. * @param axis1 defines the first axis
  5918. * @param axis2 defines the second axis
  5919. * @param axis3 defines the third axis
  5920. * @returns a new Vector3
  5921. */
  5922. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  5923. var rotation = Vector3.Zero();
  5924. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  5925. return rotation;
  5926. };
  5927. /**
  5928. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  5929. * @param axis1 defines the first axis
  5930. * @param axis2 defines the second axis
  5931. * @param axis3 defines the third axis
  5932. * @param ref defines the Vector3 where to store the result
  5933. */
  5934. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  5935. var quat = MathTmp.Quaternion[0];
  5936. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  5937. quat.toEulerAnglesToRef(ref);
  5938. };
  5939. return Vector3;
  5940. }());
  5941. BABYLON.Vector3 = Vector3;
  5942. /**
  5943. * Vector4 class created for EulerAngle class conversion to Quaternion
  5944. */
  5945. var Vector4 = /** @class */ (function () {
  5946. /**
  5947. * Creates a Vector4 object from the given floats.
  5948. * @param x x value of the vector
  5949. * @param y y value of the vector
  5950. * @param z z value of the vector
  5951. * @param w w value of the vector
  5952. */
  5953. function Vector4(
  5954. /** x value of the vector */
  5955. x,
  5956. /** y value of the vector */
  5957. y,
  5958. /** z value of the vector */
  5959. z,
  5960. /** w value of the vector */
  5961. w) {
  5962. this.x = x;
  5963. this.y = y;
  5964. this.z = z;
  5965. this.w = w;
  5966. }
  5967. /**
  5968. * Returns the string with the Vector4 coordinates.
  5969. * @returns a string containing all the vector values
  5970. */
  5971. Vector4.prototype.toString = function () {
  5972. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  5973. };
  5974. /**
  5975. * Returns the string "Vector4".
  5976. * @returns "Vector4"
  5977. */
  5978. Vector4.prototype.getClassName = function () {
  5979. return "Vector4";
  5980. };
  5981. /**
  5982. * Returns the Vector4 hash code.
  5983. * @returns a unique hash code
  5984. */
  5985. Vector4.prototype.getHashCode = function () {
  5986. var hash = this.x || 0;
  5987. hash = (hash * 397) ^ (this.y || 0);
  5988. hash = (hash * 397) ^ (this.z || 0);
  5989. hash = (hash * 397) ^ (this.w || 0);
  5990. return hash;
  5991. };
  5992. // Operators
  5993. /**
  5994. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  5995. * @returns the resulting array
  5996. */
  5997. Vector4.prototype.asArray = function () {
  5998. var result = new Array();
  5999. this.toArray(result, 0);
  6000. return result;
  6001. };
  6002. /**
  6003. * Populates the given array from the given index with the Vector4 coordinates.
  6004. * @param array array to populate
  6005. * @param index index of the array to start at (default: 0)
  6006. * @returns the Vector4.
  6007. */
  6008. Vector4.prototype.toArray = function (array, index) {
  6009. if (index === undefined) {
  6010. index = 0;
  6011. }
  6012. array[index] = this.x;
  6013. array[index + 1] = this.y;
  6014. array[index + 2] = this.z;
  6015. array[index + 3] = this.w;
  6016. return this;
  6017. };
  6018. /**
  6019. * Adds the given vector to the current Vector4.
  6020. * @param otherVector the vector to add
  6021. * @returns the updated Vector4.
  6022. */
  6023. Vector4.prototype.addInPlace = function (otherVector) {
  6024. this.x += otherVector.x;
  6025. this.y += otherVector.y;
  6026. this.z += otherVector.z;
  6027. this.w += otherVector.w;
  6028. return this;
  6029. };
  6030. /**
  6031. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6032. * @param otherVector the vector to add
  6033. * @returns the resulting vector
  6034. */
  6035. Vector4.prototype.add = function (otherVector) {
  6036. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6037. };
  6038. /**
  6039. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6040. * @param otherVector the vector to add
  6041. * @param result the vector to store the result
  6042. * @returns the current Vector4.
  6043. */
  6044. Vector4.prototype.addToRef = function (otherVector, result) {
  6045. result.x = this.x + otherVector.x;
  6046. result.y = this.y + otherVector.y;
  6047. result.z = this.z + otherVector.z;
  6048. result.w = this.w + otherVector.w;
  6049. return this;
  6050. };
  6051. /**
  6052. * Subtract in place the given vector from the current Vector4.
  6053. * @param otherVector the vector to subtract
  6054. * @returns the updated Vector4.
  6055. */
  6056. Vector4.prototype.subtractInPlace = function (otherVector) {
  6057. this.x -= otherVector.x;
  6058. this.y -= otherVector.y;
  6059. this.z -= otherVector.z;
  6060. this.w -= otherVector.w;
  6061. return this;
  6062. };
  6063. /**
  6064. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6065. * @param otherVector the vector to add
  6066. * @returns the new vector with the result
  6067. */
  6068. Vector4.prototype.subtract = function (otherVector) {
  6069. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6070. };
  6071. /**
  6072. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6073. * @param otherVector the vector to subtract
  6074. * @param result the vector to store the result
  6075. * @returns the current Vector4.
  6076. */
  6077. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6078. result.x = this.x - otherVector.x;
  6079. result.y = this.y - otherVector.y;
  6080. result.z = this.z - otherVector.z;
  6081. result.w = this.w - otherVector.w;
  6082. return this;
  6083. };
  6084. /**
  6085. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6086. */
  6087. /**
  6088. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6089. * @param x value to subtract
  6090. * @param y value to subtract
  6091. * @param z value to subtract
  6092. * @param w value to subtract
  6093. * @returns new vector containing the result
  6094. */
  6095. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6096. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6097. };
  6098. /**
  6099. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6100. * @param x value to subtract
  6101. * @param y value to subtract
  6102. * @param z value to subtract
  6103. * @param w value to subtract
  6104. * @param result the vector to store the result in
  6105. * @returns the current Vector4.
  6106. */
  6107. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6108. result.x = this.x - x;
  6109. result.y = this.y - y;
  6110. result.z = this.z - z;
  6111. result.w = this.w - w;
  6112. return this;
  6113. };
  6114. /**
  6115. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6116. * @returns a new vector with the negated values
  6117. */
  6118. Vector4.prototype.negate = function () {
  6119. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6120. };
  6121. /**
  6122. * Multiplies the current Vector4 coordinates by scale (float).
  6123. * @param scale the number to scale with
  6124. * @returns the updated Vector4.
  6125. */
  6126. Vector4.prototype.scaleInPlace = function (scale) {
  6127. this.x *= scale;
  6128. this.y *= scale;
  6129. this.z *= scale;
  6130. this.w *= scale;
  6131. return this;
  6132. };
  6133. /**
  6134. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6135. * @param scale the number to scale with
  6136. * @returns a new vector with the result
  6137. */
  6138. Vector4.prototype.scale = function (scale) {
  6139. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6140. };
  6141. /**
  6142. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6143. * @param scale the number to scale with
  6144. * @param result a vector to store the result in
  6145. * @returns the current Vector4.
  6146. */
  6147. Vector4.prototype.scaleToRef = function (scale, result) {
  6148. result.x = this.x * scale;
  6149. result.y = this.y * scale;
  6150. result.z = this.z * scale;
  6151. result.w = this.w * scale;
  6152. return this;
  6153. };
  6154. /**
  6155. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6156. * @param scale defines the scale factor
  6157. * @param result defines the Vector4 object where to store the result
  6158. * @returns the unmodified current Vector4
  6159. */
  6160. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6161. result.x += this.x * scale;
  6162. result.y += this.y * scale;
  6163. result.z += this.z * scale;
  6164. result.w += this.w * scale;
  6165. return this;
  6166. };
  6167. /**
  6168. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6169. * @param otherVector the vector to compare against
  6170. * @returns true if they are equal
  6171. */
  6172. Vector4.prototype.equals = function (otherVector) {
  6173. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6174. };
  6175. /**
  6176. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6177. * @param otherVector vector to compare against
  6178. * @param epsilon (Default: very small number)
  6179. * @returns true if they are equal
  6180. */
  6181. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6182. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6183. return otherVector
  6184. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6185. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6186. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6187. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6188. };
  6189. /**
  6190. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6191. * @param x x value to compare against
  6192. * @param y y value to compare against
  6193. * @param z z value to compare against
  6194. * @param w w value to compare against
  6195. * @returns true if equal
  6196. */
  6197. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6198. return this.x === x && this.y === y && this.z === z && this.w === w;
  6199. };
  6200. /**
  6201. * Multiplies in place the current Vector4 by the given one.
  6202. * @param otherVector vector to multiple with
  6203. * @returns the updated Vector4.
  6204. */
  6205. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6206. this.x *= otherVector.x;
  6207. this.y *= otherVector.y;
  6208. this.z *= otherVector.z;
  6209. this.w *= otherVector.w;
  6210. return this;
  6211. };
  6212. /**
  6213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6214. * @param otherVector vector to multiple with
  6215. * @returns resulting new vector
  6216. */
  6217. Vector4.prototype.multiply = function (otherVector) {
  6218. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6219. };
  6220. /**
  6221. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6222. * @param otherVector vector to multiple with
  6223. * @param result vector to store the result
  6224. * @returns the current Vector4.
  6225. */
  6226. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6227. result.x = this.x * otherVector.x;
  6228. result.y = this.y * otherVector.y;
  6229. result.z = this.z * otherVector.z;
  6230. result.w = this.w * otherVector.w;
  6231. return this;
  6232. };
  6233. /**
  6234. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6235. * @param x x value multiply with
  6236. * @param y y value multiply with
  6237. * @param z z value multiply with
  6238. * @param w w value multiply with
  6239. * @returns resulting new vector
  6240. */
  6241. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6242. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6243. };
  6244. /**
  6245. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6246. * @param otherVector vector to devide with
  6247. * @returns resulting new vector
  6248. */
  6249. Vector4.prototype.divide = function (otherVector) {
  6250. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6251. };
  6252. /**
  6253. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6254. * @param otherVector vector to devide with
  6255. * @param result vector to store the result
  6256. * @returns the current Vector4.
  6257. */
  6258. Vector4.prototype.divideToRef = function (otherVector, result) {
  6259. result.x = this.x / otherVector.x;
  6260. result.y = this.y / otherVector.y;
  6261. result.z = this.z / otherVector.z;
  6262. result.w = this.w / otherVector.w;
  6263. return this;
  6264. };
  6265. /**
  6266. * Divides the current Vector3 coordinates by the given ones.
  6267. * @param otherVector vector to devide with
  6268. * @returns the updated Vector3.
  6269. */
  6270. Vector4.prototype.divideInPlace = function (otherVector) {
  6271. return this.divideToRef(otherVector, this);
  6272. };
  6273. /**
  6274. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6275. * @param other defines the second operand
  6276. * @returns the current updated Vector4
  6277. */
  6278. Vector4.prototype.minimizeInPlace = function (other) {
  6279. if (other.x < this.x) {
  6280. this.x = other.x;
  6281. }
  6282. if (other.y < this.y) {
  6283. this.y = other.y;
  6284. }
  6285. if (other.z < this.z) {
  6286. this.z = other.z;
  6287. }
  6288. if (other.w < this.w) {
  6289. this.w = other.w;
  6290. }
  6291. return this;
  6292. };
  6293. /**
  6294. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6295. * @param other defines the second operand
  6296. * @returns the current updated Vector4
  6297. */
  6298. Vector4.prototype.maximizeInPlace = function (other) {
  6299. if (other.x > this.x) {
  6300. this.x = other.x;
  6301. }
  6302. if (other.y > this.y) {
  6303. this.y = other.y;
  6304. }
  6305. if (other.z > this.z) {
  6306. this.z = other.z;
  6307. }
  6308. if (other.w > this.w) {
  6309. this.w = other.w;
  6310. }
  6311. return this;
  6312. };
  6313. /**
  6314. * Gets a new Vector4 from current Vector4 floored values
  6315. * @returns a new Vector4
  6316. */
  6317. Vector4.prototype.floor = function () {
  6318. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6319. };
  6320. /**
  6321. * Gets a new Vector4 from current Vector3 floored values
  6322. * @returns a new Vector4
  6323. */
  6324. Vector4.prototype.fract = function () {
  6325. 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));
  6326. };
  6327. // Properties
  6328. /**
  6329. * Returns the Vector4 length (float).
  6330. * @returns the length
  6331. */
  6332. Vector4.prototype.length = function () {
  6333. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6334. };
  6335. /**
  6336. * Returns the Vector4 squared length (float).
  6337. * @returns the length squared
  6338. */
  6339. Vector4.prototype.lengthSquared = function () {
  6340. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6341. };
  6342. // Methods
  6343. /**
  6344. * Normalizes in place the Vector4.
  6345. * @returns the updated Vector4.
  6346. */
  6347. Vector4.prototype.normalize = function () {
  6348. var len = this.length();
  6349. if (len === 0) {
  6350. return this;
  6351. }
  6352. return this.scaleInPlace(1.0 / len);
  6353. };
  6354. /**
  6355. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6356. * @returns this converted to a new vector3
  6357. */
  6358. Vector4.prototype.toVector3 = function () {
  6359. return new Vector3(this.x, this.y, this.z);
  6360. };
  6361. /**
  6362. * Returns a new Vector4 copied from the current one.
  6363. * @returns the new cloned vector
  6364. */
  6365. Vector4.prototype.clone = function () {
  6366. return new Vector4(this.x, this.y, this.z, this.w);
  6367. };
  6368. /**
  6369. * Updates the current Vector4 with the given one coordinates.
  6370. * @param source the source vector to copy from
  6371. * @returns the updated Vector4.
  6372. */
  6373. Vector4.prototype.copyFrom = function (source) {
  6374. this.x = source.x;
  6375. this.y = source.y;
  6376. this.z = source.z;
  6377. this.w = source.w;
  6378. return this;
  6379. };
  6380. /**
  6381. * Updates the current Vector4 coordinates with the given floats.
  6382. * @param x float to copy from
  6383. * @param y float to copy from
  6384. * @param z float to copy from
  6385. * @param w float to copy from
  6386. * @returns the updated Vector4.
  6387. */
  6388. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6389. this.x = x;
  6390. this.y = y;
  6391. this.z = z;
  6392. this.w = w;
  6393. return this;
  6394. };
  6395. /**
  6396. * Updates the current Vector4 coordinates with the given floats.
  6397. * @param x float to set from
  6398. * @param y float to set from
  6399. * @param z float to set from
  6400. * @param w float to set from
  6401. * @returns the updated Vector4.
  6402. */
  6403. Vector4.prototype.set = function (x, y, z, w) {
  6404. return this.copyFromFloats(x, y, z, w);
  6405. };
  6406. /**
  6407. * Copies the given float to the current Vector3 coordinates
  6408. * @param v defines the x, y, z and w coordinates of the operand
  6409. * @returns the current updated Vector3
  6410. */
  6411. Vector4.prototype.setAll = function (v) {
  6412. this.x = this.y = this.z = this.w = v;
  6413. return this;
  6414. };
  6415. // Statics
  6416. /**
  6417. * Returns a new Vector4 set from the starting index of the given array.
  6418. * @param array the array to pull values from
  6419. * @param offset the offset into the array to start at
  6420. * @returns the new vector
  6421. */
  6422. Vector4.FromArray = function (array, offset) {
  6423. if (!offset) {
  6424. offset = 0;
  6425. }
  6426. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6427. };
  6428. /**
  6429. * Updates the given vector "result" from the starting index of the given array.
  6430. * @param array the array to pull values from
  6431. * @param offset the offset into the array to start at
  6432. * @param result the vector to store the result in
  6433. */
  6434. Vector4.FromArrayToRef = function (array, offset, result) {
  6435. result.x = array[offset];
  6436. result.y = array[offset + 1];
  6437. result.z = array[offset + 2];
  6438. result.w = array[offset + 3];
  6439. };
  6440. /**
  6441. * Updates the given vector "result" from the starting index of the given Float32Array.
  6442. * @param array the array to pull values from
  6443. * @param offset the offset into the array to start at
  6444. * @param result the vector to store the result in
  6445. */
  6446. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6447. Vector4.FromArrayToRef(array, offset, result);
  6448. };
  6449. /**
  6450. * Updates the given vector "result" coordinates from the given floats.
  6451. * @param x float to set from
  6452. * @param y float to set from
  6453. * @param z float to set from
  6454. * @param w float to set from
  6455. * @param result the vector to the floats in
  6456. */
  6457. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6458. result.x = x;
  6459. result.y = y;
  6460. result.z = z;
  6461. result.w = w;
  6462. };
  6463. /**
  6464. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6465. * @returns the new vector
  6466. */
  6467. Vector4.Zero = function () {
  6468. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6469. };
  6470. /**
  6471. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6472. * @returns the new vector
  6473. */
  6474. Vector4.One = function () {
  6475. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6476. };
  6477. /**
  6478. * Returns a new normalized Vector4 from the given one.
  6479. * @param vector the vector to normalize
  6480. * @returns the vector
  6481. */
  6482. Vector4.Normalize = function (vector) {
  6483. var result = Vector4.Zero();
  6484. Vector4.NormalizeToRef(vector, result);
  6485. return result;
  6486. };
  6487. /**
  6488. * Updates the given vector "result" from the normalization of the given one.
  6489. * @param vector the vector to normalize
  6490. * @param result the vector to store the result in
  6491. */
  6492. Vector4.NormalizeToRef = function (vector, result) {
  6493. result.copyFrom(vector);
  6494. result.normalize();
  6495. };
  6496. /**
  6497. * Returns a vector with the minimum values from the left and right vectors
  6498. * @param left left vector to minimize
  6499. * @param right right vector to minimize
  6500. * @returns a new vector with the minimum of the left and right vector values
  6501. */
  6502. Vector4.Minimize = function (left, right) {
  6503. var min = left.clone();
  6504. min.minimizeInPlace(right);
  6505. return min;
  6506. };
  6507. /**
  6508. * Returns a vector with the maximum values from the left and right vectors
  6509. * @param left left vector to maximize
  6510. * @param right right vector to maximize
  6511. * @returns a new vector with the maximum of the left and right vector values
  6512. */
  6513. Vector4.Maximize = function (left, right) {
  6514. var max = left.clone();
  6515. max.maximizeInPlace(right);
  6516. return max;
  6517. };
  6518. /**
  6519. * Returns the distance (float) between the vectors "value1" and "value2".
  6520. * @param value1 value to calulate the distance between
  6521. * @param value2 value to calulate the distance between
  6522. * @return the distance between the two vectors
  6523. */
  6524. Vector4.Distance = function (value1, value2) {
  6525. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6526. };
  6527. /**
  6528. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6529. * @param value1 value to calulate the distance between
  6530. * @param value2 value to calulate the distance between
  6531. * @return the distance between the two vectors squared
  6532. */
  6533. Vector4.DistanceSquared = function (value1, value2) {
  6534. var x = value1.x - value2.x;
  6535. var y = value1.y - value2.y;
  6536. var z = value1.z - value2.z;
  6537. var w = value1.w - value2.w;
  6538. return (x * x) + (y * y) + (z * z) + (w * w);
  6539. };
  6540. /**
  6541. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6542. * @param value1 value to calulate the center between
  6543. * @param value2 value to calulate the center between
  6544. * @return the center between the two vectors
  6545. */
  6546. Vector4.Center = function (value1, value2) {
  6547. var center = value1.add(value2);
  6548. center.scaleInPlace(0.5);
  6549. return center;
  6550. };
  6551. /**
  6552. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6553. * This methods computes transformed normalized direction vectors only.
  6554. * @param vector the vector to transform
  6555. * @param transformation the transformation matrix to apply
  6556. * @returns the new vector
  6557. */
  6558. Vector4.TransformNormal = function (vector, transformation) {
  6559. var result = Vector4.Zero();
  6560. Vector4.TransformNormalToRef(vector, transformation, result);
  6561. return result;
  6562. };
  6563. /**
  6564. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6565. * This methods computes transformed normalized direction vectors only.
  6566. * @param vector the vector to transform
  6567. * @param transformation the transformation matrix to apply
  6568. * @param result the vector to store the result in
  6569. */
  6570. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6571. var m = transformation.m;
  6572. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6573. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6574. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6575. result.x = x;
  6576. result.y = y;
  6577. result.z = z;
  6578. result.w = vector.w;
  6579. };
  6580. /**
  6581. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6582. * This methods computes transformed normalized direction vectors only.
  6583. * @param x value to transform
  6584. * @param y value to transform
  6585. * @param z value to transform
  6586. * @param w value to transform
  6587. * @param transformation the transformation matrix to apply
  6588. * @param result the vector to store the results in
  6589. */
  6590. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6591. var m = transformation.m;
  6592. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6593. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6594. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6595. result.w = w;
  6596. };
  6597. return Vector4;
  6598. }());
  6599. BABYLON.Vector4 = Vector4;
  6600. /**
  6601. * Size containing widht and height
  6602. */
  6603. var Size = /** @class */ (function () {
  6604. /**
  6605. * Creates a Size object from the given width and height (floats).
  6606. * @param width width of the new size
  6607. * @param height height of the new size
  6608. */
  6609. function Size(width, height) {
  6610. this.width = width;
  6611. this.height = height;
  6612. }
  6613. /**
  6614. * Returns a string with the Size width and height
  6615. * @returns a string with the Size width and height
  6616. */
  6617. Size.prototype.toString = function () {
  6618. return "{W: " + this.width + ", H: " + this.height + "}";
  6619. };
  6620. /**
  6621. * "Size"
  6622. * @returns the string "Size"
  6623. */
  6624. Size.prototype.getClassName = function () {
  6625. return "Size";
  6626. };
  6627. /**
  6628. * Returns the Size hash code.
  6629. * @returns a hash code for a unique width and height
  6630. */
  6631. Size.prototype.getHashCode = function () {
  6632. var hash = this.width || 0;
  6633. hash = (hash * 397) ^ (this.height || 0);
  6634. return hash;
  6635. };
  6636. /**
  6637. * Updates the current size from the given one.
  6638. * @param src the given size
  6639. */
  6640. Size.prototype.copyFrom = function (src) {
  6641. this.width = src.width;
  6642. this.height = src.height;
  6643. };
  6644. /**
  6645. * Updates in place the current Size from the given floats.
  6646. * @param width width of the new size
  6647. * @param height height of the new size
  6648. * @returns the updated Size.
  6649. */
  6650. Size.prototype.copyFromFloats = function (width, height) {
  6651. this.width = width;
  6652. this.height = height;
  6653. return this;
  6654. };
  6655. /**
  6656. * Updates in place the current Size from the given floats.
  6657. * @param width width to set
  6658. * @param height height to set
  6659. * @returns the updated Size.
  6660. */
  6661. Size.prototype.set = function (width, height) {
  6662. return this.copyFromFloats(width, height);
  6663. };
  6664. /**
  6665. * Multiplies the width and height by numbers
  6666. * @param w factor to multiple the width by
  6667. * @param h factor to multiple the height by
  6668. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6669. */
  6670. Size.prototype.multiplyByFloats = function (w, h) {
  6671. return new Size(this.width * w, this.height * h);
  6672. };
  6673. /**
  6674. * Clones the size
  6675. * @returns a new Size copied from the given one.
  6676. */
  6677. Size.prototype.clone = function () {
  6678. return new Size(this.width, this.height);
  6679. };
  6680. /**
  6681. * True if the current Size and the given one width and height are strictly equal.
  6682. * @param other the other size to compare against
  6683. * @returns True if the current Size and the given one width and height are strictly equal.
  6684. */
  6685. Size.prototype.equals = function (other) {
  6686. if (!other) {
  6687. return false;
  6688. }
  6689. return (this.width === other.width) && (this.height === other.height);
  6690. };
  6691. Object.defineProperty(Size.prototype, "surface", {
  6692. /**
  6693. * The surface of the Size : width * height (float).
  6694. */
  6695. get: function () {
  6696. return this.width * this.height;
  6697. },
  6698. enumerable: true,
  6699. configurable: true
  6700. });
  6701. /**
  6702. * Create a new size of zero
  6703. * @returns a new Size set to (0.0, 0.0)
  6704. */
  6705. Size.Zero = function () {
  6706. return new Size(0.0, 0.0);
  6707. };
  6708. /**
  6709. * Sums the width and height of two sizes
  6710. * @param otherSize size to add to this size
  6711. * @returns a new Size set as the addition result of the current Size and the given one.
  6712. */
  6713. Size.prototype.add = function (otherSize) {
  6714. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6715. return r;
  6716. };
  6717. /**
  6718. * Subtracts the width and height of two
  6719. * @param otherSize size to subtract to this size
  6720. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6721. */
  6722. Size.prototype.subtract = function (otherSize) {
  6723. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6724. return r;
  6725. };
  6726. /**
  6727. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6728. * @param start starting size to lerp between
  6729. * @param end end size to lerp between
  6730. * @param amount amount to lerp between the start and end values
  6731. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6732. */
  6733. Size.Lerp = function (start, end, amount) {
  6734. var w = start.width + ((end.width - start.width) * amount);
  6735. var h = start.height + ((end.height - start.height) * amount);
  6736. return new Size(w, h);
  6737. };
  6738. return Size;
  6739. }());
  6740. BABYLON.Size = Size;
  6741. /**
  6742. * Class used to store quaternion data
  6743. * @see https://en.wikipedia.org/wiki/Quaternion
  6744. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6745. */
  6746. var Quaternion = /** @class */ (function () {
  6747. /**
  6748. * Creates a new Quaternion from the given floats
  6749. * @param x defines the first component (0 by default)
  6750. * @param y defines the second component (0 by default)
  6751. * @param z defines the third component (0 by default)
  6752. * @param w defines the fourth component (1.0 by default)
  6753. */
  6754. function Quaternion(
  6755. /** defines the first component (0 by default) */
  6756. x,
  6757. /** defines the second component (0 by default) */
  6758. y,
  6759. /** defines the third component (0 by default) */
  6760. z,
  6761. /** defines the fourth component (1.0 by default) */
  6762. w) {
  6763. if (x === void 0) { x = 0.0; }
  6764. if (y === void 0) { y = 0.0; }
  6765. if (z === void 0) { z = 0.0; }
  6766. if (w === void 0) { w = 1.0; }
  6767. this.x = x;
  6768. this.y = y;
  6769. this.z = z;
  6770. this.w = w;
  6771. }
  6772. /**
  6773. * Gets a string representation for the current quaternion
  6774. * @returns a string with the Quaternion coordinates
  6775. */
  6776. Quaternion.prototype.toString = function () {
  6777. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6778. };
  6779. /**
  6780. * Gets the class name of the quaternion
  6781. * @returns the string "Quaternion"
  6782. */
  6783. Quaternion.prototype.getClassName = function () {
  6784. return "Quaternion";
  6785. };
  6786. /**
  6787. * Gets a hash code for this quaternion
  6788. * @returns the quaternion hash code
  6789. */
  6790. Quaternion.prototype.getHashCode = function () {
  6791. var hash = this.x || 0;
  6792. hash = (hash * 397) ^ (this.y || 0);
  6793. hash = (hash * 397) ^ (this.z || 0);
  6794. hash = (hash * 397) ^ (this.w || 0);
  6795. return hash;
  6796. };
  6797. /**
  6798. * Copy the quaternion to an array
  6799. * @returns a new array populated with 4 elements from the quaternion coordinates
  6800. */
  6801. Quaternion.prototype.asArray = function () {
  6802. return [this.x, this.y, this.z, this.w];
  6803. };
  6804. /**
  6805. * Check if two quaternions are equals
  6806. * @param otherQuaternion defines the second operand
  6807. * @return true if the current quaternion and the given one coordinates are strictly equals
  6808. */
  6809. Quaternion.prototype.equals = function (otherQuaternion) {
  6810. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  6811. };
  6812. /**
  6813. * Clone the current quaternion
  6814. * @returns a new quaternion copied from the current one
  6815. */
  6816. Quaternion.prototype.clone = function () {
  6817. return new Quaternion(this.x, this.y, this.z, this.w);
  6818. };
  6819. /**
  6820. * Copy a quaternion to the current one
  6821. * @param other defines the other quaternion
  6822. * @returns the updated current quaternion
  6823. */
  6824. Quaternion.prototype.copyFrom = function (other) {
  6825. this.x = other.x;
  6826. this.y = other.y;
  6827. this.z = other.z;
  6828. this.w = other.w;
  6829. return this;
  6830. };
  6831. /**
  6832. * Updates the current quaternion with the given float coordinates
  6833. * @param x defines the x coordinate
  6834. * @param y defines the y coordinate
  6835. * @param z defines the z coordinate
  6836. * @param w defines the w coordinate
  6837. * @returns the updated current quaternion
  6838. */
  6839. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  6840. this.x = x;
  6841. this.y = y;
  6842. this.z = z;
  6843. this.w = w;
  6844. return this;
  6845. };
  6846. /**
  6847. * Updates the current quaternion from the given float coordinates
  6848. * @param x defines the x coordinate
  6849. * @param y defines the y coordinate
  6850. * @param z defines the z coordinate
  6851. * @param w defines the w coordinate
  6852. * @returns the updated current quaternion
  6853. */
  6854. Quaternion.prototype.set = function (x, y, z, w) {
  6855. return this.copyFromFloats(x, y, z, w);
  6856. };
  6857. /**
  6858. * Adds two quaternions
  6859. * @param other defines the second operand
  6860. * @returns a new quaternion as the addition result of the given one and the current quaternion
  6861. */
  6862. Quaternion.prototype.add = function (other) {
  6863. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  6864. };
  6865. /**
  6866. * Add a quaternion to the current one
  6867. * @param other defines the quaternion to add
  6868. * @returns the current quaternion
  6869. */
  6870. Quaternion.prototype.addInPlace = function (other) {
  6871. this.x += other.x;
  6872. this.y += other.y;
  6873. this.z += other.z;
  6874. this.w += other.w;
  6875. return this;
  6876. };
  6877. /**
  6878. * Subtract two quaternions
  6879. * @param other defines the second operand
  6880. * @returns a new quaternion as the subtraction result of the given one from the current one
  6881. */
  6882. Quaternion.prototype.subtract = function (other) {
  6883. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  6884. };
  6885. /**
  6886. * Multiplies the current quaternion by a scale factor
  6887. * @param value defines the scale factor
  6888. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  6889. */
  6890. Quaternion.prototype.scale = function (value) {
  6891. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  6892. };
  6893. /**
  6894. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  6895. * @param scale defines the scale factor
  6896. * @param result defines the Quaternion object where to store the result
  6897. * @returns the unmodified current quaternion
  6898. */
  6899. Quaternion.prototype.scaleToRef = function (scale, result) {
  6900. result.x = this.x * scale;
  6901. result.y = this.y * scale;
  6902. result.z = this.z * scale;
  6903. result.w = this.w * scale;
  6904. return this;
  6905. };
  6906. /**
  6907. * Multiplies in place the current quaternion by a scale factor
  6908. * @param value defines the scale factor
  6909. * @returns the current modified quaternion
  6910. */
  6911. Quaternion.prototype.scaleInPlace = function (value) {
  6912. this.x *= value;
  6913. this.y *= value;
  6914. this.z *= value;
  6915. this.w *= value;
  6916. return this;
  6917. };
  6918. /**
  6919. * Scale the current quaternion values by a factor and add the result to a given quaternion
  6920. * @param scale defines the scale factor
  6921. * @param result defines the Quaternion object where to store the result
  6922. * @returns the unmodified current quaternion
  6923. */
  6924. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  6925. result.x += this.x * scale;
  6926. result.y += this.y * scale;
  6927. result.z += this.z * scale;
  6928. result.w += this.w * scale;
  6929. return this;
  6930. };
  6931. /**
  6932. * Multiplies two quaternions
  6933. * @param q1 defines the second operand
  6934. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  6935. */
  6936. Quaternion.prototype.multiply = function (q1) {
  6937. var result = new Quaternion(0, 0, 0, 1.0);
  6938. this.multiplyToRef(q1, result);
  6939. return result;
  6940. };
  6941. /**
  6942. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  6943. * @param q1 defines the second operand
  6944. * @param result defines the target quaternion
  6945. * @returns the current quaternion
  6946. */
  6947. Quaternion.prototype.multiplyToRef = function (q1, result) {
  6948. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  6949. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  6950. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  6951. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  6952. result.copyFromFloats(x, y, z, w);
  6953. return this;
  6954. };
  6955. /**
  6956. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  6957. * @param q1 defines the second operand
  6958. * @returns the currentupdated quaternion
  6959. */
  6960. Quaternion.prototype.multiplyInPlace = function (q1) {
  6961. this.multiplyToRef(q1, this);
  6962. return this;
  6963. };
  6964. /**
  6965. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  6966. * @param ref defines the target quaternion
  6967. * @returns the current quaternion
  6968. */
  6969. Quaternion.prototype.conjugateToRef = function (ref) {
  6970. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  6971. return this;
  6972. };
  6973. /**
  6974. * Conjugates in place (1-q) the current quaternion
  6975. * @returns the current updated quaternion
  6976. */
  6977. Quaternion.prototype.conjugateInPlace = function () {
  6978. this.x *= -1;
  6979. this.y *= -1;
  6980. this.z *= -1;
  6981. return this;
  6982. };
  6983. /**
  6984. * Conjugates in place (1-q) the current quaternion
  6985. * @returns a new quaternion
  6986. */
  6987. Quaternion.prototype.conjugate = function () {
  6988. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  6989. return result;
  6990. };
  6991. /**
  6992. * Gets length of current quaternion
  6993. * @returns the quaternion length (float)
  6994. */
  6995. Quaternion.prototype.length = function () {
  6996. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  6997. };
  6998. /**
  6999. * Normalize in place the current quaternion
  7000. * @returns the current updated quaternion
  7001. */
  7002. Quaternion.prototype.normalize = function () {
  7003. var length = 1.0 / this.length();
  7004. this.x *= length;
  7005. this.y *= length;
  7006. this.z *= length;
  7007. this.w *= length;
  7008. return this;
  7009. };
  7010. /**
  7011. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7012. * @param order is a reserved parameter and is ignore for now
  7013. * @returns a new Vector3 containing the Euler angles
  7014. */
  7015. Quaternion.prototype.toEulerAngles = function (order) {
  7016. if (order === void 0) { order = "YZX"; }
  7017. var result = Vector3.Zero();
  7018. this.toEulerAnglesToRef(result, order);
  7019. return result;
  7020. };
  7021. /**
  7022. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7023. * @param result defines the vector which will be filled with the Euler angles
  7024. * @param order is a reserved parameter and is ignore for now
  7025. * @returns the current unchanged quaternion
  7026. */
  7027. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7028. if (order === void 0) { order = "YZX"; }
  7029. var qz = this.z;
  7030. var qx = this.x;
  7031. var qy = this.y;
  7032. var qw = this.w;
  7033. var sqw = qw * qw;
  7034. var sqz = qz * qz;
  7035. var sqx = qx * qx;
  7036. var sqy = qy * qy;
  7037. var zAxisY = qy * qz - qx * qw;
  7038. var limit = .4999999;
  7039. if (zAxisY < -limit) {
  7040. result.y = 2 * Math.atan2(qy, qw);
  7041. result.x = Math.PI / 2;
  7042. result.z = 0;
  7043. }
  7044. else if (zAxisY > limit) {
  7045. result.y = 2 * Math.atan2(qy, qw);
  7046. result.x = -Math.PI / 2;
  7047. result.z = 0;
  7048. }
  7049. else {
  7050. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7051. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7052. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7053. }
  7054. return this;
  7055. };
  7056. /**
  7057. * Updates the given rotation matrix with the current quaternion values
  7058. * @param result defines the target matrix
  7059. * @returns the current unchanged quaternion
  7060. */
  7061. Quaternion.prototype.toRotationMatrix = function (result) {
  7062. var xx = this.x * this.x;
  7063. var yy = this.y * this.y;
  7064. var zz = this.z * this.z;
  7065. var xy = this.x * this.y;
  7066. var zw = this.z * this.w;
  7067. var zx = this.z * this.x;
  7068. var yw = this.y * this.w;
  7069. var yz = this.y * this.z;
  7070. var xw = this.x * this.w;
  7071. result.m[0] = 1.0 - (2.0 * (yy + zz));
  7072. result.m[1] = 2.0 * (xy + zw);
  7073. result.m[2] = 2.0 * (zx - yw);
  7074. result.m[3] = 0;
  7075. result.m[4] = 2.0 * (xy - zw);
  7076. result.m[5] = 1.0 - (2.0 * (zz + xx));
  7077. result.m[6] = 2.0 * (yz + xw);
  7078. result.m[7] = 0;
  7079. result.m[8] = 2.0 * (zx + yw);
  7080. result.m[9] = 2.0 * (yz - xw);
  7081. result.m[10] = 1.0 - (2.0 * (yy + xx));
  7082. result.m[11] = 0;
  7083. result.m[12] = 0;
  7084. result.m[13] = 0;
  7085. result.m[14] = 0;
  7086. result.m[15] = 1.0;
  7087. result._markAsUpdated();
  7088. return this;
  7089. };
  7090. /**
  7091. * Updates the current quaternion from the given rotation matrix values
  7092. * @param matrix defines the source matrix
  7093. * @returns the current updated quaternion
  7094. */
  7095. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7096. Quaternion.FromRotationMatrixToRef(matrix, this);
  7097. return this;
  7098. };
  7099. // Statics
  7100. /**
  7101. * Creates a new quaternion from a rotation matrix
  7102. * @param matrix defines the source matrix
  7103. * @returns a new quaternion created from the given rotation matrix values
  7104. */
  7105. Quaternion.FromRotationMatrix = function (matrix) {
  7106. var result = new Quaternion();
  7107. Quaternion.FromRotationMatrixToRef(matrix, result);
  7108. return result;
  7109. };
  7110. /**
  7111. * Updates the given quaternion with the given rotation matrix values
  7112. * @param matrix defines the source matrix
  7113. * @param result defines the target quaternion
  7114. */
  7115. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7116. var data = matrix.m;
  7117. var m11 = data[0], m12 = data[4], m13 = data[8];
  7118. var m21 = data[1], m22 = data[5], m23 = data[9];
  7119. var m31 = data[2], m32 = data[6], m33 = data[10];
  7120. var trace = m11 + m22 + m33;
  7121. var s;
  7122. if (trace > 0) {
  7123. s = 0.5 / Math.sqrt(trace + 1.0);
  7124. result.w = 0.25 / s;
  7125. result.x = (m32 - m23) * s;
  7126. result.y = (m13 - m31) * s;
  7127. result.z = (m21 - m12) * s;
  7128. }
  7129. else if (m11 > m22 && m11 > m33) {
  7130. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7131. result.w = (m32 - m23) / s;
  7132. result.x = 0.25 * s;
  7133. result.y = (m12 + m21) / s;
  7134. result.z = (m13 + m31) / s;
  7135. }
  7136. else if (m22 > m33) {
  7137. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7138. result.w = (m13 - m31) / s;
  7139. result.x = (m12 + m21) / s;
  7140. result.y = 0.25 * s;
  7141. result.z = (m23 + m32) / s;
  7142. }
  7143. else {
  7144. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7145. result.w = (m21 - m12) / s;
  7146. result.x = (m13 + m31) / s;
  7147. result.y = (m23 + m32) / s;
  7148. result.z = 0.25 * s;
  7149. }
  7150. };
  7151. /**
  7152. * Returns the dot product (float) between the quaternions "left" and "right"
  7153. * @param left defines the left operand
  7154. * @param right defines the right operand
  7155. * @returns the dot product
  7156. */
  7157. Quaternion.Dot = function (left, right) {
  7158. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7159. };
  7160. /**
  7161. * Checks if the two quaternions are close to each other
  7162. * @param quat0 defines the first quaternion to check
  7163. * @param quat1 defines the second quaternion to check
  7164. * @returns true if the two quaternions are close to each other
  7165. */
  7166. Quaternion.AreClose = function (quat0, quat1) {
  7167. var dot = Quaternion.Dot(quat0, quat1);
  7168. return dot >= 0;
  7169. };
  7170. /**
  7171. * Creates an empty quaternion
  7172. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7173. */
  7174. Quaternion.Zero = function () {
  7175. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7176. };
  7177. /**
  7178. * Inverse a given quaternion
  7179. * @param q defines the source quaternion
  7180. * @returns a new quaternion as the inverted current quaternion
  7181. */
  7182. Quaternion.Inverse = function (q) {
  7183. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7184. };
  7185. /**
  7186. * Creates an identity quaternion
  7187. * @returns the identity quaternion
  7188. */
  7189. Quaternion.Identity = function () {
  7190. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7191. };
  7192. /**
  7193. * Gets a boolean indicating if the given quaternion is identity
  7194. * @param quaternion defines the quaternion to check
  7195. * @returns true if the quaternion is identity
  7196. */
  7197. Quaternion.IsIdentity = function (quaternion) {
  7198. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7199. };
  7200. /**
  7201. * Creates a quaternion from a rotation around an axis
  7202. * @param axis defines the axis to use
  7203. * @param angle defines the angle to use
  7204. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7205. */
  7206. Quaternion.RotationAxis = function (axis, angle) {
  7207. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7208. };
  7209. /**
  7210. * Creates a rotation around an axis and stores it into the given quaternion
  7211. * @param axis defines the axis to use
  7212. * @param angle defines the angle to use
  7213. * @param result defines the target quaternion
  7214. * @returns the target quaternion
  7215. */
  7216. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7217. var sin = Math.sin(angle / 2);
  7218. axis.normalize();
  7219. result.w = Math.cos(angle / 2);
  7220. result.x = axis.x * sin;
  7221. result.y = axis.y * sin;
  7222. result.z = axis.z * sin;
  7223. return result;
  7224. };
  7225. /**
  7226. * Creates a new quaternion from data stored into an array
  7227. * @param array defines the data source
  7228. * @param offset defines the offset in the source array where the data starts
  7229. * @returns a new quaternion
  7230. */
  7231. Quaternion.FromArray = function (array, offset) {
  7232. if (!offset) {
  7233. offset = 0;
  7234. }
  7235. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7236. };
  7237. /**
  7238. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7239. * @param yaw defines the rotation around Y axis
  7240. * @param pitch defines the rotation around X axis
  7241. * @param roll defines the rotation around Z axis
  7242. * @returns the new quaternion
  7243. */
  7244. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7245. var q = new Quaternion();
  7246. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7247. return q;
  7248. };
  7249. /**
  7250. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7251. * @param yaw defines the rotation around Y axis
  7252. * @param pitch defines the rotation around X axis
  7253. * @param roll defines the rotation around Z axis
  7254. * @param result defines the target quaternion
  7255. */
  7256. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7257. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7258. var halfRoll = roll * 0.5;
  7259. var halfPitch = pitch * 0.5;
  7260. var halfYaw = yaw * 0.5;
  7261. var sinRoll = Math.sin(halfRoll);
  7262. var cosRoll = Math.cos(halfRoll);
  7263. var sinPitch = Math.sin(halfPitch);
  7264. var cosPitch = Math.cos(halfPitch);
  7265. var sinYaw = Math.sin(halfYaw);
  7266. var cosYaw = Math.cos(halfYaw);
  7267. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7268. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7269. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7270. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7271. };
  7272. /**
  7273. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7274. * @param alpha defines the rotation around first axis
  7275. * @param beta defines the rotation around second axis
  7276. * @param gamma defines the rotation around third axis
  7277. * @returns the new quaternion
  7278. */
  7279. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7280. var result = new Quaternion();
  7281. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7282. return result;
  7283. };
  7284. /**
  7285. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7286. * @param alpha defines the rotation around first axis
  7287. * @param beta defines the rotation around second axis
  7288. * @param gamma defines the rotation around third axis
  7289. * @param result defines the target quaternion
  7290. */
  7291. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7292. // Produces a quaternion from Euler angles in the z-x-z orientation
  7293. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7294. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7295. var halfBeta = beta * 0.5;
  7296. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7297. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7298. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7299. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7300. };
  7301. /**
  7302. * 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)
  7303. * @param axis1 defines the first axis
  7304. * @param axis2 defines the second axis
  7305. * @param axis3 defines the third axis
  7306. * @returns the new quaternion
  7307. */
  7308. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7309. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7310. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7311. return quat;
  7312. };
  7313. /**
  7314. * 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
  7315. * @param axis1 defines the first axis
  7316. * @param axis2 defines the second axis
  7317. * @param axis3 defines the third axis
  7318. * @param ref defines the target quaternion
  7319. */
  7320. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7321. var rotMat = MathTmp.Matrix[0];
  7322. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7323. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7324. };
  7325. /**
  7326. * Interpolates between two quaternions
  7327. * @param left defines first quaternion
  7328. * @param right defines second quaternion
  7329. * @param amount defines the gradient to use
  7330. * @returns the new interpolated quaternion
  7331. */
  7332. Quaternion.Slerp = function (left, right, amount) {
  7333. var result = Quaternion.Identity();
  7334. Quaternion.SlerpToRef(left, right, amount, result);
  7335. return result;
  7336. };
  7337. /**
  7338. * Interpolates between two quaternions and stores it into a target quaternion
  7339. * @param left defines first quaternion
  7340. * @param right defines second quaternion
  7341. * @param amount defines the gradient to use
  7342. * @param result defines the target quaternion
  7343. */
  7344. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7345. var num2;
  7346. var num3;
  7347. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7348. var flag = false;
  7349. if (num4 < 0) {
  7350. flag = true;
  7351. num4 = -num4;
  7352. }
  7353. if (num4 > 0.999999) {
  7354. num3 = 1 - amount;
  7355. num2 = flag ? -amount : amount;
  7356. }
  7357. else {
  7358. var num5 = Math.acos(num4);
  7359. var num6 = (1.0 / Math.sin(num5));
  7360. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7361. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7362. }
  7363. result.x = (num3 * left.x) + (num2 * right.x);
  7364. result.y = (num3 * left.y) + (num2 * right.y);
  7365. result.z = (num3 * left.z) + (num2 * right.z);
  7366. result.w = (num3 * left.w) + (num2 * right.w);
  7367. };
  7368. /**
  7369. * Interpolate between two quaternions using Hermite interpolation
  7370. * @param value1 defines first quaternion
  7371. * @param tangent1 defines the incoming tangent
  7372. * @param value2 defines second quaternion
  7373. * @param tangent2 defines the outgoing tangent
  7374. * @param amount defines the target quaternion
  7375. * @returns the new interpolated quaternion
  7376. */
  7377. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7378. var squared = amount * amount;
  7379. var cubed = amount * squared;
  7380. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7381. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7382. var part3 = (cubed - (2.0 * squared)) + amount;
  7383. var part4 = cubed - squared;
  7384. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7385. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7386. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7387. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7388. return new Quaternion(x, y, z, w);
  7389. };
  7390. return Quaternion;
  7391. }());
  7392. BABYLON.Quaternion = Quaternion;
  7393. /**
  7394. * Class used to store matrix data (4x4)
  7395. */
  7396. var Matrix = /** @class */ (function () {
  7397. /**
  7398. * Creates an empty matrix (filled with zeros)
  7399. */
  7400. function Matrix() {
  7401. this._isIdentity = false;
  7402. this._isIdentityDirty = true;
  7403. this._isIdentity3x2 = true;
  7404. this._isIdentity3x2Dirty = true;
  7405. /**
  7406. * Gets or sets the internal data of the matrix
  7407. */
  7408. this.m = new Float32Array(16);
  7409. this._updateIdentityStatus(false);
  7410. }
  7411. /** @hidden */
  7412. Matrix.prototype._markAsUpdated = function () {
  7413. this.updateFlag = Matrix._updateFlagSeed++;
  7414. this._isIdentityDirty = true;
  7415. this._isIdentity3x2Dirty = true;
  7416. };
  7417. /** @hidden */
  7418. Matrix.prototype._updateIdentityStatus = function (isIdentity) {
  7419. this.updateFlag = Matrix._updateFlagSeed++;
  7420. this._isIdentityDirty = false;
  7421. this._isIdentity = isIdentity;
  7422. };
  7423. // Properties
  7424. /**
  7425. * Check if the current matrix is identity
  7426. * @returns true is the matrix is the identity matrix
  7427. */
  7428. Matrix.prototype.isIdentity = function () {
  7429. if (this._isIdentityDirty) {
  7430. this._isIdentityDirty = false;
  7431. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0) {
  7432. this._isIdentity = false;
  7433. }
  7434. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  7435. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  7436. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 ||
  7437. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  7438. this._isIdentity = false;
  7439. }
  7440. else {
  7441. this._isIdentity = true;
  7442. }
  7443. }
  7444. return this._isIdentity;
  7445. };
  7446. /**
  7447. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7448. * @returns true is the matrix is the identity matrix
  7449. */
  7450. Matrix.prototype.isIdentityAs3x2 = function () {
  7451. if (this._isIdentity3x2Dirty) {
  7452. this._isIdentity3x2Dirty = false;
  7453. if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[15] !== 1.0) {
  7454. this._isIdentity3x2 = false;
  7455. }
  7456. else if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 ||
  7457. this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 ||
  7458. this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[10] !== 0.0 || this.m[11] !== 0.0 ||
  7459. this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) {
  7460. this._isIdentity3x2 = false;
  7461. }
  7462. else {
  7463. this._isIdentity3x2 = true;
  7464. }
  7465. }
  7466. return this._isIdentity3x2;
  7467. };
  7468. /**
  7469. * Gets the determinant of the matrix
  7470. * @returns the matrix determinant
  7471. */
  7472. Matrix.prototype.determinant = function () {
  7473. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  7474. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  7475. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  7476. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  7477. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  7478. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  7479. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  7480. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  7481. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  7482. };
  7483. // Methods
  7484. /**
  7485. * Returns the matrix as a Float32Array
  7486. * @returns the matrix underlying array
  7487. */
  7488. Matrix.prototype.toArray = function () {
  7489. return this.m;
  7490. };
  7491. /**
  7492. * Returns the matrix as a Float32Array
  7493. * @returns the matrix underlying array.
  7494. */
  7495. Matrix.prototype.asArray = function () {
  7496. return this.toArray();
  7497. };
  7498. /**
  7499. * Inverts the current matrix in place
  7500. * @returns the current inverted matrix
  7501. */
  7502. Matrix.prototype.invert = function () {
  7503. this.invertToRef(this);
  7504. return this;
  7505. };
  7506. /**
  7507. * Sets all the matrix elements to zero
  7508. * @returns the current matrix
  7509. */
  7510. Matrix.prototype.reset = function () {
  7511. for (var index = 0; index < 16; index++) {
  7512. this.m[index] = 0.0;
  7513. }
  7514. this._updateIdentityStatus(false);
  7515. return this;
  7516. };
  7517. /**
  7518. * Adds the current matrix with a second one
  7519. * @param other defines the matrix to add
  7520. * @returns a new matrix as the addition of the current matrix and the given one
  7521. */
  7522. Matrix.prototype.add = function (other) {
  7523. var result = new Matrix();
  7524. this.addToRef(other, result);
  7525. return result;
  7526. };
  7527. /**
  7528. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7529. * @param other defines the matrix to add
  7530. * @param result defines the target matrix
  7531. * @returns the current matrix
  7532. */
  7533. Matrix.prototype.addToRef = function (other, result) {
  7534. for (var index = 0; index < 16; index++) {
  7535. result.m[index] = this.m[index] + other.m[index];
  7536. }
  7537. result._markAsUpdated();
  7538. return this;
  7539. };
  7540. /**
  7541. * Adds in place the given matrix to the current matrix
  7542. * @param other defines the second operand
  7543. * @returns the current updated matrix
  7544. */
  7545. Matrix.prototype.addToSelf = function (other) {
  7546. for (var index = 0; index < 16; index++) {
  7547. this.m[index] += other.m[index];
  7548. }
  7549. this._markAsUpdated();
  7550. return this;
  7551. };
  7552. /**
  7553. * Sets the given matrix to the current inverted Matrix
  7554. * @param other defines the target matrix
  7555. * @returns the unmodified current matrix
  7556. */
  7557. Matrix.prototype.invertToRef = function (other) {
  7558. var l1 = this.m[0];
  7559. var l2 = this.m[1];
  7560. var l3 = this.m[2];
  7561. var l4 = this.m[3];
  7562. var l5 = this.m[4];
  7563. var l6 = this.m[5];
  7564. var l7 = this.m[6];
  7565. var l8 = this.m[7];
  7566. var l9 = this.m[8];
  7567. var l10 = this.m[9];
  7568. var l11 = this.m[10];
  7569. var l12 = this.m[11];
  7570. var l13 = this.m[12];
  7571. var l14 = this.m[13];
  7572. var l15 = this.m[14];
  7573. var l16 = this.m[15];
  7574. var l17 = (l11 * l16) - (l12 * l15);
  7575. var l18 = (l10 * l16) - (l12 * l14);
  7576. var l19 = (l10 * l15) - (l11 * l14);
  7577. var l20 = (l9 * l16) - (l12 * l13);
  7578. var l21 = (l9 * l15) - (l11 * l13);
  7579. var l22 = (l9 * l14) - (l10 * l13);
  7580. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  7581. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  7582. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  7583. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  7584. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  7585. var l28 = (l7 * l16) - (l8 * l15);
  7586. var l29 = (l6 * l16) - (l8 * l14);
  7587. var l30 = (l6 * l15) - (l7 * l14);
  7588. var l31 = (l5 * l16) - (l8 * l13);
  7589. var l32 = (l5 * l15) - (l7 * l13);
  7590. var l33 = (l5 * l14) - (l6 * l13);
  7591. var l34 = (l7 * l12) - (l8 * l11);
  7592. var l35 = (l6 * l12) - (l8 * l10);
  7593. var l36 = (l6 * l11) - (l7 * l10);
  7594. var l37 = (l5 * l12) - (l8 * l9);
  7595. var l38 = (l5 * l11) - (l7 * l9);
  7596. var l39 = (l5 * l10) - (l6 * l9);
  7597. other.m[0] = l23 * l27;
  7598. other.m[4] = l24 * l27;
  7599. other.m[8] = l25 * l27;
  7600. other.m[12] = l26 * l27;
  7601. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  7602. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  7603. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  7604. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  7605. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  7606. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  7607. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  7608. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  7609. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  7610. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  7611. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  7612. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  7613. other._markAsUpdated();
  7614. return this;
  7615. };
  7616. /**
  7617. * Inserts the translation vector (using 3 floats) in the current matrix
  7618. * @param x defines the 1st component of the translation
  7619. * @param y defines the 2nd component of the translation
  7620. * @param z defines the 3rd component of the translation
  7621. * @returns the current updated matrix
  7622. */
  7623. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7624. this.m[12] = x;
  7625. this.m[13] = y;
  7626. this.m[14] = z;
  7627. this._markAsUpdated();
  7628. return this;
  7629. };
  7630. /**
  7631. * Inserts the translation vector in the current matrix
  7632. * @param vector3 defines the translation to insert
  7633. * @returns the current updated matrix
  7634. */
  7635. Matrix.prototype.setTranslation = function (vector3) {
  7636. this.m[12] = vector3.x;
  7637. this.m[13] = vector3.y;
  7638. this.m[14] = vector3.z;
  7639. this._markAsUpdated();
  7640. return this;
  7641. };
  7642. /**
  7643. * Gets the translation value of the current matrix
  7644. * @returns a new Vector3 as the extracted translation from the matrix
  7645. */
  7646. Matrix.prototype.getTranslation = function () {
  7647. return new Vector3(this.m[12], this.m[13], this.m[14]);
  7648. };
  7649. /**
  7650. * Fill a Vector3 with the extracted translation from the matrix
  7651. * @param result defines the Vector3 where to store the translation
  7652. * @returns the current matrix
  7653. */
  7654. Matrix.prototype.getTranslationToRef = function (result) {
  7655. result.x = this.m[12];
  7656. result.y = this.m[13];
  7657. result.z = this.m[14];
  7658. return this;
  7659. };
  7660. /**
  7661. * Remove rotation and scaling part from the matrix
  7662. * @returns the updated matrix
  7663. */
  7664. Matrix.prototype.removeRotationAndScaling = function () {
  7665. this.setRowFromFloats(0, 1, 0, 0, 0);
  7666. this.setRowFromFloats(1, 0, 1, 0, 0);
  7667. this.setRowFromFloats(2, 0, 0, 1, 0);
  7668. return this;
  7669. };
  7670. /**
  7671. * Multiply two matrices
  7672. * @param other defines the second operand
  7673. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7674. */
  7675. Matrix.prototype.multiply = function (other) {
  7676. var result = new Matrix();
  7677. this.multiplyToRef(other, result);
  7678. return result;
  7679. };
  7680. /**
  7681. * Copy the current matrix from the given one
  7682. * @param other defines the source matrix
  7683. * @returns the current updated matrix
  7684. */
  7685. Matrix.prototype.copyFrom = function (other) {
  7686. for (var index = 0; index < 16; index++) {
  7687. this.m[index] = other.m[index];
  7688. }
  7689. this._markAsUpdated();
  7690. return this;
  7691. };
  7692. /**
  7693. * Populates the given array from the starting index with the current matrix values
  7694. * @param array defines the target array
  7695. * @param offset defines the offset in the target array where to start storing values
  7696. * @returns the current matrix
  7697. */
  7698. Matrix.prototype.copyToArray = function (array, offset) {
  7699. if (offset === void 0) { offset = 0; }
  7700. for (var index = 0; index < 16; index++) {
  7701. array[offset + index] = this.m[index];
  7702. }
  7703. return this;
  7704. };
  7705. /**
  7706. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7707. * @param other defines the second operand
  7708. * @param result defines the matrix where to store the multiplication
  7709. * @returns the current matrix
  7710. */
  7711. Matrix.prototype.multiplyToRef = function (other, result) {
  7712. this.multiplyToArray(other, result.m, 0);
  7713. result._markAsUpdated();
  7714. return this;
  7715. };
  7716. /**
  7717. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7718. * @param other defines the second operand
  7719. * @param result defines the array where to store the multiplication
  7720. * @param offset defines the offset in the target array where to start storing values
  7721. * @returns the current matrix
  7722. */
  7723. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  7724. var tm0 = this.m[0];
  7725. var tm1 = this.m[1];
  7726. var tm2 = this.m[2];
  7727. var tm3 = this.m[3];
  7728. var tm4 = this.m[4];
  7729. var tm5 = this.m[5];
  7730. var tm6 = this.m[6];
  7731. var tm7 = this.m[7];
  7732. var tm8 = this.m[8];
  7733. var tm9 = this.m[9];
  7734. var tm10 = this.m[10];
  7735. var tm11 = this.m[11];
  7736. var tm12 = this.m[12];
  7737. var tm13 = this.m[13];
  7738. var tm14 = this.m[14];
  7739. var tm15 = this.m[15];
  7740. var om0 = other.m[0];
  7741. var om1 = other.m[1];
  7742. var om2 = other.m[2];
  7743. var om3 = other.m[3];
  7744. var om4 = other.m[4];
  7745. var om5 = other.m[5];
  7746. var om6 = other.m[6];
  7747. var om7 = other.m[7];
  7748. var om8 = other.m[8];
  7749. var om9 = other.m[9];
  7750. var om10 = other.m[10];
  7751. var om11 = other.m[11];
  7752. var om12 = other.m[12];
  7753. var om13 = other.m[13];
  7754. var om14 = other.m[14];
  7755. var om15 = other.m[15];
  7756. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  7757. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  7758. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  7759. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  7760. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  7761. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  7762. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  7763. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  7764. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  7765. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  7766. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  7767. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  7768. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  7769. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  7770. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  7771. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  7772. return this;
  7773. };
  7774. /**
  7775. * Check equality between this matrix and a second one
  7776. * @param value defines the second matrix to compare
  7777. * @returns true is the current matrix and the given one values are strictly equal
  7778. */
  7779. Matrix.prototype.equals = function (value) {
  7780. return value &&
  7781. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  7782. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  7783. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  7784. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  7785. };
  7786. /**
  7787. * Clone the current matrix
  7788. * @returns a new matrix from the current matrix
  7789. */
  7790. Matrix.prototype.clone = function () {
  7791. 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]);
  7792. };
  7793. /**
  7794. * Returns the name of the current matrix class
  7795. * @returns the string "Matrix"
  7796. */
  7797. Matrix.prototype.getClassName = function () {
  7798. return "Matrix";
  7799. };
  7800. /**
  7801. * Gets the hash code of the current matrix
  7802. * @returns the hash code
  7803. */
  7804. Matrix.prototype.getHashCode = function () {
  7805. var hash = this.m[0] || 0;
  7806. for (var i = 1; i < 16; i++) {
  7807. hash = (hash * 397) ^ (this.m[i] || 0);
  7808. }
  7809. return hash;
  7810. };
  7811. /**
  7812. * Decomposes the current Matrix into a translation, rotation and scaling components
  7813. * @param scale defines the scale vector3 given as a reference to update
  7814. * @param rotation defines the rotation quaternion given as a reference to update
  7815. * @param translation defines the translation vector3 given as a reference to update
  7816. * @returns true if operation was successful
  7817. */
  7818. Matrix.prototype.decompose = function (scale, rotation, translation) {
  7819. if (translation) {
  7820. translation.x = this.m[12];
  7821. translation.y = this.m[13];
  7822. translation.z = this.m[14];
  7823. }
  7824. scale = scale || MathTmp.Vector3[0];
  7825. scale.x = Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]);
  7826. scale.y = Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]);
  7827. scale.z = Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]);
  7828. if (this.determinant() <= 0) {
  7829. scale.y *= -1;
  7830. }
  7831. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  7832. if (rotation) {
  7833. rotation.x = 0;
  7834. rotation.y = 0;
  7835. rotation.z = 0;
  7836. rotation.w = 1;
  7837. }
  7838. return false;
  7839. }
  7840. if (rotation) {
  7841. 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]);
  7842. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  7843. }
  7844. return true;
  7845. };
  7846. /**
  7847. * Gets specific row of the matrix
  7848. * @param index defines the number of the row to get
  7849. * @returns the index-th row of the current matrix as a new Vector4
  7850. */
  7851. Matrix.prototype.getRow = function (index) {
  7852. if (index < 0 || index > 3) {
  7853. return null;
  7854. }
  7855. var i = index * 4;
  7856. return new Vector4(this.m[i + 0], this.m[i + 1], this.m[i + 2], this.m[i + 3]);
  7857. };
  7858. /**
  7859. * Sets the index-th row of the current matrix to the vector4 values
  7860. * @param index defines the number of the row to set
  7861. * @param row defines the target vector4
  7862. * @returns the updated current matrix
  7863. */
  7864. Matrix.prototype.setRow = function (index, row) {
  7865. if (index < 0 || index > 3) {
  7866. return this;
  7867. }
  7868. var i = index * 4;
  7869. this.m[i + 0] = row.x;
  7870. this.m[i + 1] = row.y;
  7871. this.m[i + 2] = row.z;
  7872. this.m[i + 3] = row.w;
  7873. this._markAsUpdated();
  7874. return this;
  7875. };
  7876. /**
  7877. * Compute the transpose of the matrix
  7878. * @returns the new transposed matrix
  7879. */
  7880. Matrix.prototype.transpose = function () {
  7881. return Matrix.Transpose(this);
  7882. };
  7883. /**
  7884. * Compute the transpose of the matrix and store it in a given matrix
  7885. * @param result defines the target matrix
  7886. * @returns the current matrix
  7887. */
  7888. Matrix.prototype.transposeToRef = function (result) {
  7889. Matrix.TransposeToRef(this, result);
  7890. return this;
  7891. };
  7892. /**
  7893. * Sets the index-th row of the current matrix with the given 4 x float values
  7894. * @param index defines the row index
  7895. * @param x defines the x component to set
  7896. * @param y defines the y component to set
  7897. * @param z defines the z component to set
  7898. * @param w defines the w component to set
  7899. * @returns the updated current matrix
  7900. */
  7901. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  7902. if (index < 0 || index > 3) {
  7903. return this;
  7904. }
  7905. var i = index * 4;
  7906. this.m[i + 0] = x;
  7907. this.m[i + 1] = y;
  7908. this.m[i + 2] = z;
  7909. this.m[i + 3] = w;
  7910. this._markAsUpdated();
  7911. return this;
  7912. };
  7913. /**
  7914. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  7915. * @param scale defines the scale factor
  7916. * @returns a new matrix
  7917. */
  7918. Matrix.prototype.scale = function (scale) {
  7919. var result = new Matrix();
  7920. this.scaleToRef(scale, result);
  7921. return result;
  7922. };
  7923. /**
  7924. * Scale the current matrix values by a factor to a given result matrix
  7925. * @param scale defines the scale factor
  7926. * @param result defines the matrix to store the result
  7927. * @returns the current matrix
  7928. */
  7929. Matrix.prototype.scaleToRef = function (scale, result) {
  7930. for (var index = 0; index < 16; index++) {
  7931. result.m[index] = this.m[index] * scale;
  7932. }
  7933. result._markAsUpdated();
  7934. return this;
  7935. };
  7936. /**
  7937. * Scale the current matrix values by a factor and add the result to a given matrix
  7938. * @param scale defines the scale factor
  7939. * @param result defines the Matrix to store the result
  7940. * @returns the current matrix
  7941. */
  7942. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  7943. for (var index = 0; index < 16; index++) {
  7944. result.m[index] += this.m[index] * scale;
  7945. }
  7946. result._markAsUpdated();
  7947. return this;
  7948. };
  7949. /**
  7950. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  7951. * @param ref matrix to store the result
  7952. */
  7953. Matrix.prototype.toNormalMatrix = function (ref) {
  7954. var tmp = MathTmp.Matrix[0];
  7955. this.invertToRef(tmp);
  7956. tmp.transposeToRef(ref);
  7957. var m = ref.m;
  7958. 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);
  7959. };
  7960. /**
  7961. * Gets only rotation part of the current matrix
  7962. * @returns a new matrix sets to the extracted rotation matrix from the current one
  7963. */
  7964. Matrix.prototype.getRotationMatrix = function () {
  7965. var result = Matrix.Identity();
  7966. this.getRotationMatrixToRef(result);
  7967. return result;
  7968. };
  7969. /**
  7970. * Extracts the rotation matrix from the current one and sets it as the given "result"
  7971. * @param result defines the target matrix to store data to
  7972. * @returns the current matrix
  7973. */
  7974. Matrix.prototype.getRotationMatrixToRef = function (result) {
  7975. var m = this.m;
  7976. var sx = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  7977. var sy = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  7978. var sz = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  7979. if (this.determinant() <= 0) {
  7980. sy *= -1;
  7981. }
  7982. if (sx === 0 || sy === 0 || sz === 0) {
  7983. Matrix.IdentityToRef(result);
  7984. }
  7985. else {
  7986. 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);
  7987. }
  7988. return this;
  7989. };
  7990. /**
  7991. * Toggles model matrix from being right handed to left handed in place and vice versa
  7992. */
  7993. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  7994. var _this = this;
  7995. [2, 6, 8, 9, 14].forEach(function (num) {
  7996. _this.m[num] *= -1;
  7997. });
  7998. };
  7999. /**
  8000. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8001. */
  8002. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8003. var _this = this;
  8004. [8, 9, 10, 11].forEach(function (num) {
  8005. _this.m[num] *= -1;
  8006. });
  8007. };
  8008. // Statics
  8009. /**
  8010. * Creates a matrix from an array
  8011. * @param array defines the source array
  8012. * @param offset defines an offset in the source array
  8013. * @returns a new Matrix set from the starting index of the given array
  8014. */
  8015. Matrix.FromArray = function (array, offset) {
  8016. var result = new Matrix();
  8017. if (!offset) {
  8018. offset = 0;
  8019. }
  8020. Matrix.FromArrayToRef(array, offset, result);
  8021. return result;
  8022. };
  8023. /**
  8024. * Copy the content of an array into a given matrix
  8025. * @param array defines the source array
  8026. * @param offset defines an offset in the source array
  8027. * @param result defines the target matrix
  8028. */
  8029. Matrix.FromArrayToRef = function (array, offset, result) {
  8030. for (var index = 0; index < 16; index++) {
  8031. result.m[index] = array[index + offset];
  8032. }
  8033. result._markAsUpdated();
  8034. };
  8035. /**
  8036. * Stores an array into a matrix after having multiplied each component by a given factor
  8037. * @param array defines the source array
  8038. * @param offset defines the offset in the source array
  8039. * @param scale defines the scaling factor
  8040. * @param result defines the target matrix
  8041. */
  8042. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8043. for (var index = 0; index < 16; index++) {
  8044. result.m[index] = array[index + offset] * scale;
  8045. }
  8046. result._markAsUpdated();
  8047. };
  8048. /**
  8049. * Stores a list of values (16) inside a given matrix
  8050. * @param initialM11 defines 1st value of 1st row
  8051. * @param initialM12 defines 2nd value of 1st row
  8052. * @param initialM13 defines 3rd value of 1st row
  8053. * @param initialM14 defines 4th value of 1st row
  8054. * @param initialM21 defines 1st value of 2nd row
  8055. * @param initialM22 defines 2nd value of 2nd row
  8056. * @param initialM23 defines 3rd value of 2nd row
  8057. * @param initialM24 defines 4th value of 2nd row
  8058. * @param initialM31 defines 1st value of 3rd row
  8059. * @param initialM32 defines 2nd value of 3rd row
  8060. * @param initialM33 defines 3rd value of 3rd row
  8061. * @param initialM34 defines 4th value of 3rd row
  8062. * @param initialM41 defines 1st value of 4th row
  8063. * @param initialM42 defines 2nd value of 4th row
  8064. * @param initialM43 defines 3rd value of 4th row
  8065. * @param initialM44 defines 4th value of 4th row
  8066. * @param result defines the target matrix
  8067. */
  8068. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8069. result.m[0] = initialM11;
  8070. result.m[1] = initialM12;
  8071. result.m[2] = initialM13;
  8072. result.m[3] = initialM14;
  8073. result.m[4] = initialM21;
  8074. result.m[5] = initialM22;
  8075. result.m[6] = initialM23;
  8076. result.m[7] = initialM24;
  8077. result.m[8] = initialM31;
  8078. result.m[9] = initialM32;
  8079. result.m[10] = initialM33;
  8080. result.m[11] = initialM34;
  8081. result.m[12] = initialM41;
  8082. result.m[13] = initialM42;
  8083. result.m[14] = initialM43;
  8084. result.m[15] = initialM44;
  8085. result._markAsUpdated();
  8086. };
  8087. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8088. /**
  8089. * Gets an identity matrix that must not be updated
  8090. */
  8091. get: function () {
  8092. return Matrix._identityReadOnly;
  8093. },
  8094. enumerable: true,
  8095. configurable: true
  8096. });
  8097. /**
  8098. * Creates new matrix from a list of values (16)
  8099. * @param initialM11 defines 1st value of 1st row
  8100. * @param initialM12 defines 2nd value of 1st row
  8101. * @param initialM13 defines 3rd value of 1st row
  8102. * @param initialM14 defines 4th value of 1st row
  8103. * @param initialM21 defines 1st value of 2nd row
  8104. * @param initialM22 defines 2nd value of 2nd row
  8105. * @param initialM23 defines 3rd value of 2nd row
  8106. * @param initialM24 defines 4th value of 2nd row
  8107. * @param initialM31 defines 1st value of 3rd row
  8108. * @param initialM32 defines 2nd value of 3rd row
  8109. * @param initialM33 defines 3rd value of 3rd row
  8110. * @param initialM34 defines 4th value of 3rd row
  8111. * @param initialM41 defines 1st value of 4th row
  8112. * @param initialM42 defines 2nd value of 4th row
  8113. * @param initialM43 defines 3rd value of 4th row
  8114. * @param initialM44 defines 4th value of 4th row
  8115. * @returns the new matrix
  8116. */
  8117. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8118. var result = new Matrix();
  8119. result.m[0] = initialM11;
  8120. result.m[1] = initialM12;
  8121. result.m[2] = initialM13;
  8122. result.m[3] = initialM14;
  8123. result.m[4] = initialM21;
  8124. result.m[5] = initialM22;
  8125. result.m[6] = initialM23;
  8126. result.m[7] = initialM24;
  8127. result.m[8] = initialM31;
  8128. result.m[9] = initialM32;
  8129. result.m[10] = initialM33;
  8130. result.m[11] = initialM34;
  8131. result.m[12] = initialM41;
  8132. result.m[13] = initialM42;
  8133. result.m[14] = initialM43;
  8134. result.m[15] = initialM44;
  8135. return result;
  8136. };
  8137. /**
  8138. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8139. * @param scale defines the scale vector3
  8140. * @param rotation defines the rotation quaternion
  8141. * @param translation defines the translation vector3
  8142. * @returns a new matrix
  8143. */
  8144. Matrix.Compose = function (scale, rotation, translation) {
  8145. var result = Matrix.Identity();
  8146. Matrix.ComposeToRef(scale, rotation, translation, result);
  8147. return result;
  8148. };
  8149. /**
  8150. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8151. * @param scale defines the scale vector3
  8152. * @param rotation defines the rotation quaternion
  8153. * @param translation defines the translation vector3
  8154. * @param result defines the target matrix
  8155. */
  8156. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8157. Matrix.FromValuesToRef(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1, MathTmp.Matrix[1]);
  8158. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8159. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8160. result.setTranslation(translation);
  8161. };
  8162. /**
  8163. * Creates a new identity matrix
  8164. * @returns a new identity matrix
  8165. */
  8166. Matrix.Identity = function () {
  8167. var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8168. identity._updateIdentityStatus(true);
  8169. return identity;
  8170. };
  8171. /**
  8172. * Creates a new identity matrix and stores the result in a given matrix
  8173. * @param result defines the target matrix
  8174. */
  8175. Matrix.IdentityToRef = function (result) {
  8176. 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);
  8177. result._updateIdentityStatus(true);
  8178. };
  8179. /**
  8180. * Creates a new zero matrix
  8181. * @returns a new zero matrix
  8182. */
  8183. Matrix.Zero = function () {
  8184. var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8185. zero._updateIdentityStatus(false);
  8186. return zero;
  8187. };
  8188. /**
  8189. * Creates a new rotation matrix for "angle" radians around the X axis
  8190. * @param angle defines the angle (in radians) to use
  8191. * @return the new matrix
  8192. */
  8193. Matrix.RotationX = function (angle) {
  8194. var result = new Matrix();
  8195. Matrix.RotationXToRef(angle, result);
  8196. return result;
  8197. };
  8198. /**
  8199. * Creates a new matrix as the invert of a given matrix
  8200. * @param source defines the source matrix
  8201. * @returns the new matrix
  8202. */
  8203. Matrix.Invert = function (source) {
  8204. var result = new Matrix();
  8205. source.invertToRef(result);
  8206. return result;
  8207. };
  8208. /**
  8209. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8210. * @param angle defines the angle (in radians) to use
  8211. * @param result defines the target matrix
  8212. */
  8213. Matrix.RotationXToRef = function (angle, result) {
  8214. var s = Math.sin(angle);
  8215. var c = Math.cos(angle);
  8216. result.m[0] = 1.0;
  8217. result.m[15] = 1.0;
  8218. result.m[5] = c;
  8219. result.m[10] = c;
  8220. result.m[9] = -s;
  8221. result.m[6] = s;
  8222. result.m[1] = 0.0;
  8223. result.m[2] = 0.0;
  8224. result.m[3] = 0.0;
  8225. result.m[4] = 0.0;
  8226. result.m[7] = 0.0;
  8227. result.m[8] = 0.0;
  8228. result.m[11] = 0.0;
  8229. result.m[12] = 0.0;
  8230. result.m[13] = 0.0;
  8231. result.m[14] = 0.0;
  8232. result._markAsUpdated();
  8233. };
  8234. /**
  8235. * Creates a new rotation matrix for "angle" radians around the Y axis
  8236. * @param angle defines the angle (in radians) to use
  8237. * @return the new matrix
  8238. */
  8239. Matrix.RotationY = function (angle) {
  8240. var result = new Matrix();
  8241. Matrix.RotationYToRef(angle, result);
  8242. return result;
  8243. };
  8244. /**
  8245. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8246. * @param angle defines the angle (in radians) to use
  8247. * @param result defines the target matrix
  8248. */
  8249. Matrix.RotationYToRef = function (angle, result) {
  8250. var s = Math.sin(angle);
  8251. var c = Math.cos(angle);
  8252. result.m[5] = 1.0;
  8253. result.m[15] = 1.0;
  8254. result.m[0] = c;
  8255. result.m[2] = -s;
  8256. result.m[8] = s;
  8257. result.m[10] = c;
  8258. result.m[1] = 0.0;
  8259. result.m[3] = 0.0;
  8260. result.m[4] = 0.0;
  8261. result.m[6] = 0.0;
  8262. result.m[7] = 0.0;
  8263. result.m[9] = 0.0;
  8264. result.m[11] = 0.0;
  8265. result.m[12] = 0.0;
  8266. result.m[13] = 0.0;
  8267. result.m[14] = 0.0;
  8268. result._markAsUpdated();
  8269. };
  8270. /**
  8271. * Creates a new rotation matrix for "angle" radians around the Z axis
  8272. * @param angle defines the angle (in radians) to use
  8273. * @return the new matrix
  8274. */
  8275. Matrix.RotationZ = function (angle) {
  8276. var result = new Matrix();
  8277. Matrix.RotationZToRef(angle, result);
  8278. return result;
  8279. };
  8280. /**
  8281. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8282. * @param angle defines the angle (in radians) to use
  8283. * @param result defines the target matrix
  8284. */
  8285. Matrix.RotationZToRef = function (angle, result) {
  8286. var s = Math.sin(angle);
  8287. var c = Math.cos(angle);
  8288. result.m[10] = 1.0;
  8289. result.m[15] = 1.0;
  8290. result.m[0] = c;
  8291. result.m[1] = s;
  8292. result.m[4] = -s;
  8293. result.m[5] = c;
  8294. result.m[2] = 0.0;
  8295. result.m[3] = 0.0;
  8296. result.m[6] = 0.0;
  8297. result.m[7] = 0.0;
  8298. result.m[8] = 0.0;
  8299. result.m[9] = 0.0;
  8300. result.m[11] = 0.0;
  8301. result.m[12] = 0.0;
  8302. result.m[13] = 0.0;
  8303. result.m[14] = 0.0;
  8304. result._markAsUpdated();
  8305. };
  8306. /**
  8307. * Creates a new rotation matrix for "angle" radians around the given axis
  8308. * @param axis defines the axis to use
  8309. * @param angle defines the angle (in radians) to use
  8310. * @return the new matrix
  8311. */
  8312. Matrix.RotationAxis = function (axis, angle) {
  8313. var result = Matrix.Zero();
  8314. Matrix.RotationAxisToRef(axis, angle, result);
  8315. return result;
  8316. };
  8317. /**
  8318. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8319. * @param axis defines the axis to use
  8320. * @param angle defines the angle (in radians) to use
  8321. * @param result defines the target matrix
  8322. */
  8323. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8324. var s = Math.sin(-angle);
  8325. var c = Math.cos(-angle);
  8326. var c1 = 1 - c;
  8327. axis.normalize();
  8328. result.m[0] = (axis.x * axis.x) * c1 + c;
  8329. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8330. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8331. result.m[3] = 0.0;
  8332. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8333. result.m[5] = (axis.y * axis.y) * c1 + c;
  8334. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8335. result.m[7] = 0.0;
  8336. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8337. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8338. result.m[10] = (axis.z * axis.z) * c1 + c;
  8339. result.m[11] = 0.0;
  8340. result.m[15] = 1.0;
  8341. result._markAsUpdated();
  8342. };
  8343. /**
  8344. * Creates a rotation matrix
  8345. * @param yaw defines the yaw angle in radians (Y axis)
  8346. * @param pitch defines the pitch angle in radians (X axis)
  8347. * @param roll defines the roll angle in radians (X axis)
  8348. * @returns the new rotation matrix
  8349. */
  8350. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8351. var result = new Matrix();
  8352. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8353. return result;
  8354. };
  8355. /**
  8356. * Creates a rotation matrix and stores it in a given matrix
  8357. * @param yaw defines the yaw angle in radians (Y axis)
  8358. * @param pitch defines the pitch angle in radians (X axis)
  8359. * @param roll defines the roll angle in radians (X axis)
  8360. * @param result defines the target matrix
  8361. */
  8362. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8363. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8364. MathTmp.Quaternion[0].toRotationMatrix(result);
  8365. };
  8366. /**
  8367. * Creates a scaling matrix
  8368. * @param x defines the scale factor on X axis
  8369. * @param y defines the scale factor on Y axis
  8370. * @param z defines the scale factor on Z axis
  8371. * @returns the new matrix
  8372. */
  8373. Matrix.Scaling = function (x, y, z) {
  8374. var result = Matrix.Zero();
  8375. Matrix.ScalingToRef(x, y, z, result);
  8376. return result;
  8377. };
  8378. /**
  8379. * Creates a scaling matrix and stores it in a given matrix
  8380. * @param x defines the scale factor on X axis
  8381. * @param y defines the scale factor on Y axis
  8382. * @param z defines the scale factor on Z axis
  8383. * @param result defines the target matrix
  8384. */
  8385. Matrix.ScalingToRef = function (x, y, z, result) {
  8386. result.m[0] = x;
  8387. result.m[1] = 0.0;
  8388. result.m[2] = 0.0;
  8389. result.m[3] = 0.0;
  8390. result.m[4] = 0.0;
  8391. result.m[5] = y;
  8392. result.m[6] = 0.0;
  8393. result.m[7] = 0.0;
  8394. result.m[8] = 0.0;
  8395. result.m[9] = 0.0;
  8396. result.m[10] = z;
  8397. result.m[11] = 0.0;
  8398. result.m[12] = 0.0;
  8399. result.m[13] = 0.0;
  8400. result.m[14] = 0.0;
  8401. result.m[15] = 1.0;
  8402. result._markAsUpdated();
  8403. };
  8404. /**
  8405. * Creates a translation matrix
  8406. * @param x defines the translation on X axis
  8407. * @param y defines the translation on Y axis
  8408. * @param z defines the translationon Z axis
  8409. * @returns the new matrix
  8410. */
  8411. Matrix.Translation = function (x, y, z) {
  8412. var result = Matrix.Identity();
  8413. Matrix.TranslationToRef(x, y, z, result);
  8414. return result;
  8415. };
  8416. /**
  8417. * Creates a translation matrix and stores it in a given matrix
  8418. * @param x defines the translation on X axis
  8419. * @param y defines the translation on Y axis
  8420. * @param z defines the translationon Z axis
  8421. * @param result defines the target matrix
  8422. */
  8423. Matrix.TranslationToRef = function (x, y, z, result) {
  8424. 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);
  8425. };
  8426. /**
  8427. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8428. * @param startValue defines the start value
  8429. * @param endValue defines the end value
  8430. * @param gradient defines the gradient factor
  8431. * @returns the new matrix
  8432. */
  8433. Matrix.Lerp = function (startValue, endValue, gradient) {
  8434. var result = Matrix.Zero();
  8435. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8436. return result;
  8437. };
  8438. /**
  8439. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8440. * @param startValue defines the start value
  8441. * @param endValue defines the end value
  8442. * @param gradient defines the gradient factor
  8443. * @param result defines the Matrix object where to store data
  8444. */
  8445. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8446. for (var index = 0; index < 16; index++) {
  8447. result.m[index] = startValue.m[index] * (1.0 - gradient) + endValue.m[index] * gradient;
  8448. }
  8449. result._markAsUpdated();
  8450. };
  8451. /**
  8452. * Builds a new matrix whose values are computed by:
  8453. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8454. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8455. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8456. * @param startValue defines the first matrix
  8457. * @param endValue defines the second matrix
  8458. * @param gradient defines the gradient between the two matrices
  8459. * @returns the new matrix
  8460. */
  8461. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8462. var result = Matrix.Zero();
  8463. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8464. return result;
  8465. };
  8466. /**
  8467. * Update a matrix to values which are computed by:
  8468. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8469. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8470. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8471. * @param startValue defines the first matrix
  8472. * @param endValue defines the second matrix
  8473. * @param gradient defines the gradient between the two matrices
  8474. * @param result defines the target matrix
  8475. */
  8476. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8477. var startScale = MathTmp.Vector3[0];
  8478. var startRotation = MathTmp.Quaternion[0];
  8479. var startTranslation = MathTmp.Vector3[1];
  8480. startValue.decompose(startScale, startRotation, startTranslation);
  8481. var endScale = MathTmp.Vector3[2];
  8482. var endRotation = MathTmp.Quaternion[1];
  8483. var endTranslation = MathTmp.Vector3[3];
  8484. endValue.decompose(endScale, endRotation, endTranslation);
  8485. var resultScale = MathTmp.Vector3[4];
  8486. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8487. var resultRotation = MathTmp.Quaternion[2];
  8488. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8489. var resultTranslation = MathTmp.Vector3[5];
  8490. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8491. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8492. };
  8493. /**
  8494. * 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"
  8495. * This function works in left handed mode
  8496. * @param eye defines the final position of the entity
  8497. * @param target defines where the entity should look at
  8498. * @param up defines the up vector for the entity
  8499. * @returns the new matrix
  8500. */
  8501. Matrix.LookAtLH = function (eye, target, up) {
  8502. var result = Matrix.Zero();
  8503. Matrix.LookAtLHToRef(eye, target, up, result);
  8504. return result;
  8505. };
  8506. /**
  8507. * 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".
  8508. * This function works in left handed mode
  8509. * @param eye defines the final position of the entity
  8510. * @param target defines where the entity should look at
  8511. * @param up defines the up vector for the entity
  8512. * @param result defines the target matrix
  8513. */
  8514. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8515. // Z axis
  8516. target.subtractToRef(eye, this._zAxis);
  8517. this._zAxis.normalize();
  8518. // X axis
  8519. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8520. if (this._xAxis.lengthSquared() === 0) {
  8521. this._xAxis.x = 1.0;
  8522. }
  8523. else {
  8524. this._xAxis.normalize();
  8525. }
  8526. // Y axis
  8527. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8528. this._yAxis.normalize();
  8529. // Eye angles
  8530. var ex = -Vector3.Dot(this._xAxis, eye);
  8531. var ey = -Vector3.Dot(this._yAxis, eye);
  8532. var ez = -Vector3.Dot(this._zAxis, eye);
  8533. 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);
  8534. };
  8535. /**
  8536. * 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"
  8537. * This function works in right handed mode
  8538. * @param eye defines the final position of the entity
  8539. * @param target defines where the entity should look at
  8540. * @param up defines the up vector for the entity
  8541. * @returns the new matrix
  8542. */
  8543. Matrix.LookAtRH = function (eye, target, up) {
  8544. var result = Matrix.Zero();
  8545. Matrix.LookAtRHToRef(eye, target, up, result);
  8546. return result;
  8547. };
  8548. /**
  8549. * 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".
  8550. * This function works in right handed mode
  8551. * @param eye defines the final position of the entity
  8552. * @param target defines where the entity should look at
  8553. * @param up defines the up vector for the entity
  8554. * @param result defines the target matrix
  8555. */
  8556. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8557. // Z axis
  8558. eye.subtractToRef(target, this._zAxis);
  8559. this._zAxis.normalize();
  8560. // X axis
  8561. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  8562. if (this._xAxis.lengthSquared() === 0) {
  8563. this._xAxis.x = 1.0;
  8564. }
  8565. else {
  8566. this._xAxis.normalize();
  8567. }
  8568. // Y axis
  8569. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  8570. this._yAxis.normalize();
  8571. // Eye angles
  8572. var ex = -Vector3.Dot(this._xAxis, eye);
  8573. var ey = -Vector3.Dot(this._yAxis, eye);
  8574. var ez = -Vector3.Dot(this._zAxis, eye);
  8575. 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);
  8576. };
  8577. /**
  8578. * Create a left-handed orthographic projection matrix
  8579. * @param width defines the viewport width
  8580. * @param height defines the viewport height
  8581. * @param znear defines the near clip plane
  8582. * @param zfar defines the far clip plane
  8583. * @returns a new matrix as a left-handed orthographic projection matrix
  8584. */
  8585. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8586. var matrix = Matrix.Zero();
  8587. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8588. return matrix;
  8589. };
  8590. /**
  8591. * Store a left-handed orthographic projection to a given matrix
  8592. * @param width defines the viewport width
  8593. * @param height defines the viewport height
  8594. * @param znear defines the near clip plane
  8595. * @param zfar defines the far clip plane
  8596. * @param result defines the target matrix
  8597. */
  8598. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8599. var n = znear;
  8600. var f = zfar;
  8601. var a = 2.0 / width;
  8602. var b = 2.0 / height;
  8603. var c = 2.0 / (f - n);
  8604. var d = -(f + n) / (f - n);
  8605. 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);
  8606. };
  8607. /**
  8608. * Create a left-handed orthographic projection matrix
  8609. * @param left defines the viewport left coordinate
  8610. * @param right defines the viewport right coordinate
  8611. * @param bottom defines the viewport bottom coordinate
  8612. * @param top defines the viewport top coordinate
  8613. * @param znear defines the near clip plane
  8614. * @param zfar defines the far clip plane
  8615. * @returns a new matrix as a left-handed orthographic projection matrix
  8616. */
  8617. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8618. var matrix = Matrix.Zero();
  8619. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8620. return matrix;
  8621. };
  8622. /**
  8623. * Stores a left-handed orthographic projection into a given matrix
  8624. * @param left defines the viewport left coordinate
  8625. * @param right defines the viewport right coordinate
  8626. * @param bottom defines the viewport bottom coordinate
  8627. * @param top defines the viewport top coordinate
  8628. * @param znear defines the near clip plane
  8629. * @param zfar defines the far clip plane
  8630. * @param result defines the target matrix
  8631. */
  8632. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8633. var n = znear;
  8634. var f = zfar;
  8635. var a = 2.0 / (right - left);
  8636. var b = 2.0 / (top - bottom);
  8637. var c = 2.0 / (f - n);
  8638. var d = -(f + n) / (f - n);
  8639. var i0 = (left + right) / (left - right);
  8640. var i1 = (top + bottom) / (bottom - top);
  8641. 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);
  8642. };
  8643. /**
  8644. * Creates a right-handed orthographic projection matrix
  8645. * @param left defines the viewport left coordinate
  8646. * @param right defines the viewport right coordinate
  8647. * @param bottom defines the viewport bottom coordinate
  8648. * @param top defines the viewport top coordinate
  8649. * @param znear defines the near clip plane
  8650. * @param zfar defines the far clip plane
  8651. * @returns a new matrix as a right-handed orthographic projection matrix
  8652. */
  8653. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8654. var matrix = Matrix.Zero();
  8655. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8656. return matrix;
  8657. };
  8658. /**
  8659. * Stores a right-handed orthographic projection into a given matrix
  8660. * @param left defines the viewport left coordinate
  8661. * @param right defines the viewport right coordinate
  8662. * @param bottom defines the viewport bottom coordinate
  8663. * @param top defines the viewport top coordinate
  8664. * @param znear defines the near clip plane
  8665. * @param zfar defines the far clip plane
  8666. * @param result defines the target matrix
  8667. */
  8668. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8669. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8670. result.m[10] *= -1.0;
  8671. };
  8672. /**
  8673. * Creates a left-handed perspective projection matrix
  8674. * @param width defines the viewport width
  8675. * @param height defines the viewport height
  8676. * @param znear defines the near clip plane
  8677. * @param zfar defines the far clip plane
  8678. * @returns a new matrix as a left-handed perspective projection matrix
  8679. */
  8680. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8681. var matrix = Matrix.Zero();
  8682. var n = znear;
  8683. var f = zfar;
  8684. var a = 2.0 * n / width;
  8685. var b = 2.0 * n / height;
  8686. var c = (f + n) / (f - n);
  8687. var d = -2.0 * f * n / (f - n);
  8688. 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);
  8689. return matrix;
  8690. };
  8691. /**
  8692. * Creates a left-handed perspective projection matrix
  8693. * @param fov defines the horizontal field of view
  8694. * @param aspect defines the aspect ratio
  8695. * @param znear defines the near clip plane
  8696. * @param zfar defines the far clip plane
  8697. * @returns a new matrix as a left-handed perspective projection matrix
  8698. */
  8699. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8700. var matrix = Matrix.Zero();
  8701. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8702. return matrix;
  8703. };
  8704. /**
  8705. * Stores a left-handed perspective projection into a given matrix
  8706. * @param fov defines the horizontal field of view
  8707. * @param aspect defines the aspect ratio
  8708. * @param znear defines the near clip plane
  8709. * @param zfar defines the far clip plane
  8710. * @param result defines the target matrix
  8711. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8712. */
  8713. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8714. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8715. var n = znear;
  8716. var f = zfar;
  8717. var t = 1.0 / (Math.tan(fov * 0.5));
  8718. var a = isVerticalFovFixed ? (t / aspect) : t;
  8719. var b = isVerticalFovFixed ? t : (t * aspect);
  8720. var c = (f + n) / (f - n);
  8721. var d = -2.0 * f * n / (f - n);
  8722. 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);
  8723. };
  8724. /**
  8725. * Creates a right-handed perspective projection matrix
  8726. * @param fov defines the horizontal field of view
  8727. * @param aspect defines the aspect ratio
  8728. * @param znear defines the near clip plane
  8729. * @param zfar defines the far clip plane
  8730. * @returns a new matrix as a right-handed perspective projection matrix
  8731. */
  8732. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8733. var matrix = Matrix.Zero();
  8734. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8735. return matrix;
  8736. };
  8737. /**
  8738. * Stores a right-handed perspective projection into a given matrix
  8739. * @param fov defines the horizontal field of view
  8740. * @param aspect defines the aspect ratio
  8741. * @param znear defines the near clip plane
  8742. * @param zfar defines the far clip plane
  8743. * @param result defines the target matrix
  8744. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8745. */
  8746. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8747. //alternatively this could be expressed as:
  8748. // m = PerspectiveFovLHToRef
  8749. // m[10] *= -1.0;
  8750. // m[11] *= -1.0;
  8751. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8752. var n = znear;
  8753. var f = zfar;
  8754. var t = 1.0 / (Math.tan(fov * 0.5));
  8755. var a = isVerticalFovFixed ? (t / aspect) : t;
  8756. var b = isVerticalFovFixed ? t : (t * aspect);
  8757. var c = -(f + n) / (f - n);
  8758. var d = -2 * f * n / (f - n);
  8759. 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);
  8760. };
  8761. /**
  8762. * Stores a perspective projection for WebVR info a given matrix
  8763. * @param fov defines the field of view
  8764. * @param znear defines the near clip plane
  8765. * @param zfar defines the far clip plane
  8766. * @param result defines the target matrix
  8767. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8768. */
  8769. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  8770. if (rightHanded === void 0) { rightHanded = false; }
  8771. var rightHandedFactor = rightHanded ? -1 : 1;
  8772. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  8773. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  8774. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  8775. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  8776. var xScale = 2.0 / (leftTan + rightTan);
  8777. var yScale = 2.0 / (upTan + downTan);
  8778. result.m[0] = xScale;
  8779. result.m[1] = result.m[2] = result.m[3] = result.m[4] = 0.0;
  8780. result.m[5] = yScale;
  8781. result.m[6] = result.m[7] = 0.0;
  8782. result.m[8] = ((leftTan - rightTan) * xScale * 0.5);
  8783. result.m[9] = -((upTan - downTan) * yScale * 0.5);
  8784. result.m[10] = -zfar / (znear - zfar);
  8785. result.m[11] = 1.0 * rightHandedFactor;
  8786. result.m[12] = result.m[13] = result.m[15] = 0.0;
  8787. result.m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  8788. result._markAsUpdated();
  8789. };
  8790. /**
  8791. * Computes a complete transformation matrix
  8792. * @param viewport defines the viewport to use
  8793. * @param world defines the world matrix
  8794. * @param view defines the view matrix
  8795. * @param projection defines the projection matrix
  8796. * @param zmin defines the near clip plane
  8797. * @param zmax defines the far clip plane
  8798. * @returns the transformation matrix
  8799. */
  8800. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  8801. var cw = viewport.width;
  8802. var ch = viewport.height;
  8803. var cx = viewport.x;
  8804. var cy = viewport.y;
  8805. 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);
  8806. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  8807. };
  8808. /**
  8809. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  8810. * @param matrix defines the matrix to use
  8811. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  8812. */
  8813. Matrix.GetAsMatrix2x2 = function (matrix) {
  8814. return new Float32Array([
  8815. matrix.m[0], matrix.m[1],
  8816. matrix.m[4], matrix.m[5]
  8817. ]);
  8818. };
  8819. /**
  8820. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  8821. * @param matrix defines the matrix to use
  8822. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  8823. */
  8824. Matrix.GetAsMatrix3x3 = function (matrix) {
  8825. return new Float32Array([
  8826. matrix.m[0], matrix.m[1], matrix.m[2],
  8827. matrix.m[4], matrix.m[5], matrix.m[6],
  8828. matrix.m[8], matrix.m[9], matrix.m[10]
  8829. ]);
  8830. };
  8831. /**
  8832. * Compute the transpose of a given matrix
  8833. * @param matrix defines the matrix to transpose
  8834. * @returns the new matrix
  8835. */
  8836. Matrix.Transpose = function (matrix) {
  8837. var result = new Matrix();
  8838. Matrix.TransposeToRef(matrix, result);
  8839. return result;
  8840. };
  8841. /**
  8842. * Compute the transpose of a matrix and store it in a target matrix
  8843. * @param matrix defines the matrix to transpose
  8844. * @param result defines the target matrix
  8845. */
  8846. Matrix.TransposeToRef = function (matrix, result) {
  8847. result.m[0] = matrix.m[0];
  8848. result.m[1] = matrix.m[4];
  8849. result.m[2] = matrix.m[8];
  8850. result.m[3] = matrix.m[12];
  8851. result.m[4] = matrix.m[1];
  8852. result.m[5] = matrix.m[5];
  8853. result.m[6] = matrix.m[9];
  8854. result.m[7] = matrix.m[13];
  8855. result.m[8] = matrix.m[2];
  8856. result.m[9] = matrix.m[6];
  8857. result.m[10] = matrix.m[10];
  8858. result.m[11] = matrix.m[14];
  8859. result.m[12] = matrix.m[3];
  8860. result.m[13] = matrix.m[7];
  8861. result.m[14] = matrix.m[11];
  8862. result.m[15] = matrix.m[15];
  8863. };
  8864. /**
  8865. * Computes a reflection matrix from a plane
  8866. * @param plane defines the reflection plane
  8867. * @returns a new matrix
  8868. */
  8869. Matrix.Reflection = function (plane) {
  8870. var matrix = new Matrix();
  8871. Matrix.ReflectionToRef(plane, matrix);
  8872. return matrix;
  8873. };
  8874. /**
  8875. * Computes a reflection matrix from a plane
  8876. * @param plane defines the reflection plane
  8877. * @param result defines the target matrix
  8878. */
  8879. Matrix.ReflectionToRef = function (plane, result) {
  8880. plane.normalize();
  8881. var x = plane.normal.x;
  8882. var y = plane.normal.y;
  8883. var z = plane.normal.z;
  8884. var temp = -2 * x;
  8885. var temp2 = -2 * y;
  8886. var temp3 = -2 * z;
  8887. result.m[0] = (temp * x) + 1;
  8888. result.m[1] = temp2 * x;
  8889. result.m[2] = temp3 * x;
  8890. result.m[3] = 0.0;
  8891. result.m[4] = temp * y;
  8892. result.m[5] = (temp2 * y) + 1;
  8893. result.m[6] = temp3 * y;
  8894. result.m[7] = 0.0;
  8895. result.m[8] = temp * z;
  8896. result.m[9] = temp2 * z;
  8897. result.m[10] = (temp3 * z) + 1;
  8898. result.m[11] = 0.0;
  8899. result.m[12] = temp * plane.d;
  8900. result.m[13] = temp2 * plane.d;
  8901. result.m[14] = temp3 * plane.d;
  8902. result.m[15] = 1.0;
  8903. result._markAsUpdated();
  8904. };
  8905. /**
  8906. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  8907. * @param xaxis defines the value of the 1st axis
  8908. * @param yaxis defines the value of the 2nd axis
  8909. * @param zaxis defines the value of the 3rd axis
  8910. * @param result defines the target matrix
  8911. */
  8912. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  8913. result.m[0] = xaxis.x;
  8914. result.m[1] = xaxis.y;
  8915. result.m[2] = xaxis.z;
  8916. result.m[3] = 0.0;
  8917. result.m[4] = yaxis.x;
  8918. result.m[5] = yaxis.y;
  8919. result.m[6] = yaxis.z;
  8920. result.m[7] = 0.0;
  8921. result.m[8] = zaxis.x;
  8922. result.m[9] = zaxis.y;
  8923. result.m[10] = zaxis.z;
  8924. result.m[11] = 0.0;
  8925. result.m[12] = 0.0;
  8926. result.m[13] = 0.0;
  8927. result.m[14] = 0.0;
  8928. result.m[15] = 1.0;
  8929. result._markAsUpdated();
  8930. };
  8931. /**
  8932. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  8933. * @param quat defines the quaternion to use
  8934. * @param result defines the target matrix
  8935. */
  8936. Matrix.FromQuaternionToRef = function (quat, result) {
  8937. var xx = quat.x * quat.x;
  8938. var yy = quat.y * quat.y;
  8939. var zz = quat.z * quat.z;
  8940. var xy = quat.x * quat.y;
  8941. var zw = quat.z * quat.w;
  8942. var zx = quat.z * quat.x;
  8943. var yw = quat.y * quat.w;
  8944. var yz = quat.y * quat.z;
  8945. var xw = quat.x * quat.w;
  8946. result.m[0] = 1.0 - (2.0 * (yy + zz));
  8947. result.m[1] = 2.0 * (xy + zw);
  8948. result.m[2] = 2.0 * (zx - yw);
  8949. result.m[3] = 0.0;
  8950. result.m[4] = 2.0 * (xy - zw);
  8951. result.m[5] = 1.0 - (2.0 * (zz + xx));
  8952. result.m[6] = 2.0 * (yz + xw);
  8953. result.m[7] = 0.0;
  8954. result.m[8] = 2.0 * (zx + yw);
  8955. result.m[9] = 2.0 * (yz - xw);
  8956. result.m[10] = 1.0 - (2.0 * (yy + xx));
  8957. result.m[11] = 0.0;
  8958. result.m[12] = 0.0;
  8959. result.m[13] = 0.0;
  8960. result.m[14] = 0.0;
  8961. result.m[15] = 1.0;
  8962. result._markAsUpdated();
  8963. };
  8964. Matrix._xAxis = Vector3.Zero();
  8965. Matrix._yAxis = Vector3.Zero();
  8966. Matrix._zAxis = Vector3.Zero();
  8967. Matrix._updateFlagSeed = 0;
  8968. Matrix._identityReadOnly = Matrix.Identity();
  8969. return Matrix;
  8970. }());
  8971. BABYLON.Matrix = Matrix;
  8972. /**
  8973. * Represens a plane by the equation ax + by + cz + d = 0
  8974. */
  8975. var Plane = /** @class */ (function () {
  8976. /**
  8977. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  8978. * @param a a component of the plane
  8979. * @param b b component of the plane
  8980. * @param c c component of the plane
  8981. * @param d d component of the plane
  8982. */
  8983. function Plane(a, b, c, d) {
  8984. this.normal = new Vector3(a, b, c);
  8985. this.d = d;
  8986. }
  8987. /**
  8988. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  8989. */
  8990. Plane.prototype.asArray = function () {
  8991. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  8992. };
  8993. // Methods
  8994. /**
  8995. * @returns a new plane copied from the current Plane.
  8996. */
  8997. Plane.prototype.clone = function () {
  8998. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  8999. };
  9000. /**
  9001. * @returns the string "Plane".
  9002. */
  9003. Plane.prototype.getClassName = function () {
  9004. return "Plane";
  9005. };
  9006. /**
  9007. * @returns the Plane hash code.
  9008. */
  9009. Plane.prototype.getHashCode = function () {
  9010. var hash = this.normal.getHashCode();
  9011. hash = (hash * 397) ^ (this.d || 0);
  9012. return hash;
  9013. };
  9014. /**
  9015. * Normalize the current Plane in place.
  9016. * @returns the updated Plane.
  9017. */
  9018. Plane.prototype.normalize = function () {
  9019. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9020. var magnitude = 0.0;
  9021. if (norm !== 0) {
  9022. magnitude = 1.0 / norm;
  9023. }
  9024. this.normal.x *= magnitude;
  9025. this.normal.y *= magnitude;
  9026. this.normal.z *= magnitude;
  9027. this.d *= magnitude;
  9028. return this;
  9029. };
  9030. /**
  9031. * Applies a transformation the plane and returns the result
  9032. * @param transformation the transformation matrix to be applied to the plane
  9033. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9034. */
  9035. Plane.prototype.transform = function (transformation) {
  9036. var transposedMatrix = Matrix.Transpose(transformation);
  9037. var x = this.normal.x;
  9038. var y = this.normal.y;
  9039. var z = this.normal.z;
  9040. var d = this.d;
  9041. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  9042. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  9043. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  9044. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  9045. return new Plane(normalX, normalY, normalZ, finalD);
  9046. };
  9047. /**
  9048. * Calcualtte the dot product between the point and the plane normal
  9049. * @param point point to calculate the dot product with
  9050. * @returns the dot product (float) of the point coordinates and the plane normal.
  9051. */
  9052. Plane.prototype.dotCoordinate = function (point) {
  9053. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9054. };
  9055. /**
  9056. * Updates the current Plane from the plane defined by the three given points.
  9057. * @param point1 one of the points used to contruct the plane
  9058. * @param point2 one of the points used to contruct the plane
  9059. * @param point3 one of the points used to contruct the plane
  9060. * @returns the updated Plane.
  9061. */
  9062. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9063. var x1 = point2.x - point1.x;
  9064. var y1 = point2.y - point1.y;
  9065. var z1 = point2.z - point1.z;
  9066. var x2 = point3.x - point1.x;
  9067. var y2 = point3.y - point1.y;
  9068. var z2 = point3.z - point1.z;
  9069. var yz = (y1 * z2) - (z1 * y2);
  9070. var xz = (z1 * x2) - (x1 * z2);
  9071. var xy = (x1 * y2) - (y1 * x2);
  9072. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9073. var invPyth;
  9074. if (pyth !== 0) {
  9075. invPyth = 1.0 / pyth;
  9076. }
  9077. else {
  9078. invPyth = 0.0;
  9079. }
  9080. this.normal.x = yz * invPyth;
  9081. this.normal.y = xz * invPyth;
  9082. this.normal.z = xy * invPyth;
  9083. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9084. return this;
  9085. };
  9086. /**
  9087. * Checks if the plane is facing a given direction
  9088. * @param direction the direction to check if the plane is facing
  9089. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9090. * @returns True is the vector "direction" is the same side than the plane normal.
  9091. */
  9092. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9093. var dot = Vector3.Dot(this.normal, direction);
  9094. return (dot <= epsilon);
  9095. };
  9096. /**
  9097. * Calculates the distance to a point
  9098. * @param point point to calculate distance to
  9099. * @returns the signed distance (float) from the given point to the Plane.
  9100. */
  9101. Plane.prototype.signedDistanceTo = function (point) {
  9102. return Vector3.Dot(point, this.normal) + this.d;
  9103. };
  9104. // Statics
  9105. /**
  9106. * Creates a plane from an array
  9107. * @param array the array to create a plane from
  9108. * @returns a new Plane from the given array.
  9109. */
  9110. Plane.FromArray = function (array) {
  9111. return new Plane(array[0], array[1], array[2], array[3]);
  9112. };
  9113. /**
  9114. * Creates a plane from three points
  9115. * @param point1 point used to create the plane
  9116. * @param point2 point used to create the plane
  9117. * @param point3 point used to create the plane
  9118. * @returns a new Plane defined by the three given points.
  9119. */
  9120. Plane.FromPoints = function (point1, point2, point3) {
  9121. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9122. result.copyFromPoints(point1, point2, point3);
  9123. return result;
  9124. };
  9125. /**
  9126. * Creates a plane from an origin point and a normal
  9127. * @param origin origin of the plane to be constructed
  9128. * @param normal normal of the plane to be constructed
  9129. * @returns a new Plane the normal vector to this plane at the given origin point.
  9130. * Note : the vector "normal" is updated because normalized.
  9131. */
  9132. Plane.FromPositionAndNormal = function (origin, normal) {
  9133. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9134. normal.normalize();
  9135. result.normal = normal;
  9136. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9137. return result;
  9138. };
  9139. /**
  9140. * Calculates the distance from a plane and a point
  9141. * @param origin origin of the plane to be constructed
  9142. * @param normal normal of the plane to be constructed
  9143. * @param point point to calculate distance to
  9144. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9145. */
  9146. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9147. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9148. return Vector3.Dot(point, normal) + d;
  9149. };
  9150. return Plane;
  9151. }());
  9152. BABYLON.Plane = Plane;
  9153. /**
  9154. * Class used to represent a viewport on screen
  9155. */
  9156. var Viewport = /** @class */ (function () {
  9157. /**
  9158. * Creates a Viewport object located at (x, y) and sized (width, height)
  9159. * @param x defines viewport left coordinate
  9160. * @param y defines viewport top coordinate
  9161. * @param width defines the viewport width
  9162. * @param height defines the viewport height
  9163. */
  9164. function Viewport(
  9165. /** viewport left coordinate */
  9166. x,
  9167. /** viewport top coordinate */
  9168. y,
  9169. /**viewport width */
  9170. width,
  9171. /** viewport height */
  9172. height) {
  9173. this.x = x;
  9174. this.y = y;
  9175. this.width = width;
  9176. this.height = height;
  9177. }
  9178. /**
  9179. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9180. * @param renderWidthOrEngine defines either an engine or the rendering width
  9181. * @param renderHeight defines the rendering height
  9182. * @returns a new Viewport
  9183. */
  9184. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9185. if (renderWidthOrEngine.getRenderWidth) {
  9186. var engine = renderWidthOrEngine;
  9187. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9188. }
  9189. var renderWidth = renderWidthOrEngine;
  9190. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9191. };
  9192. /**
  9193. * Returns a new Viewport copied from the current one
  9194. * @returns a new Viewport
  9195. */
  9196. Viewport.prototype.clone = function () {
  9197. return new Viewport(this.x, this.y, this.width, this.height);
  9198. };
  9199. return Viewport;
  9200. }());
  9201. BABYLON.Viewport = Viewport;
  9202. /**
  9203. * Reprasents a camera frustum
  9204. */
  9205. var Frustum = /** @class */ (function () {
  9206. function Frustum() {
  9207. }
  9208. /**
  9209. * Gets the planes representing the frustum
  9210. * @param transform matrix to be applied to the returned planes
  9211. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9212. */
  9213. Frustum.GetPlanes = function (transform) {
  9214. var frustumPlanes = [];
  9215. for (var index = 0; index < 6; index++) {
  9216. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9217. }
  9218. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9219. return frustumPlanes;
  9220. };
  9221. /**
  9222. * Gets the near frustum plane transformed by the transform matrix
  9223. * @param transform transformation matrix to be applied to the resulting frustum plane
  9224. * @param frustumPlane the resuling frustum plane
  9225. */
  9226. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9227. frustumPlane.normal.x = transform.m[3] + transform.m[2];
  9228. frustumPlane.normal.y = transform.m[7] + transform.m[6];
  9229. frustumPlane.normal.z = transform.m[11] + transform.m[10];
  9230. frustumPlane.d = transform.m[15] + transform.m[14];
  9231. frustumPlane.normalize();
  9232. };
  9233. /**
  9234. * Gets the far frustum plane transformed by the transform matrix
  9235. * @param transform transformation matrix to be applied to the resulting frustum plane
  9236. * @param frustumPlane the resuling frustum plane
  9237. */
  9238. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9239. frustumPlane.normal.x = transform.m[3] - transform.m[2];
  9240. frustumPlane.normal.y = transform.m[7] - transform.m[6];
  9241. frustumPlane.normal.z = transform.m[11] - transform.m[10];
  9242. frustumPlane.d = transform.m[15] - transform.m[14];
  9243. frustumPlane.normalize();
  9244. };
  9245. /**
  9246. * Gets the left frustum plane transformed by the transform matrix
  9247. * @param transform transformation matrix to be applied to the resulting frustum plane
  9248. * @param frustumPlane the resuling frustum plane
  9249. */
  9250. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9251. frustumPlane.normal.x = transform.m[3] + transform.m[0];
  9252. frustumPlane.normal.y = transform.m[7] + transform.m[4];
  9253. frustumPlane.normal.z = transform.m[11] + transform.m[8];
  9254. frustumPlane.d = transform.m[15] + transform.m[12];
  9255. frustumPlane.normalize();
  9256. };
  9257. /**
  9258. * Gets the right frustum plane transformed by the transform matrix
  9259. * @param transform transformation matrix to be applied to the resulting frustum plane
  9260. * @param frustumPlane the resuling frustum plane
  9261. */
  9262. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9263. frustumPlane.normal.x = transform.m[3] - transform.m[0];
  9264. frustumPlane.normal.y = transform.m[7] - transform.m[4];
  9265. frustumPlane.normal.z = transform.m[11] - transform.m[8];
  9266. frustumPlane.d = transform.m[15] - transform.m[12];
  9267. frustumPlane.normalize();
  9268. };
  9269. /**
  9270. * Gets the top frustum plane transformed by the transform matrix
  9271. * @param transform transformation matrix to be applied to the resulting frustum plane
  9272. * @param frustumPlane the resuling frustum plane
  9273. */
  9274. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9275. frustumPlane.normal.x = transform.m[3] - transform.m[1];
  9276. frustumPlane.normal.y = transform.m[7] - transform.m[5];
  9277. frustumPlane.normal.z = transform.m[11] - transform.m[9];
  9278. frustumPlane.d = transform.m[15] - transform.m[13];
  9279. frustumPlane.normalize();
  9280. };
  9281. /**
  9282. * Gets the bottom frustum plane transformed by the transform matrix
  9283. * @param transform transformation matrix to be applied to the resulting frustum plane
  9284. * @param frustumPlane the resuling frustum plane
  9285. */
  9286. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9287. frustumPlane.normal.x = transform.m[3] + transform.m[1];
  9288. frustumPlane.normal.y = transform.m[7] + transform.m[5];
  9289. frustumPlane.normal.z = transform.m[11] + transform.m[9];
  9290. frustumPlane.d = transform.m[15] + transform.m[13];
  9291. frustumPlane.normalize();
  9292. };
  9293. /**
  9294. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9295. * @param transform transformation matrix to be applied to the resulting frustum planes
  9296. * @param frustumPlanes the resuling frustum planes
  9297. */
  9298. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9299. // Near
  9300. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9301. // Far
  9302. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9303. // Left
  9304. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9305. // Right
  9306. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9307. // Top
  9308. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9309. // Bottom
  9310. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9311. };
  9312. return Frustum;
  9313. }());
  9314. BABYLON.Frustum = Frustum;
  9315. /** Defines supported spaces */
  9316. var Space;
  9317. (function (Space) {
  9318. /** Local (object) space */
  9319. Space[Space["LOCAL"] = 0] = "LOCAL";
  9320. /** World space */
  9321. Space[Space["WORLD"] = 1] = "WORLD";
  9322. /** Bone space */
  9323. Space[Space["BONE"] = 2] = "BONE";
  9324. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9325. /** Defines the 3 main axes */
  9326. var Axis = /** @class */ (function () {
  9327. function Axis() {
  9328. }
  9329. /** X axis */
  9330. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9331. /** Y axis */
  9332. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9333. /** Z axis */
  9334. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9335. return Axis;
  9336. }());
  9337. BABYLON.Axis = Axis;
  9338. /** Class used to represent a Bezier curve */
  9339. var BezierCurve = /** @class */ (function () {
  9340. function BezierCurve() {
  9341. }
  9342. /**
  9343. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9344. * @param t defines the time
  9345. * @param x1 defines the left coordinate on X axis
  9346. * @param y1 defines the left coordinate on Y axis
  9347. * @param x2 defines the right coordinate on X axis
  9348. * @param y2 defines the right coordinate on Y axis
  9349. * @returns the interpolated value
  9350. */
  9351. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9352. // Extract X (which is equal to time here)
  9353. var f0 = 1 - 3 * x2 + 3 * x1;
  9354. var f1 = 3 * x2 - 6 * x1;
  9355. var f2 = 3 * x1;
  9356. var refinedT = t;
  9357. for (var i = 0; i < 5; i++) {
  9358. var refinedT2 = refinedT * refinedT;
  9359. var refinedT3 = refinedT2 * refinedT;
  9360. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9361. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9362. refinedT -= (x - t) * slope;
  9363. refinedT = Math.min(1, Math.max(0, refinedT));
  9364. }
  9365. // Resolve cubic bezier for the given x
  9366. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9367. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9368. Math.pow(refinedT, 3);
  9369. };
  9370. return BezierCurve;
  9371. }());
  9372. BABYLON.BezierCurve = BezierCurve;
  9373. /**
  9374. * Defines potential orientation for back face culling
  9375. */
  9376. var Orientation;
  9377. (function (Orientation) {
  9378. /**
  9379. * Clockwise
  9380. */
  9381. Orientation[Orientation["CW"] = 0] = "CW";
  9382. /** Counter clockwise */
  9383. Orientation[Orientation["CCW"] = 1] = "CCW";
  9384. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9385. /**
  9386. * Defines angle representation
  9387. */
  9388. var Angle = /** @class */ (function () {
  9389. /**
  9390. * Creates an Angle object of "radians" radians (float).
  9391. */
  9392. function Angle(radians) {
  9393. this._radians = radians;
  9394. if (this._radians < 0.0) {
  9395. this._radians += (2.0 * Math.PI);
  9396. }
  9397. }
  9398. /**
  9399. * Get value in degrees
  9400. * @returns the Angle value in degrees (float)
  9401. */
  9402. Angle.prototype.degrees = function () {
  9403. return this._radians * 180.0 / Math.PI;
  9404. };
  9405. /**
  9406. * Get value in radians
  9407. * @returns the Angle value in radians (float)
  9408. */
  9409. Angle.prototype.radians = function () {
  9410. return this._radians;
  9411. };
  9412. /**
  9413. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9414. * @param a defines first vector
  9415. * @param b defines second vector
  9416. * @returns a new Angle
  9417. */
  9418. Angle.BetweenTwoPoints = function (a, b) {
  9419. var delta = b.subtract(a);
  9420. var theta = Math.atan2(delta.y, delta.x);
  9421. return new Angle(theta);
  9422. };
  9423. /**
  9424. * Gets a new Angle object from the given float in radians
  9425. * @param radians defines the angle value in radians
  9426. * @returns a new Angle
  9427. */
  9428. Angle.FromRadians = function (radians) {
  9429. return new Angle(radians);
  9430. };
  9431. /**
  9432. * Gets a new Angle object from the given float in degrees
  9433. * @param degrees defines the angle value in degrees
  9434. * @returns a new Angle
  9435. */
  9436. Angle.FromDegrees = function (degrees) {
  9437. return new Angle(degrees * Math.PI / 180.0);
  9438. };
  9439. return Angle;
  9440. }());
  9441. BABYLON.Angle = Angle;
  9442. /**
  9443. * This represents an arc in a 2d space.
  9444. */
  9445. var Arc2 = /** @class */ (function () {
  9446. /**
  9447. * Creates an Arc object from the three given points : start, middle and end.
  9448. * @param startPoint Defines the start point of the arc
  9449. * @param midPoint Defines the midlle point of the arc
  9450. * @param endPoint Defines the end point of the arc
  9451. */
  9452. function Arc2(
  9453. /** Defines the start point of the arc */
  9454. startPoint,
  9455. /** Defines the mid point of the arc */
  9456. midPoint,
  9457. /** Defines the end point of the arc */
  9458. endPoint) {
  9459. this.startPoint = startPoint;
  9460. this.midPoint = midPoint;
  9461. this.endPoint = endPoint;
  9462. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9463. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9464. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9465. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9466. 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);
  9467. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9468. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9469. var a1 = this.startAngle.degrees();
  9470. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9471. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9472. // angles correction
  9473. if (a2 - a1 > +180.0) {
  9474. a2 -= 360.0;
  9475. }
  9476. if (a2 - a1 < -180.0) {
  9477. a2 += 360.0;
  9478. }
  9479. if (a3 - a2 > +180.0) {
  9480. a3 -= 360.0;
  9481. }
  9482. if (a3 - a2 < -180.0) {
  9483. a3 += 360.0;
  9484. }
  9485. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9486. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9487. }
  9488. return Arc2;
  9489. }());
  9490. BABYLON.Arc2 = Arc2;
  9491. /**
  9492. * Represents a 2D path made up of multiple 2D points
  9493. */
  9494. var Path2 = /** @class */ (function () {
  9495. /**
  9496. * Creates a Path2 object from the starting 2D coordinates x and y.
  9497. * @param x the starting points x value
  9498. * @param y the starting points y value
  9499. */
  9500. function Path2(x, y) {
  9501. this._points = new Array();
  9502. this._length = 0.0;
  9503. /**
  9504. * If the path start and end point are the same
  9505. */
  9506. this.closed = false;
  9507. this._points.push(new Vector2(x, y));
  9508. }
  9509. /**
  9510. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9511. * @param x the added points x value
  9512. * @param y the added points y value
  9513. * @returns the updated Path2.
  9514. */
  9515. Path2.prototype.addLineTo = function (x, y) {
  9516. if (this.closed) {
  9517. return this;
  9518. }
  9519. var newPoint = new Vector2(x, y);
  9520. var previousPoint = this._points[this._points.length - 1];
  9521. this._points.push(newPoint);
  9522. this._length += newPoint.subtract(previousPoint).length();
  9523. return this;
  9524. };
  9525. /**
  9526. * 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.
  9527. * @param midX middle point x value
  9528. * @param midY middle point y value
  9529. * @param endX end point x value
  9530. * @param endY end point y value
  9531. * @param numberOfSegments (default: 36)
  9532. * @returns the updated Path2.
  9533. */
  9534. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9535. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9536. if (this.closed) {
  9537. return this;
  9538. }
  9539. var startPoint = this._points[this._points.length - 1];
  9540. var midPoint = new Vector2(midX, midY);
  9541. var endPoint = new Vector2(endX, endY);
  9542. var arc = new Arc2(startPoint, midPoint, endPoint);
  9543. var increment = arc.angle.radians() / numberOfSegments;
  9544. if (arc.orientation === Orientation.CW) {
  9545. increment *= -1;
  9546. }
  9547. var currentAngle = arc.startAngle.radians() + increment;
  9548. for (var i = 0; i < numberOfSegments; i++) {
  9549. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9550. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9551. this.addLineTo(x, y);
  9552. currentAngle += increment;
  9553. }
  9554. return this;
  9555. };
  9556. /**
  9557. * Closes the Path2.
  9558. * @returns the Path2.
  9559. */
  9560. Path2.prototype.close = function () {
  9561. this.closed = true;
  9562. return this;
  9563. };
  9564. /**
  9565. * Gets the sum of the distance between each sequential point in the path
  9566. * @returns the Path2 total length (float).
  9567. */
  9568. Path2.prototype.length = function () {
  9569. var result = this._length;
  9570. if (!this.closed) {
  9571. var lastPoint = this._points[this._points.length - 1];
  9572. var firstPoint = this._points[0];
  9573. result += (firstPoint.subtract(lastPoint).length());
  9574. }
  9575. return result;
  9576. };
  9577. /**
  9578. * Gets the points which construct the path
  9579. * @returns the Path2 internal array of points.
  9580. */
  9581. Path2.prototype.getPoints = function () {
  9582. return this._points;
  9583. };
  9584. /**
  9585. * Retreives the point at the distance aways from the starting point
  9586. * @param normalizedLengthPosition the length along the path to retreive the point from
  9587. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9588. */
  9589. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9590. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9591. return Vector2.Zero();
  9592. }
  9593. var lengthPosition = normalizedLengthPosition * this.length();
  9594. var previousOffset = 0;
  9595. for (var i = 0; i < this._points.length; i++) {
  9596. var j = (i + 1) % this._points.length;
  9597. var a = this._points[i];
  9598. var b = this._points[j];
  9599. var bToA = b.subtract(a);
  9600. var nextOffset = (bToA.length() + previousOffset);
  9601. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9602. var dir = bToA.normalize();
  9603. var localOffset = lengthPosition - previousOffset;
  9604. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9605. }
  9606. previousOffset = nextOffset;
  9607. }
  9608. return Vector2.Zero();
  9609. };
  9610. /**
  9611. * Creates a new path starting from an x and y position
  9612. * @param x starting x value
  9613. * @param y starting y value
  9614. * @returns a new Path2 starting at the coordinates (x, y).
  9615. */
  9616. Path2.StartingAt = function (x, y) {
  9617. return new Path2(x, y);
  9618. };
  9619. return Path2;
  9620. }());
  9621. BABYLON.Path2 = Path2;
  9622. /**
  9623. * Represents a 3D path made up of multiple 3D points
  9624. */
  9625. var Path3D = /** @class */ (function () {
  9626. /**
  9627. * new Path3D(path, normal, raw)
  9628. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9629. * please read the description in the tutorial : http://doc.babylonjs.com/tutorials/How_to_use_Path3D
  9630. * @param path an array of Vector3, the curve axis of the Path3D
  9631. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9632. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9633. */
  9634. function Path3D(
  9635. /**
  9636. * an array of Vector3, the curve axis of the Path3D
  9637. */
  9638. path, firstNormal, raw) {
  9639. if (firstNormal === void 0) { firstNormal = null; }
  9640. this.path = path;
  9641. this._curve = new Array();
  9642. this._distances = new Array();
  9643. this._tangents = new Array();
  9644. this._normals = new Array();
  9645. this._binormals = new Array();
  9646. for (var p = 0; p < path.length; p++) {
  9647. this._curve[p] = path[p].clone(); // hard copy
  9648. }
  9649. this._raw = raw || false;
  9650. this._compute(firstNormal);
  9651. }
  9652. /**
  9653. * Returns the Path3D array of successive Vector3 designing its curve.
  9654. * @returns the Path3D array of successive Vector3 designing its curve.
  9655. */
  9656. Path3D.prototype.getCurve = function () {
  9657. return this._curve;
  9658. };
  9659. /**
  9660. * Returns an array populated with tangent vectors on each Path3D curve point.
  9661. * @returns an array populated with tangent vectors on each Path3D curve point.
  9662. */
  9663. Path3D.prototype.getTangents = function () {
  9664. return this._tangents;
  9665. };
  9666. /**
  9667. * Returns an array populated with normal vectors on each Path3D curve point.
  9668. * @returns an array populated with normal vectors on each Path3D curve point.
  9669. */
  9670. Path3D.prototype.getNormals = function () {
  9671. return this._normals;
  9672. };
  9673. /**
  9674. * Returns an array populated with binormal vectors on each Path3D curve point.
  9675. * @returns an array populated with binormal vectors on each Path3D curve point.
  9676. */
  9677. Path3D.prototype.getBinormals = function () {
  9678. return this._binormals;
  9679. };
  9680. /**
  9681. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9682. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9683. */
  9684. Path3D.prototype.getDistances = function () {
  9685. return this._distances;
  9686. };
  9687. /**
  9688. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9689. * @param path path which all values are copied into the curves points
  9690. * @param firstNormal which should be projected onto the curve
  9691. * @returns the same object updated.
  9692. */
  9693. Path3D.prototype.update = function (path, firstNormal) {
  9694. if (firstNormal === void 0) { firstNormal = null; }
  9695. for (var p = 0; p < path.length; p++) {
  9696. this._curve[p].x = path[p].x;
  9697. this._curve[p].y = path[p].y;
  9698. this._curve[p].z = path[p].z;
  9699. }
  9700. this._compute(firstNormal);
  9701. return this;
  9702. };
  9703. // private function compute() : computes tangents, normals and binormals
  9704. Path3D.prototype._compute = function (firstNormal) {
  9705. var l = this._curve.length;
  9706. // first and last tangents
  9707. this._tangents[0] = this._getFirstNonNullVector(0);
  9708. if (!this._raw) {
  9709. this._tangents[0].normalize();
  9710. }
  9711. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9712. if (!this._raw) {
  9713. this._tangents[l - 1].normalize();
  9714. }
  9715. // normals and binormals at first point : arbitrary vector with _normalVector()
  9716. var tg0 = this._tangents[0];
  9717. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9718. this._normals[0] = pp0;
  9719. if (!this._raw) {
  9720. this._normals[0].normalize();
  9721. }
  9722. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9723. if (!this._raw) {
  9724. this._binormals[0].normalize();
  9725. }
  9726. this._distances[0] = 0.0;
  9727. // normals and binormals : next points
  9728. var prev; // previous vector (segment)
  9729. var cur; // current vector (segment)
  9730. var curTang; // current tangent
  9731. // previous normal
  9732. var prevBinor; // previous binormal
  9733. for (var i = 1; i < l; i++) {
  9734. // tangents
  9735. prev = this._getLastNonNullVector(i);
  9736. if (i < l - 1) {
  9737. cur = this._getFirstNonNullVector(i);
  9738. this._tangents[i] = prev.add(cur);
  9739. this._tangents[i].normalize();
  9740. }
  9741. this._distances[i] = this._distances[i - 1] + prev.length();
  9742. // normals and binormals
  9743. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9744. curTang = this._tangents[i];
  9745. prevBinor = this._binormals[i - 1];
  9746. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9747. if (!this._raw) {
  9748. this._normals[i].normalize();
  9749. }
  9750. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9751. if (!this._raw) {
  9752. this._binormals[i].normalize();
  9753. }
  9754. }
  9755. };
  9756. // private function getFirstNonNullVector(index)
  9757. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9758. Path3D.prototype._getFirstNonNullVector = function (index) {
  9759. var i = 1;
  9760. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9761. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9762. i++;
  9763. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9764. }
  9765. return nNVector;
  9766. };
  9767. // private function getLastNonNullVector(index)
  9768. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9769. Path3D.prototype._getLastNonNullVector = function (index) {
  9770. var i = 1;
  9771. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9772. while (nLVector.length() === 0 && index > i + 1) {
  9773. i++;
  9774. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9775. }
  9776. return nLVector;
  9777. };
  9778. // private function normalVector(v0, vt, va) :
  9779. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9780. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9781. Path3D.prototype._normalVector = function (v0, vt, va) {
  9782. var normal0;
  9783. var tgl = vt.length();
  9784. if (tgl === 0.0) {
  9785. tgl = 1.0;
  9786. }
  9787. if (va === undefined || va === null) {
  9788. var point;
  9789. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  9790. point = new Vector3(0.0, -1.0, 0.0);
  9791. }
  9792. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  9793. point = new Vector3(1.0, 0.0, 0.0);
  9794. }
  9795. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  9796. point = new Vector3(0.0, 0.0, 1.0);
  9797. }
  9798. else {
  9799. point = Vector3.Zero();
  9800. }
  9801. normal0 = Vector3.Cross(vt, point);
  9802. }
  9803. else {
  9804. normal0 = Vector3.Cross(vt, va);
  9805. Vector3.CrossToRef(normal0, vt, normal0);
  9806. }
  9807. normal0.normalize();
  9808. return normal0;
  9809. };
  9810. return Path3D;
  9811. }());
  9812. BABYLON.Path3D = Path3D;
  9813. /**
  9814. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9815. * A Curve3 is designed from a series of successive Vector3.
  9816. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  9817. */
  9818. var Curve3 = /** @class */ (function () {
  9819. /**
  9820. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  9821. * A Curve3 is designed from a series of successive Vector3.
  9822. * Tuto : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#curve3-object
  9823. * @param points points which make up the curve
  9824. */
  9825. function Curve3(points) {
  9826. this._length = 0.0;
  9827. this._points = points;
  9828. this._length = this._computeLength(points);
  9829. }
  9830. /**
  9831. * Returns a Curve3 object along a Quadratic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#quadratic-bezier-curve
  9832. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  9833. * @param v1 (Vector3) the control point
  9834. * @param v2 (Vector3) the end point of the Quadratic Bezier
  9835. * @param nbPoints (integer) the wanted number of points in the curve
  9836. * @returns the created Curve3
  9837. */
  9838. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  9839. nbPoints = nbPoints > 2 ? nbPoints : 3;
  9840. var bez = new Array();
  9841. var equation = function (t, val0, val1, val2) {
  9842. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  9843. return res;
  9844. };
  9845. for (var i = 0; i <= nbPoints; i++) {
  9846. 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)));
  9847. }
  9848. return new Curve3(bez);
  9849. };
  9850. /**
  9851. * Returns a Curve3 object along a Cubic Bezier curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#cubic-bezier-curve
  9852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  9853. * @param v1 (Vector3) the first control point
  9854. * @param v2 (Vector3) the second control point
  9855. * @param v3 (Vector3) the end point of the Cubic Bezier
  9856. * @param nbPoints (integer) the wanted number of points in the curve
  9857. * @returns the created Curve3
  9858. */
  9859. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  9860. nbPoints = nbPoints > 3 ? nbPoints : 4;
  9861. var bez = new Array();
  9862. var equation = function (t, val0, val1, val2, val3) {
  9863. 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;
  9864. return res;
  9865. };
  9866. for (var i = 0; i <= nbPoints; i++) {
  9867. 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)));
  9868. }
  9869. return new Curve3(bez);
  9870. };
  9871. /**
  9872. * Returns a Curve3 object along a Hermite Spline curve : http://doc.babylonjs.com/tutorials/How_to_use_Curve3#hermite-spline
  9873. * @param p1 (Vector3) the origin point of the Hermite Spline
  9874. * @param t1 (Vector3) the tangent vector at the origin point
  9875. * @param p2 (Vector3) the end point of the Hermite Spline
  9876. * @param t2 (Vector3) the tangent vector at the end point
  9877. * @param nbPoints (integer) the wanted number of points in the curve
  9878. * @returns the created Curve3
  9879. */
  9880. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  9881. var hermite = new Array();
  9882. var step = 1.0 / nbPoints;
  9883. for (var i = 0; i <= nbPoints; i++) {
  9884. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  9885. }
  9886. return new Curve3(hermite);
  9887. };
  9888. /**
  9889. * Returns a Curve3 object along a CatmullRom Spline curve :
  9890. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  9891. * @param nbPoints (integer) the wanted number of points between each curve control points
  9892. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  9893. * @returns the created Curve3
  9894. */
  9895. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  9896. var catmullRom = new Array();
  9897. var step = 1.0 / nbPoints;
  9898. var amount = 0.0;
  9899. if (closed) {
  9900. var pointsCount = points.length;
  9901. for (var i = 0; i < pointsCount; i++) {
  9902. amount = 0;
  9903. for (var c = 0; c < nbPoints; c++) {
  9904. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  9905. amount += step;
  9906. }
  9907. }
  9908. catmullRom.push(catmullRom[0]);
  9909. }
  9910. else {
  9911. var totalPoints = new Array();
  9912. totalPoints.push(points[0].clone());
  9913. Array.prototype.push.apply(totalPoints, points);
  9914. totalPoints.push(points[points.length - 1].clone());
  9915. for (var i = 0; i < totalPoints.length - 3; i++) {
  9916. amount = 0;
  9917. for (var c = 0; c < nbPoints; c++) {
  9918. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9919. amount += step;
  9920. }
  9921. }
  9922. i--;
  9923. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  9924. }
  9925. return new Curve3(catmullRom);
  9926. };
  9927. /**
  9928. * @returns the Curve3 stored array of successive Vector3
  9929. */
  9930. Curve3.prototype.getPoints = function () {
  9931. return this._points;
  9932. };
  9933. /**
  9934. * @returns the computed length (float) of the curve.
  9935. */
  9936. Curve3.prototype.length = function () {
  9937. return this._length;
  9938. };
  9939. /**
  9940. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  9941. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  9942. * curveA and curveB keep unchanged.
  9943. * @param curve the curve to continue from this curve
  9944. * @returns the newly constructed curve
  9945. */
  9946. Curve3.prototype.continue = function (curve) {
  9947. var lastPoint = this._points[this._points.length - 1];
  9948. var continuedPoints = this._points.slice();
  9949. var curvePoints = curve.getPoints();
  9950. for (var i = 1; i < curvePoints.length; i++) {
  9951. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  9952. }
  9953. var continuedCurve = new Curve3(continuedPoints);
  9954. return continuedCurve;
  9955. };
  9956. Curve3.prototype._computeLength = function (path) {
  9957. var l = 0;
  9958. for (var i = 1; i < path.length; i++) {
  9959. l += (path[i].subtract(path[i - 1])).length();
  9960. }
  9961. return l;
  9962. };
  9963. return Curve3;
  9964. }());
  9965. BABYLON.Curve3 = Curve3;
  9966. // Vertex formats
  9967. /**
  9968. * Contains position and normal vectors for a vertex
  9969. */
  9970. var PositionNormalVertex = /** @class */ (function () {
  9971. /**
  9972. * Creates a PositionNormalVertex
  9973. * @param position the position of the vertex (defaut: 0,0,0)
  9974. * @param normal the normal of the vertex (defaut: 0,1,0)
  9975. */
  9976. function PositionNormalVertex(
  9977. /** the position of the vertex (defaut: 0,0,0) */
  9978. position,
  9979. /** the normal of the vertex (defaut: 0,1,0) */
  9980. normal) {
  9981. if (position === void 0) { position = Vector3.Zero(); }
  9982. if (normal === void 0) { normal = Vector3.Up(); }
  9983. this.position = position;
  9984. this.normal = normal;
  9985. }
  9986. /**
  9987. * Clones the PositionNormalVertex
  9988. * @returns the cloned PositionNormalVertex
  9989. */
  9990. PositionNormalVertex.prototype.clone = function () {
  9991. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  9992. };
  9993. return PositionNormalVertex;
  9994. }());
  9995. BABYLON.PositionNormalVertex = PositionNormalVertex;
  9996. /**
  9997. * Contains position, normal and uv vectors for a vertex
  9998. */
  9999. var PositionNormalTextureVertex = /** @class */ (function () {
  10000. /**
  10001. * Creates a PositionNormalTextureVertex
  10002. * @param position the position of the vertex (defaut: 0,0,0)
  10003. * @param normal the normal of the vertex (defaut: 0,1,0)
  10004. * @param uv the uv of the vertex (default: 0,0)
  10005. */
  10006. function PositionNormalTextureVertex(
  10007. /** the position of the vertex (defaut: 0,0,0) */
  10008. position,
  10009. /** the normal of the vertex (defaut: 0,1,0) */
  10010. normal,
  10011. /** the uv of the vertex (default: 0,0) */
  10012. uv) {
  10013. if (position === void 0) { position = Vector3.Zero(); }
  10014. if (normal === void 0) { normal = Vector3.Up(); }
  10015. if (uv === void 0) { uv = Vector2.Zero(); }
  10016. this.position = position;
  10017. this.normal = normal;
  10018. this.uv = uv;
  10019. }
  10020. /**
  10021. * Clones the PositionNormalTextureVertex
  10022. * @returns the cloned PositionNormalTextureVertex
  10023. */
  10024. PositionNormalTextureVertex.prototype.clone = function () {
  10025. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10026. };
  10027. return PositionNormalTextureVertex;
  10028. }());
  10029. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10030. // Temporary pre-allocated objects for engine internal use
  10031. // usage in any internal function :
  10032. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10033. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10034. /**
  10035. * @hidden
  10036. */
  10037. var Tmp = /** @class */ (function () {
  10038. function Tmp() {
  10039. }
  10040. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10041. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10042. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10043. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10044. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10045. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10046. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10047. return Tmp;
  10048. }());
  10049. BABYLON.Tmp = Tmp;
  10050. /**
  10051. * @hidden
  10052. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10053. */
  10054. var MathTmp = /** @class */ (function () {
  10055. function MathTmp() {
  10056. }
  10057. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10058. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10059. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10060. return MathTmp;
  10061. }());
  10062. })(BABYLON || (BABYLON = {}));
  10063. //# sourceMappingURL=babylon.math.js.map
  10064. var BABYLON;
  10065. (function (BABYLON) {
  10066. /**
  10067. * Scalar computation library
  10068. */
  10069. var Scalar = /** @class */ (function () {
  10070. function Scalar() {
  10071. }
  10072. /**
  10073. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10074. * @param a number
  10075. * @param b number
  10076. * @param epsilon (default = 1.401298E-45)
  10077. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10078. */
  10079. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10080. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10081. var num = a - b;
  10082. return -epsilon <= num && num <= epsilon;
  10083. };
  10084. /**
  10085. * Returns a string : the upper case translation of the number i to hexadecimal.
  10086. * @param i number
  10087. * @returns the upper case translation of the number i to hexadecimal.
  10088. */
  10089. Scalar.ToHex = function (i) {
  10090. var str = i.toString(16);
  10091. if (i <= 15) {
  10092. return ("0" + str).toUpperCase();
  10093. }
  10094. return str.toUpperCase();
  10095. };
  10096. /**
  10097. * Returns -1 if value is negative and +1 is value is positive.
  10098. * @param value the value
  10099. * @returns the value itself if it's equal to zero.
  10100. */
  10101. Scalar.Sign = function (value) {
  10102. value = +value; // convert to a number
  10103. if (value === 0 || isNaN(value)) {
  10104. return value;
  10105. }
  10106. return value > 0 ? 1 : -1;
  10107. };
  10108. /**
  10109. * Returns the value itself if it's between min and max.
  10110. * Returns min if the value is lower than min.
  10111. * Returns max if the value is greater than max.
  10112. * @param value the value to clmap
  10113. * @param min the min value to clamp to (default: 0)
  10114. * @param max the max value to clamp to (default: 1)
  10115. * @returns the clamped value
  10116. */
  10117. Scalar.Clamp = function (value, min, max) {
  10118. if (min === void 0) { min = 0; }
  10119. if (max === void 0) { max = 1; }
  10120. return Math.min(max, Math.max(min, value));
  10121. };
  10122. /**
  10123. * the log2 of value.
  10124. * @param value the value to compute log2 of
  10125. * @returns the log2 of value.
  10126. */
  10127. Scalar.Log2 = function (value) {
  10128. return Math.log(value) * Math.LOG2E;
  10129. };
  10130. /**
  10131. * Loops the value, so that it is never larger than length and never smaller than 0.
  10132. *
  10133. * This is similar to the modulo operator but it works with floating point numbers.
  10134. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10135. * With t = 5 and length = 2.5, the result would be 0.0.
  10136. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10137. * @param value the value
  10138. * @param length the length
  10139. * @returns the looped value
  10140. */
  10141. Scalar.Repeat = function (value, length) {
  10142. return value - Math.floor(value / length) * length;
  10143. };
  10144. /**
  10145. * Normalize the value between 0.0 and 1.0 using min and max values
  10146. * @param value value to normalize
  10147. * @param min max to normalize between
  10148. * @param max min to normalize between
  10149. * @returns the normalized value
  10150. */
  10151. Scalar.Normalize = function (value, min, max) {
  10152. return (value - min) / (max - min);
  10153. };
  10154. /**
  10155. * Denormalize the value from 0.0 and 1.0 using min and max values
  10156. * @param normalized value to denormalize
  10157. * @param min max to denormalize between
  10158. * @param max min to denormalize between
  10159. * @returns the denormalized value
  10160. */
  10161. Scalar.Denormalize = function (normalized, min, max) {
  10162. return (normalized * (max - min) + min);
  10163. };
  10164. /**
  10165. * Calculates the shortest difference between two given angles given in degrees.
  10166. * @param current current angle in degrees
  10167. * @param target target angle in degrees
  10168. * @returns the delta
  10169. */
  10170. Scalar.DeltaAngle = function (current, target) {
  10171. var num = Scalar.Repeat(target - current, 360.0);
  10172. if (num > 180.0) {
  10173. num -= 360.0;
  10174. }
  10175. return num;
  10176. };
  10177. /**
  10178. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10179. * @param tx value
  10180. * @param length length
  10181. * @returns The returned value will move back and forth between 0 and length
  10182. */
  10183. Scalar.PingPong = function (tx, length) {
  10184. var t = Scalar.Repeat(tx, length * 2.0);
  10185. return length - Math.abs(t - length);
  10186. };
  10187. /**
  10188. * Interpolates between min and max with smoothing at the limits.
  10189. *
  10190. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10191. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10192. * @param from from
  10193. * @param to to
  10194. * @param tx value
  10195. * @returns the smooth stepped value
  10196. */
  10197. Scalar.SmoothStep = function (from, to, tx) {
  10198. var t = Scalar.Clamp(tx);
  10199. t = -2.0 * t * t * t + 3.0 * t * t;
  10200. return to * t + from * (1.0 - t);
  10201. };
  10202. /**
  10203. * Moves a value current towards target.
  10204. *
  10205. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10206. * Negative values of maxDelta pushes the value away from target.
  10207. * @param current current value
  10208. * @param target target value
  10209. * @param maxDelta max distance to move
  10210. * @returns resulting value
  10211. */
  10212. Scalar.MoveTowards = function (current, target, maxDelta) {
  10213. var result = 0;
  10214. if (Math.abs(target - current) <= maxDelta) {
  10215. result = target;
  10216. }
  10217. else {
  10218. result = current + Scalar.Sign(target - current) * maxDelta;
  10219. }
  10220. return result;
  10221. };
  10222. /**
  10223. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10224. *
  10225. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10226. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10227. * @param current current value
  10228. * @param target target value
  10229. * @param maxDelta max distance to move
  10230. * @returns resulting angle
  10231. */
  10232. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10233. var num = Scalar.DeltaAngle(current, target);
  10234. var result = 0;
  10235. if (-maxDelta < num && num < maxDelta) {
  10236. result = target;
  10237. }
  10238. else {
  10239. target = current + num;
  10240. result = Scalar.MoveTowards(current, target, maxDelta);
  10241. }
  10242. return result;
  10243. };
  10244. /**
  10245. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10246. * @param start start value
  10247. * @param end target value
  10248. * @param amount amount to lerp between
  10249. * @returns the lerped value
  10250. */
  10251. Scalar.Lerp = function (start, end, amount) {
  10252. return start + ((end - start) * amount);
  10253. };
  10254. /**
  10255. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10256. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10257. * @param start start value
  10258. * @param end target value
  10259. * @param amount amount to lerp between
  10260. * @returns the lerped value
  10261. */
  10262. Scalar.LerpAngle = function (start, end, amount) {
  10263. var num = Scalar.Repeat(end - start, 360.0);
  10264. if (num > 180.0) {
  10265. num -= 360.0;
  10266. }
  10267. return start + num * Scalar.Clamp(amount);
  10268. };
  10269. /**
  10270. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10271. * @param a start value
  10272. * @param b target value
  10273. * @param value value between a and b
  10274. * @returns the inverseLerp value
  10275. */
  10276. Scalar.InverseLerp = function (a, b, value) {
  10277. var result = 0;
  10278. if (a != b) {
  10279. result = Scalar.Clamp((value - a) / (b - a));
  10280. }
  10281. else {
  10282. result = 0.0;
  10283. }
  10284. return result;
  10285. };
  10286. /**
  10287. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10288. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10289. * @param value1 spline value
  10290. * @param tangent1 spline value
  10291. * @param value2 spline value
  10292. * @param tangent2 spline value
  10293. * @param amount input value
  10294. * @returns hermite result
  10295. */
  10296. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10297. var squared = amount * amount;
  10298. var cubed = amount * squared;
  10299. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10300. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10301. var part3 = (cubed - (2.0 * squared)) + amount;
  10302. var part4 = cubed - squared;
  10303. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10304. };
  10305. /**
  10306. * Returns a random float number between and min and max values
  10307. * @param min min value of random
  10308. * @param max max value of random
  10309. * @returns random value
  10310. */
  10311. Scalar.RandomRange = function (min, max) {
  10312. if (min === max) {
  10313. return min;
  10314. }
  10315. return ((Math.random() * (max - min)) + min);
  10316. };
  10317. /**
  10318. * This function returns percentage of a number in a given range.
  10319. *
  10320. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10321. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10322. * @param number to convert to percentage
  10323. * @param min min range
  10324. * @param max max range
  10325. * @returns the percentage
  10326. */
  10327. Scalar.RangeToPercent = function (number, min, max) {
  10328. return ((number - min) / (max - min));
  10329. };
  10330. /**
  10331. * This function returns number that corresponds to the percentage in a given range.
  10332. *
  10333. * PercentToRange(0.34,0,100) will return 34.
  10334. * @param percent to convert to number
  10335. * @param min min range
  10336. * @param max max range
  10337. * @returns the number
  10338. */
  10339. Scalar.PercentToRange = function (percent, min, max) {
  10340. return ((max - min) * percent + min);
  10341. };
  10342. /**
  10343. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10344. * @param angle The angle to normalize in radian.
  10345. * @return The converted angle.
  10346. */
  10347. Scalar.NormalizeRadians = function (angle) {
  10348. // More precise but slower version kept for reference.
  10349. // angle = angle % Tools.TwoPi;
  10350. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10351. //if (angle > Math.PI) {
  10352. // angle -= Tools.TwoPi;
  10353. //}
  10354. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10355. return angle;
  10356. };
  10357. /**
  10358. * Two pi constants convenient for computation.
  10359. */
  10360. Scalar.TwoPi = Math.PI * 2;
  10361. return Scalar;
  10362. }());
  10363. BABYLON.Scalar = Scalar;
  10364. })(BABYLON || (BABYLON = {}));
  10365. //# sourceMappingURL=babylon.math.scalar.js.map
  10366. //# sourceMappingURL=babylon.mixins.js.map
  10367. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10368. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10369. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10370. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10371. //# sourceMappingURL=babylon.webgl2.js.map
  10372. var BABYLON;
  10373. (function (BABYLON) {
  10374. var __decoratorInitialStore = {};
  10375. var __mergedStore = {};
  10376. var _copySource = function (creationFunction, source, instanciate) {
  10377. var destination = creationFunction();
  10378. // Tags
  10379. if (BABYLON.Tags) {
  10380. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10381. }
  10382. var classStore = getMergedStore(destination);
  10383. // Properties
  10384. for (var property in classStore) {
  10385. var propertyDescriptor = classStore[property];
  10386. var sourceProperty = source[property];
  10387. var propertyType = propertyDescriptor.type;
  10388. if (sourceProperty !== undefined && sourceProperty !== null) {
  10389. switch (propertyType) {
  10390. case 0: // Value
  10391. case 6: // Mesh reference
  10392. case 11: // Camera reference
  10393. destination[property] = sourceProperty;
  10394. break;
  10395. case 1: // Texture
  10396. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10397. break;
  10398. case 2: // Color3
  10399. case 3: // FresnelParameters
  10400. case 4: // Vector2
  10401. case 5: // Vector3
  10402. case 7: // Color Curves
  10403. case 10: // Quaternion
  10404. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10405. break;
  10406. }
  10407. }
  10408. }
  10409. return destination;
  10410. };
  10411. function getDirectStore(target) {
  10412. var classKey = target.getClassName();
  10413. if (!__decoratorInitialStore[classKey]) {
  10414. __decoratorInitialStore[classKey] = {};
  10415. }
  10416. return __decoratorInitialStore[classKey];
  10417. }
  10418. /**
  10419. * Return the list of properties flagged as serializable
  10420. * @param target: host object
  10421. */
  10422. function getMergedStore(target) {
  10423. var classKey = target.getClassName();
  10424. if (__mergedStore[classKey]) {
  10425. return __mergedStore[classKey];
  10426. }
  10427. __mergedStore[classKey] = {};
  10428. var store = __mergedStore[classKey];
  10429. var currentTarget = target;
  10430. var currentKey = classKey;
  10431. while (currentKey) {
  10432. var initialStore = __decoratorInitialStore[currentKey];
  10433. for (var property in initialStore) {
  10434. store[property] = initialStore[property];
  10435. }
  10436. var parent_1 = void 0;
  10437. var done = false;
  10438. do {
  10439. parent_1 = Object.getPrototypeOf(currentTarget);
  10440. if (!parent_1.getClassName) {
  10441. done = true;
  10442. break;
  10443. }
  10444. if (parent_1.getClassName() !== currentKey) {
  10445. break;
  10446. }
  10447. currentTarget = parent_1;
  10448. } while (parent_1);
  10449. if (done) {
  10450. break;
  10451. }
  10452. currentKey = parent_1.getClassName();
  10453. currentTarget = parent_1;
  10454. }
  10455. return store;
  10456. }
  10457. function generateSerializableMember(type, sourceName) {
  10458. return function (target, propertyKey) {
  10459. var classStore = getDirectStore(target);
  10460. if (!classStore[propertyKey]) {
  10461. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10462. }
  10463. };
  10464. }
  10465. function generateExpandMember(setCallback, targetKey) {
  10466. if (targetKey === void 0) { targetKey = null; }
  10467. return function (target, propertyKey) {
  10468. var key = targetKey || ("_" + propertyKey);
  10469. Object.defineProperty(target, propertyKey, {
  10470. get: function () {
  10471. return this[key];
  10472. },
  10473. set: function (value) {
  10474. if (this[key] === value) {
  10475. return;
  10476. }
  10477. this[key] = value;
  10478. target[setCallback].apply(this);
  10479. },
  10480. enumerable: true,
  10481. configurable: true
  10482. });
  10483. };
  10484. }
  10485. function expandToProperty(callback, targetKey) {
  10486. if (targetKey === void 0) { targetKey = null; }
  10487. return generateExpandMember(callback, targetKey);
  10488. }
  10489. BABYLON.expandToProperty = expandToProperty;
  10490. function serialize(sourceName) {
  10491. return generateSerializableMember(0, sourceName); // value member
  10492. }
  10493. BABYLON.serialize = serialize;
  10494. function serializeAsTexture(sourceName) {
  10495. return generateSerializableMember(1, sourceName); // texture member
  10496. }
  10497. BABYLON.serializeAsTexture = serializeAsTexture;
  10498. function serializeAsColor3(sourceName) {
  10499. return generateSerializableMember(2, sourceName); // color3 member
  10500. }
  10501. BABYLON.serializeAsColor3 = serializeAsColor3;
  10502. function serializeAsFresnelParameters(sourceName) {
  10503. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10504. }
  10505. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10506. function serializeAsVector2(sourceName) {
  10507. return generateSerializableMember(4, sourceName); // vector2 member
  10508. }
  10509. BABYLON.serializeAsVector2 = serializeAsVector2;
  10510. function serializeAsVector3(sourceName) {
  10511. return generateSerializableMember(5, sourceName); // vector3 member
  10512. }
  10513. BABYLON.serializeAsVector3 = serializeAsVector3;
  10514. function serializeAsMeshReference(sourceName) {
  10515. return generateSerializableMember(6, sourceName); // mesh reference member
  10516. }
  10517. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10518. function serializeAsColorCurves(sourceName) {
  10519. return generateSerializableMember(7, sourceName); // color curves
  10520. }
  10521. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10522. function serializeAsColor4(sourceName) {
  10523. return generateSerializableMember(8, sourceName); // color 4
  10524. }
  10525. BABYLON.serializeAsColor4 = serializeAsColor4;
  10526. function serializeAsImageProcessingConfiguration(sourceName) {
  10527. return generateSerializableMember(9, sourceName); // image processing
  10528. }
  10529. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10530. function serializeAsQuaternion(sourceName) {
  10531. return generateSerializableMember(10, sourceName); // quaternion member
  10532. }
  10533. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10534. /**
  10535. * Decorator used to define property that can be serialized as reference to a camera
  10536. * @param sourceName defines the name of the property to decorate
  10537. */
  10538. function serializeAsCameraReference(sourceName) {
  10539. return generateSerializableMember(11, sourceName); // camera reference member
  10540. }
  10541. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10542. /**
  10543. * Class used to help serialization objects
  10544. */
  10545. var SerializationHelper = /** @class */ (function () {
  10546. function SerializationHelper() {
  10547. }
  10548. /**
  10549. * Static function used to serialized a specific entity
  10550. * @param entity defines the entity to serialize
  10551. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10552. * @returns a JSON compatible object representing the serialization of the entity
  10553. */
  10554. SerializationHelper.Serialize = function (entity, serializationObject) {
  10555. if (!serializationObject) {
  10556. serializationObject = {};
  10557. }
  10558. // Tags
  10559. if (BABYLON.Tags) {
  10560. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10561. }
  10562. var serializedProperties = getMergedStore(entity);
  10563. // Properties
  10564. for (var property in serializedProperties) {
  10565. var propertyDescriptor = serializedProperties[property];
  10566. var targetPropertyName = propertyDescriptor.sourceName || property;
  10567. var propertyType = propertyDescriptor.type;
  10568. var sourceProperty = entity[property];
  10569. if (sourceProperty !== undefined && sourceProperty !== null) {
  10570. switch (propertyType) {
  10571. case 0: // Value
  10572. serializationObject[targetPropertyName] = sourceProperty;
  10573. break;
  10574. case 1: // Texture
  10575. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10576. break;
  10577. case 2: // Color3
  10578. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10579. break;
  10580. case 3: // FresnelParameters
  10581. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10582. break;
  10583. case 4: // Vector2
  10584. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10585. break;
  10586. case 5: // Vector3
  10587. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10588. break;
  10589. case 6: // Mesh reference
  10590. serializationObject[targetPropertyName] = sourceProperty.id;
  10591. break;
  10592. case 7: // Color Curves
  10593. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10594. break;
  10595. case 8: // Color 4
  10596. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10597. break;
  10598. case 9: // Image Processing
  10599. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10600. break;
  10601. case 10: // Quaternion
  10602. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10603. break;
  10604. case 11: // Camera reference
  10605. serializationObject[targetPropertyName] = sourceProperty.id;
  10606. break;
  10607. }
  10608. }
  10609. }
  10610. return serializationObject;
  10611. };
  10612. /**
  10613. * Creates a new entity from a serialization data object
  10614. * @param creationFunction defines a function used to instanciated the new entity
  10615. * @param source defines the source serialization data
  10616. * @param scene defines the hosting scene
  10617. * @param rootUrl defines the root url for resources
  10618. * @returns a new entity
  10619. */
  10620. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10621. if (rootUrl === void 0) { rootUrl = null; }
  10622. var destination = creationFunction();
  10623. if (!rootUrl) {
  10624. rootUrl = "";
  10625. }
  10626. // Tags
  10627. if (BABYLON.Tags) {
  10628. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10629. }
  10630. var classStore = getMergedStore(destination);
  10631. // Properties
  10632. for (var property in classStore) {
  10633. var propertyDescriptor = classStore[property];
  10634. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10635. var propertyType = propertyDescriptor.type;
  10636. if (sourceProperty !== undefined && sourceProperty !== null) {
  10637. var dest = destination;
  10638. switch (propertyType) {
  10639. case 0: // Value
  10640. dest[property] = sourceProperty;
  10641. break;
  10642. case 1: // Texture
  10643. if (scene) {
  10644. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10645. }
  10646. break;
  10647. case 2: // Color3
  10648. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10649. break;
  10650. case 3: // FresnelParameters
  10651. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10652. break;
  10653. case 4: // Vector2
  10654. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10655. break;
  10656. case 5: // Vector3
  10657. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10658. break;
  10659. case 6: // Mesh reference
  10660. if (scene) {
  10661. dest[property] = scene.getLastMeshByID(sourceProperty);
  10662. }
  10663. break;
  10664. case 7: // Color Curves
  10665. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10666. break;
  10667. case 8: // Color 4
  10668. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10669. break;
  10670. case 9: // Image Processing
  10671. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10672. break;
  10673. case 10: // Quaternion
  10674. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10675. break;
  10676. case 11: // Camera reference
  10677. if (scene) {
  10678. dest[property] = scene.getCameraByID(sourceProperty);
  10679. }
  10680. break;
  10681. }
  10682. }
  10683. }
  10684. return destination;
  10685. };
  10686. /**
  10687. * Clones an object
  10688. * @param creationFunction defines the function used to instanciate the new object
  10689. * @param source defines the source object
  10690. * @returns the cloned object
  10691. */
  10692. SerializationHelper.Clone = function (creationFunction, source) {
  10693. return _copySource(creationFunction, source, false);
  10694. };
  10695. /**
  10696. * Instanciates a new object based on a source one (some data will be shared between both object)
  10697. * @param creationFunction defines the function used to instanciate the new object
  10698. * @param source defines the source object
  10699. * @returns the new object
  10700. */
  10701. SerializationHelper.Instanciate = function (creationFunction, source) {
  10702. return _copySource(creationFunction, source, true);
  10703. };
  10704. return SerializationHelper;
  10705. }());
  10706. BABYLON.SerializationHelper = SerializationHelper;
  10707. })(BABYLON || (BABYLON = {}));
  10708. //# sourceMappingURL=babylon.decorators.js.map
  10709. var BABYLON;
  10710. (function (BABYLON) {
  10711. /**
  10712. * Wrapper class for promise with external resolve and reject.
  10713. */
  10714. var Deferred = /** @class */ (function () {
  10715. /**
  10716. * Constructor for this deferred object.
  10717. */
  10718. function Deferred() {
  10719. var _this = this;
  10720. this.promise = new Promise(function (resolve, reject) {
  10721. _this._resolve = resolve;
  10722. _this._reject = reject;
  10723. });
  10724. }
  10725. Object.defineProperty(Deferred.prototype, "resolve", {
  10726. /**
  10727. * The resolve method of the promise associated with this deferred object.
  10728. */
  10729. get: function () {
  10730. return this._resolve;
  10731. },
  10732. enumerable: true,
  10733. configurable: true
  10734. });
  10735. Object.defineProperty(Deferred.prototype, "reject", {
  10736. /**
  10737. * The reject method of the promise associated with this deferred object.
  10738. */
  10739. get: function () {
  10740. return this._reject;
  10741. },
  10742. enumerable: true,
  10743. configurable: true
  10744. });
  10745. return Deferred;
  10746. }());
  10747. BABYLON.Deferred = Deferred;
  10748. })(BABYLON || (BABYLON = {}));
  10749. //# sourceMappingURL=babylon.deferred.js.map
  10750. var BABYLON;
  10751. (function (BABYLON) {
  10752. /**
  10753. * A class serves as a medium between the observable and its observers
  10754. */
  10755. var EventState = /** @class */ (function () {
  10756. /**
  10757. * Create a new EventState
  10758. * @param mask defines the mask associated with this state
  10759. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10760. * @param target defines the original target of the state
  10761. * @param currentTarget defines the current target of the state
  10762. */
  10763. function EventState(mask, skipNextObservers, target, currentTarget) {
  10764. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10765. this.initalize(mask, skipNextObservers, target, currentTarget);
  10766. }
  10767. /**
  10768. * Initialize the current event state
  10769. * @param mask defines the mask associated with this state
  10770. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10771. * @param target defines the original target of the state
  10772. * @param currentTarget defines the current target of the state
  10773. * @returns the current event state
  10774. */
  10775. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10776. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10777. this.mask = mask;
  10778. this.skipNextObservers = skipNextObservers;
  10779. this.target = target;
  10780. this.currentTarget = currentTarget;
  10781. return this;
  10782. };
  10783. return EventState;
  10784. }());
  10785. BABYLON.EventState = EventState;
  10786. /**
  10787. * Represent an Observer registered to a given Observable object.
  10788. */
  10789. var Observer = /** @class */ (function () {
  10790. /**
  10791. * Creates a new observer
  10792. * @param callback defines the callback to call when the observer is notified
  10793. * @param mask defines the mask of the observer (used to filter notifications)
  10794. * @param scope defines the current scope used to restore the JS context
  10795. */
  10796. function Observer(
  10797. /**
  10798. * Defines the callback to call when the observer is notified
  10799. */
  10800. callback,
  10801. /**
  10802. * Defines the mask of the observer (used to filter notifications)
  10803. */
  10804. mask,
  10805. /**
  10806. * Defines the current scope used to restore the JS context
  10807. */
  10808. scope) {
  10809. if (scope === void 0) { scope = null; }
  10810. this.callback = callback;
  10811. this.mask = mask;
  10812. this.scope = scope;
  10813. /** @hidden */
  10814. this._willBeUnregistered = false;
  10815. /**
  10816. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  10817. */
  10818. this.unregisterOnNextCall = false;
  10819. }
  10820. return Observer;
  10821. }());
  10822. BABYLON.Observer = Observer;
  10823. /**
  10824. * Represent a list of observers registered to multiple Observables object.
  10825. */
  10826. var MultiObserver = /** @class */ (function () {
  10827. function MultiObserver() {
  10828. }
  10829. /**
  10830. * Release associated resources
  10831. */
  10832. MultiObserver.prototype.dispose = function () {
  10833. if (this._observers && this._observables) {
  10834. for (var index = 0; index < this._observers.length; index++) {
  10835. this._observables[index].remove(this._observers[index]);
  10836. }
  10837. }
  10838. this._observers = null;
  10839. this._observables = null;
  10840. };
  10841. /**
  10842. * Raise a callback when one of the observable will notify
  10843. * @param observables defines a list of observables to watch
  10844. * @param callback defines the callback to call on notification
  10845. * @param mask defines the mask used to filter notifications
  10846. * @param scope defines the current scope used to restore the JS context
  10847. * @returns the new MultiObserver
  10848. */
  10849. MultiObserver.Watch = function (observables, callback, mask, scope) {
  10850. if (mask === void 0) { mask = -1; }
  10851. if (scope === void 0) { scope = null; }
  10852. var result = new MultiObserver();
  10853. result._observers = new Array();
  10854. result._observables = observables;
  10855. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  10856. var observable = observables_1[_i];
  10857. var observer = observable.add(callback, mask, false, scope);
  10858. if (observer) {
  10859. result._observers.push(observer);
  10860. }
  10861. }
  10862. return result;
  10863. };
  10864. return MultiObserver;
  10865. }());
  10866. BABYLON.MultiObserver = MultiObserver;
  10867. /**
  10868. * The Observable class is a simple implementation of the Observable pattern.
  10869. *
  10870. * 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.
  10871. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  10872. * 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).
  10873. * 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.
  10874. */
  10875. var Observable = /** @class */ (function () {
  10876. /**
  10877. * Creates a new observable
  10878. * @param onObserverAdded defines a callback to call when a new observer is added
  10879. */
  10880. function Observable(onObserverAdded) {
  10881. this._observers = new Array();
  10882. this._eventState = new EventState(0);
  10883. if (onObserverAdded) {
  10884. this._onObserverAdded = onObserverAdded;
  10885. }
  10886. }
  10887. /**
  10888. * Create a new Observer with the specified callback
  10889. * @param callback the callback that will be executed for that Observer
  10890. * @param mask the mask used to filter observers
  10891. * @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.
  10892. * @param scope optional scope for the callback to be called from
  10893. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  10894. * @returns the new observer created for the callback
  10895. */
  10896. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  10897. if (mask === void 0) { mask = -1; }
  10898. if (insertFirst === void 0) { insertFirst = false; }
  10899. if (scope === void 0) { scope = null; }
  10900. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  10901. if (!callback) {
  10902. return null;
  10903. }
  10904. var observer = new Observer(callback, mask, scope);
  10905. observer.unregisterOnNextCall = unregisterOnFirstCall;
  10906. if (insertFirst) {
  10907. this._observers.unshift(observer);
  10908. }
  10909. else {
  10910. this._observers.push(observer);
  10911. }
  10912. if (this._onObserverAdded) {
  10913. this._onObserverAdded(observer);
  10914. }
  10915. return observer;
  10916. };
  10917. /**
  10918. * Create a new Observer with the specified callback and unregisters after the next notification
  10919. * @param callback the callback that will be executed for that Observer
  10920. * @returns the new observer created for the callback
  10921. */
  10922. Observable.prototype.addOnce = function (callback) {
  10923. return this.add(callback, undefined, undefined, undefined, true);
  10924. };
  10925. /**
  10926. * Remove an Observer from the Observable object
  10927. * @param observer the instance of the Observer to remove
  10928. * @returns false if it doesn't belong to this Observable
  10929. */
  10930. Observable.prototype.remove = function (observer) {
  10931. if (!observer) {
  10932. return false;
  10933. }
  10934. var index = this._observers.indexOf(observer);
  10935. if (index !== -1) {
  10936. this._deferUnregister(observer);
  10937. return true;
  10938. }
  10939. return false;
  10940. };
  10941. /**
  10942. * Remove a callback from the Observable object
  10943. * @param callback the callback to remove
  10944. * @param scope optional scope. If used only the callbacks with this scope will be removed
  10945. * @returns false if it doesn't belong to this Observable
  10946. */
  10947. Observable.prototype.removeCallback = function (callback, scope) {
  10948. for (var index = 0; index < this._observers.length; index++) {
  10949. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  10950. this._deferUnregister(this._observers[index]);
  10951. return true;
  10952. }
  10953. }
  10954. return false;
  10955. };
  10956. Observable.prototype._deferUnregister = function (observer) {
  10957. var _this = this;
  10958. observer.unregisterOnNextCall = false;
  10959. observer._willBeUnregistered = true;
  10960. BABYLON.Tools.SetImmediate(function () {
  10961. _this._remove(observer);
  10962. });
  10963. };
  10964. // This should only be called when not iterating over _observers to avoid callback skipping.
  10965. // Removes an observer from the _observer Array.
  10966. Observable.prototype._remove = function (observer) {
  10967. if (!observer) {
  10968. return false;
  10969. }
  10970. var index = this._observers.indexOf(observer);
  10971. if (index !== -1) {
  10972. this._observers.splice(index, 1);
  10973. return true;
  10974. }
  10975. return false;
  10976. };
  10977. /**
  10978. * Notify all Observers by calling their respective callback with the given data
  10979. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  10980. * @param eventData defines the data to send to all observers
  10981. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  10982. * @param target defines the original target of the state
  10983. * @param currentTarget defines the current target of the state
  10984. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  10985. */
  10986. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  10987. if (mask === void 0) { mask = -1; }
  10988. if (!this._observers.length) {
  10989. return true;
  10990. }
  10991. var state = this._eventState;
  10992. state.mask = mask;
  10993. state.target = target;
  10994. state.currentTarget = currentTarget;
  10995. state.skipNextObservers = false;
  10996. state.lastReturnValue = eventData;
  10997. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  10998. var obs = _a[_i];
  10999. if (obs._willBeUnregistered) {
  11000. continue;
  11001. }
  11002. if (obs.mask & mask) {
  11003. if (obs.scope) {
  11004. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11005. }
  11006. else {
  11007. state.lastReturnValue = obs.callback(eventData, state);
  11008. }
  11009. if (obs.unregisterOnNextCall) {
  11010. this._deferUnregister(obs);
  11011. }
  11012. }
  11013. if (state.skipNextObservers) {
  11014. return false;
  11015. }
  11016. }
  11017. return true;
  11018. };
  11019. /**
  11020. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11021. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11022. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11023. * and it is crucial that all callbacks will be executed.
  11024. * The order of the callbacks is kept, callbacks are not executed parallel.
  11025. *
  11026. * @param eventData The data to be sent to each callback
  11027. * @param mask is used to filter observers defaults to -1
  11028. * @param target defines the callback target (see EventState)
  11029. * @param currentTarget defines he current object in the bubbling phase
  11030. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11031. */
  11032. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11033. var _this = this;
  11034. if (mask === void 0) { mask = -1; }
  11035. // create an empty promise
  11036. var p = Promise.resolve(eventData);
  11037. // no observers? return this promise.
  11038. if (!this._observers.length) {
  11039. return p;
  11040. }
  11041. var state = this._eventState;
  11042. state.mask = mask;
  11043. state.target = target;
  11044. state.currentTarget = currentTarget;
  11045. state.skipNextObservers = false;
  11046. // execute one callback after another (not using Promise.all, the order is important)
  11047. this._observers.forEach(function (obs) {
  11048. if (state.skipNextObservers) {
  11049. return;
  11050. }
  11051. if (obs._willBeUnregistered) {
  11052. return;
  11053. }
  11054. if (obs.mask & mask) {
  11055. if (obs.scope) {
  11056. p = p.then(function (lastReturnedValue) {
  11057. state.lastReturnValue = lastReturnedValue;
  11058. return obs.callback.apply(obs.scope, [eventData, state]);
  11059. });
  11060. }
  11061. else {
  11062. p = p.then(function (lastReturnedValue) {
  11063. state.lastReturnValue = lastReturnedValue;
  11064. return obs.callback(eventData, state);
  11065. });
  11066. }
  11067. if (obs.unregisterOnNextCall) {
  11068. _this._deferUnregister(obs);
  11069. }
  11070. }
  11071. });
  11072. // return the eventData
  11073. return p.then(function () { return eventData; });
  11074. };
  11075. /**
  11076. * Notify a specific observer
  11077. * @param observer defines the observer to notify
  11078. * @param eventData defines the data to be sent to each callback
  11079. * @param mask is used to filter observers defaults to -1
  11080. */
  11081. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11082. if (mask === void 0) { mask = -1; }
  11083. var state = this._eventState;
  11084. state.mask = mask;
  11085. state.skipNextObservers = false;
  11086. observer.callback(eventData, state);
  11087. };
  11088. /**
  11089. * Gets a boolean indicating if the observable has at least one observer
  11090. * @returns true is the Observable has at least one Observer registered
  11091. */
  11092. Observable.prototype.hasObservers = function () {
  11093. return this._observers.length > 0;
  11094. };
  11095. /**
  11096. * Clear the list of observers
  11097. */
  11098. Observable.prototype.clear = function () {
  11099. this._observers = new Array();
  11100. this._onObserverAdded = null;
  11101. };
  11102. /**
  11103. * Clone the current observable
  11104. * @returns a new observable
  11105. */
  11106. Observable.prototype.clone = function () {
  11107. var result = new Observable();
  11108. result._observers = this._observers.slice(0);
  11109. return result;
  11110. };
  11111. /**
  11112. * Does this observable handles observer registered with a given mask
  11113. * @param mask defines the mask to be tested
  11114. * @return whether or not one observer registered with the given mask is handeled
  11115. **/
  11116. Observable.prototype.hasSpecificMask = function (mask) {
  11117. if (mask === void 0) { mask = -1; }
  11118. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11119. var obs = _a[_i];
  11120. if (obs.mask & mask || obs.mask === mask) {
  11121. return true;
  11122. }
  11123. }
  11124. return false;
  11125. };
  11126. return Observable;
  11127. }());
  11128. BABYLON.Observable = Observable;
  11129. })(BABYLON || (BABYLON = {}));
  11130. //# sourceMappingURL=babylon.observable.js.map
  11131. var BABYLON;
  11132. (function (BABYLON) {
  11133. /**
  11134. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11135. */
  11136. var SmartArray = /** @class */ (function () {
  11137. /**
  11138. * Instantiates a Smart Array.
  11139. * @param capacity defines the default capacity of the array.
  11140. */
  11141. function SmartArray(capacity) {
  11142. /**
  11143. * The active length of the array.
  11144. */
  11145. this.length = 0;
  11146. this.data = new Array(capacity);
  11147. this._id = SmartArray._GlobalId++;
  11148. }
  11149. /**
  11150. * Pushes a value at the end of the active data.
  11151. * @param value defines the object to push in the array.
  11152. */
  11153. SmartArray.prototype.push = function (value) {
  11154. this.data[this.length++] = value;
  11155. if (this.length > this.data.length) {
  11156. this.data.length *= 2;
  11157. }
  11158. };
  11159. /**
  11160. * Iterates over the active data and apply the lambda to them.
  11161. * @param func defines the action to apply on each value.
  11162. */
  11163. SmartArray.prototype.forEach = function (func) {
  11164. for (var index = 0; index < this.length; index++) {
  11165. func(this.data[index]);
  11166. }
  11167. };
  11168. /**
  11169. * Sorts the full sets of data.
  11170. * @param compareFn defines the comparison function to apply.
  11171. */
  11172. SmartArray.prototype.sort = function (compareFn) {
  11173. this.data.sort(compareFn);
  11174. };
  11175. /**
  11176. * Resets the active data to an empty array.
  11177. */
  11178. SmartArray.prototype.reset = function () {
  11179. this.length = 0;
  11180. };
  11181. /**
  11182. * Releases all the data from the array as well as the array.
  11183. */
  11184. SmartArray.prototype.dispose = function () {
  11185. this.reset();
  11186. if (this.data) {
  11187. this.data.length = 0;
  11188. this.data = [];
  11189. }
  11190. };
  11191. /**
  11192. * Concats the active data with a given array.
  11193. * @param array defines the data to concatenate with.
  11194. */
  11195. SmartArray.prototype.concat = function (array) {
  11196. if (array.length === 0) {
  11197. return;
  11198. }
  11199. if (this.length + array.length > this.data.length) {
  11200. this.data.length = (this.length + array.length) * 2;
  11201. }
  11202. for (var index = 0; index < array.length; index++) {
  11203. this.data[this.length++] = (array.data || array)[index];
  11204. }
  11205. };
  11206. /**
  11207. * Returns the position of a value in the active data.
  11208. * @param value defines the value to find the index for
  11209. * @returns the index if found in the active data otherwise -1
  11210. */
  11211. SmartArray.prototype.indexOf = function (value) {
  11212. var position = this.data.indexOf(value);
  11213. if (position >= this.length) {
  11214. return -1;
  11215. }
  11216. return position;
  11217. };
  11218. /**
  11219. * Returns whether an element is part of the active data.
  11220. * @param value defines the value to look for
  11221. * @returns true if found in the active data otherwise false
  11222. */
  11223. SmartArray.prototype.contains = function (value) {
  11224. return this.indexOf(value) !== -1;
  11225. };
  11226. // Statics
  11227. SmartArray._GlobalId = 0;
  11228. return SmartArray;
  11229. }());
  11230. BABYLON.SmartArray = SmartArray;
  11231. /**
  11232. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11233. * The data in this array can only be present once
  11234. */
  11235. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11236. __extends(SmartArrayNoDuplicate, _super);
  11237. function SmartArrayNoDuplicate() {
  11238. var _this = _super !== null && _super.apply(this, arguments) || this;
  11239. _this._duplicateId = 0;
  11240. return _this;
  11241. }
  11242. /**
  11243. * Pushes a value at the end of the active data.
  11244. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11245. * @param value defines the object to push in the array.
  11246. */
  11247. SmartArrayNoDuplicate.prototype.push = function (value) {
  11248. _super.prototype.push.call(this, value);
  11249. if (!value.__smartArrayFlags) {
  11250. value.__smartArrayFlags = {};
  11251. }
  11252. value.__smartArrayFlags[this._id] = this._duplicateId;
  11253. };
  11254. /**
  11255. * Pushes a value at the end of the active data.
  11256. * If the data is already present, it won t be added again
  11257. * @param value defines the object to push in the array.
  11258. * @returns true if added false if it was already present
  11259. */
  11260. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11261. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11262. return false;
  11263. }
  11264. this.push(value);
  11265. return true;
  11266. };
  11267. /**
  11268. * Resets the active data to an empty array.
  11269. */
  11270. SmartArrayNoDuplicate.prototype.reset = function () {
  11271. _super.prototype.reset.call(this);
  11272. this._duplicateId++;
  11273. };
  11274. /**
  11275. * Concats the active data with a given array.
  11276. * This ensures no dupplicate will be present in the result.
  11277. * @param array defines the data to concatenate with.
  11278. */
  11279. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11280. if (array.length === 0) {
  11281. return;
  11282. }
  11283. if (this.length + array.length > this.data.length) {
  11284. this.data.length = (this.length + array.length) * 2;
  11285. }
  11286. for (var index = 0; index < array.length; index++) {
  11287. var item = (array.data || array)[index];
  11288. this.pushNoDuplicate(item);
  11289. }
  11290. };
  11291. return SmartArrayNoDuplicate;
  11292. }(SmartArray));
  11293. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11294. })(BABYLON || (BABYLON = {}));
  11295. //# sourceMappingURL=babylon.smartArray.js.map
  11296. var BABYLON;
  11297. (function (BABYLON) {
  11298. var PromiseStates;
  11299. (function (PromiseStates) {
  11300. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11301. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11302. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11303. })(PromiseStates || (PromiseStates = {}));
  11304. var FulFillmentAgregator = /** @class */ (function () {
  11305. function FulFillmentAgregator() {
  11306. this.count = 0;
  11307. this.target = 0;
  11308. this.results = [];
  11309. }
  11310. return FulFillmentAgregator;
  11311. }());
  11312. var InternalPromise = /** @class */ (function () {
  11313. function InternalPromise(resolver) {
  11314. var _this = this;
  11315. this._state = PromiseStates.Pending;
  11316. this._children = new Array();
  11317. this._rejectWasConsumed = false;
  11318. if (!resolver) {
  11319. return;
  11320. }
  11321. try {
  11322. resolver(function (value) {
  11323. _this._resolve(value);
  11324. }, function (reason) {
  11325. _this._reject(reason);
  11326. });
  11327. }
  11328. catch (e) {
  11329. this._reject(e);
  11330. }
  11331. }
  11332. Object.defineProperty(InternalPromise.prototype, "_result", {
  11333. get: function () {
  11334. return this._resultValue;
  11335. },
  11336. set: function (value) {
  11337. this._resultValue = value;
  11338. if (this._parent && this._parent._result === undefined) {
  11339. this._parent._result = value;
  11340. }
  11341. },
  11342. enumerable: true,
  11343. configurable: true
  11344. });
  11345. InternalPromise.prototype.catch = function (onRejected) {
  11346. return this.then(undefined, onRejected);
  11347. };
  11348. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11349. var _this = this;
  11350. var newPromise = new InternalPromise();
  11351. newPromise._onFulfilled = onFulfilled;
  11352. newPromise._onRejected = onRejected;
  11353. // Composition
  11354. this._children.push(newPromise);
  11355. newPromise._parent = this;
  11356. if (this._state !== PromiseStates.Pending) {
  11357. BABYLON.Tools.SetImmediate(function () {
  11358. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11359. var returnedValue = newPromise._resolve(_this._result);
  11360. if (returnedValue !== undefined && returnedValue !== null) {
  11361. if (returnedValue._state !== undefined) {
  11362. var returnedPromise = returnedValue;
  11363. newPromise._children.push(returnedPromise);
  11364. returnedPromise._parent = newPromise;
  11365. newPromise = returnedPromise;
  11366. }
  11367. else {
  11368. newPromise._result = returnedValue;
  11369. }
  11370. }
  11371. }
  11372. else {
  11373. newPromise._reject(_this._reason);
  11374. }
  11375. });
  11376. }
  11377. return newPromise;
  11378. };
  11379. InternalPromise.prototype._moveChildren = function (children) {
  11380. var _this = this;
  11381. var _a;
  11382. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11383. this._children.forEach(function (child) {
  11384. child._parent = _this;
  11385. });
  11386. if (this._state === PromiseStates.Fulfilled) {
  11387. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11388. var child = _b[_i];
  11389. child._resolve(this._result);
  11390. }
  11391. }
  11392. else if (this._state === PromiseStates.Rejected) {
  11393. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11394. var child = _d[_c];
  11395. child._reject(this._reason);
  11396. }
  11397. }
  11398. };
  11399. InternalPromise.prototype._resolve = function (value) {
  11400. try {
  11401. this._state = PromiseStates.Fulfilled;
  11402. var returnedValue = null;
  11403. if (this._onFulfilled) {
  11404. returnedValue = this._onFulfilled(value);
  11405. }
  11406. if (returnedValue !== undefined && returnedValue !== null) {
  11407. if (returnedValue._state !== undefined) {
  11408. // Transmit children
  11409. var returnedPromise = returnedValue;
  11410. returnedPromise._parent = this;
  11411. returnedPromise._moveChildren(this._children);
  11412. value = returnedPromise._result;
  11413. }
  11414. else {
  11415. value = returnedValue;
  11416. }
  11417. }
  11418. this._result = value;
  11419. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11420. var child = _a[_i];
  11421. child._resolve(value);
  11422. }
  11423. this._children.length = 0;
  11424. delete this._onFulfilled;
  11425. delete this._onRejected;
  11426. }
  11427. catch (e) {
  11428. this._reject(e, true);
  11429. }
  11430. };
  11431. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11432. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11433. this._state = PromiseStates.Rejected;
  11434. this._reason = reason;
  11435. if (this._onRejected && !onLocalThrow) {
  11436. try {
  11437. this._onRejected(reason);
  11438. this._rejectWasConsumed = true;
  11439. }
  11440. catch (e) {
  11441. reason = e;
  11442. }
  11443. }
  11444. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11445. var child = _a[_i];
  11446. if (this._rejectWasConsumed) {
  11447. child._resolve(null);
  11448. }
  11449. else {
  11450. child._reject(reason);
  11451. }
  11452. }
  11453. this._children.length = 0;
  11454. delete this._onFulfilled;
  11455. delete this._onRejected;
  11456. };
  11457. InternalPromise.resolve = function (value) {
  11458. var newPromise = new InternalPromise();
  11459. newPromise._resolve(value);
  11460. return newPromise;
  11461. };
  11462. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11463. promise.then(function (value) {
  11464. agregator.results[index] = value;
  11465. agregator.count++;
  11466. if (agregator.count === agregator.target) {
  11467. agregator.rootPromise._resolve(agregator.results);
  11468. }
  11469. return null;
  11470. }, function (reason) {
  11471. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11472. agregator.rootPromise._reject(reason);
  11473. }
  11474. });
  11475. };
  11476. InternalPromise.all = function (promises) {
  11477. var newPromise = new InternalPromise();
  11478. var agregator = new FulFillmentAgregator();
  11479. agregator.target = promises.length;
  11480. agregator.rootPromise = newPromise;
  11481. if (promises.length) {
  11482. for (var index = 0; index < promises.length; index++) {
  11483. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11484. }
  11485. }
  11486. else {
  11487. newPromise._resolve([]);
  11488. }
  11489. return newPromise;
  11490. };
  11491. InternalPromise.race = function (promises) {
  11492. var newPromise = new InternalPromise();
  11493. if (promises.length) {
  11494. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11495. var promise = promises_1[_i];
  11496. promise.then(function (value) {
  11497. if (newPromise) {
  11498. newPromise._resolve(value);
  11499. newPromise = null;
  11500. }
  11501. return null;
  11502. }, function (reason) {
  11503. if (newPromise) {
  11504. newPromise._reject(reason);
  11505. newPromise = null;
  11506. }
  11507. });
  11508. }
  11509. }
  11510. return newPromise;
  11511. };
  11512. return InternalPromise;
  11513. }());
  11514. /**
  11515. * Helper class that provides a small promise polyfill
  11516. */
  11517. var PromisePolyfill = /** @class */ (function () {
  11518. function PromisePolyfill() {
  11519. }
  11520. /**
  11521. * Static function used to check if the polyfill is required
  11522. * If this is the case then the function will inject the polyfill to window.Promise
  11523. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11524. */
  11525. PromisePolyfill.Apply = function (force) {
  11526. if (force === void 0) { force = false; }
  11527. if (force || typeof Promise === 'undefined') {
  11528. var root = window;
  11529. root.Promise = InternalPromise;
  11530. }
  11531. };
  11532. return PromisePolyfill;
  11533. }());
  11534. BABYLON.PromisePolyfill = PromisePolyfill;
  11535. })(BABYLON || (BABYLON = {}));
  11536. //# sourceMappingURL=babylon.promise.js.map
  11537. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11538. var BABYLON;
  11539. (function (BABYLON) {
  11540. /**
  11541. * Helper class to push actions to a pool of workers.
  11542. */
  11543. var WorkerPool = /** @class */ (function () {
  11544. /**
  11545. * Constructor
  11546. * @param workers Array of workers to use for actions
  11547. */
  11548. function WorkerPool(workers) {
  11549. this._pendingActions = new Array();
  11550. this._workerInfos = workers.map(function (worker) { return ({
  11551. worker: worker,
  11552. active: false
  11553. }); });
  11554. }
  11555. /**
  11556. * Terminates all workers and clears any pending actions.
  11557. */
  11558. WorkerPool.prototype.dispose = function () {
  11559. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11560. var workerInfo = _a[_i];
  11561. workerInfo.worker.terminate();
  11562. }
  11563. delete this._workerInfos;
  11564. delete this._pendingActions;
  11565. };
  11566. /**
  11567. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11568. * pended until a worker has completed its action.
  11569. * @param action The action to perform. Call onComplete when the action is complete.
  11570. */
  11571. WorkerPool.prototype.push = function (action) {
  11572. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11573. var workerInfo = _a[_i];
  11574. if (!workerInfo.active) {
  11575. this._execute(workerInfo, action);
  11576. return;
  11577. }
  11578. }
  11579. this._pendingActions.push(action);
  11580. };
  11581. WorkerPool.prototype._execute = function (workerInfo, action) {
  11582. var _this = this;
  11583. workerInfo.active = true;
  11584. action(workerInfo.worker, function () {
  11585. workerInfo.active = false;
  11586. var nextAction = _this._pendingActions.shift();
  11587. if (nextAction) {
  11588. _this._execute(workerInfo, nextAction);
  11589. }
  11590. });
  11591. };
  11592. return WorkerPool;
  11593. }());
  11594. BABYLON.WorkerPool = WorkerPool;
  11595. })(BABYLON || (BABYLON = {}));
  11596. //# sourceMappingURL=babylon.workerPool.js.map
  11597. var BABYLON;
  11598. (function (BABYLON) {
  11599. /**
  11600. * @hidden
  11601. **/
  11602. var _AlphaState = /** @class */ (function () {
  11603. /**
  11604. * Initializes the state.
  11605. */
  11606. function _AlphaState() {
  11607. this._isAlphaBlendDirty = false;
  11608. this._isBlendFunctionParametersDirty = false;
  11609. this._isBlendEquationParametersDirty = false;
  11610. this._isBlendConstantsDirty = false;
  11611. this._alphaBlend = false;
  11612. this._blendFunctionParameters = new Array(4);
  11613. this._blendEquationParameters = new Array(2);
  11614. this._blendConstants = new Array(4);
  11615. this.reset();
  11616. }
  11617. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11618. get: function () {
  11619. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11620. },
  11621. enumerable: true,
  11622. configurable: true
  11623. });
  11624. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11625. get: function () {
  11626. return this._alphaBlend;
  11627. },
  11628. set: function (value) {
  11629. if (this._alphaBlend === value) {
  11630. return;
  11631. }
  11632. this._alphaBlend = value;
  11633. this._isAlphaBlendDirty = true;
  11634. },
  11635. enumerable: true,
  11636. configurable: true
  11637. });
  11638. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11639. if (this._blendConstants[0] === r &&
  11640. this._blendConstants[1] === g &&
  11641. this._blendConstants[2] === b &&
  11642. this._blendConstants[3] === a) {
  11643. return;
  11644. }
  11645. this._blendConstants[0] = r;
  11646. this._blendConstants[1] = g;
  11647. this._blendConstants[2] = b;
  11648. this._blendConstants[3] = a;
  11649. this._isBlendConstantsDirty = true;
  11650. };
  11651. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11652. if (this._blendFunctionParameters[0] === value0 &&
  11653. this._blendFunctionParameters[1] === value1 &&
  11654. this._blendFunctionParameters[2] === value2 &&
  11655. this._blendFunctionParameters[3] === value3) {
  11656. return;
  11657. }
  11658. this._blendFunctionParameters[0] = value0;
  11659. this._blendFunctionParameters[1] = value1;
  11660. this._blendFunctionParameters[2] = value2;
  11661. this._blendFunctionParameters[3] = value3;
  11662. this._isBlendFunctionParametersDirty = true;
  11663. };
  11664. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11665. if (this._blendEquationParameters[0] === rgb &&
  11666. this._blendEquationParameters[1] === alpha) {
  11667. return;
  11668. }
  11669. this._blendEquationParameters[0] = rgb;
  11670. this._blendEquationParameters[1] = alpha;
  11671. this._isBlendEquationParametersDirty = true;
  11672. };
  11673. _AlphaState.prototype.reset = function () {
  11674. this._alphaBlend = false;
  11675. this._blendFunctionParameters[0] = null;
  11676. this._blendFunctionParameters[1] = null;
  11677. this._blendFunctionParameters[2] = null;
  11678. this._blendFunctionParameters[3] = null;
  11679. this._blendEquationParameters[0] = null;
  11680. this._blendEquationParameters[1] = null;
  11681. this._blendConstants[0] = null;
  11682. this._blendConstants[1] = null;
  11683. this._blendConstants[2] = null;
  11684. this._blendConstants[3] = null;
  11685. this._isAlphaBlendDirty = true;
  11686. this._isBlendFunctionParametersDirty = false;
  11687. this._isBlendEquationParametersDirty = false;
  11688. this._isBlendConstantsDirty = false;
  11689. };
  11690. _AlphaState.prototype.apply = function (gl) {
  11691. if (!this.isDirty) {
  11692. return;
  11693. }
  11694. // Alpha blend
  11695. if (this._isAlphaBlendDirty) {
  11696. if (this._alphaBlend) {
  11697. gl.enable(gl.BLEND);
  11698. }
  11699. else {
  11700. gl.disable(gl.BLEND);
  11701. }
  11702. this._isAlphaBlendDirty = false;
  11703. }
  11704. // Alpha function
  11705. if (this._isBlendFunctionParametersDirty) {
  11706. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11707. this._isBlendFunctionParametersDirty = false;
  11708. }
  11709. // Alpha equation
  11710. if (this._isBlendEquationParametersDirty) {
  11711. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11712. this._isBlendEquationParametersDirty = false;
  11713. }
  11714. // Constants
  11715. if (this._isBlendConstantsDirty) {
  11716. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11717. this._isBlendConstantsDirty = false;
  11718. }
  11719. };
  11720. return _AlphaState;
  11721. }());
  11722. BABYLON._AlphaState = _AlphaState;
  11723. })(BABYLON || (BABYLON = {}));
  11724. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11725. var BABYLON;
  11726. (function (BABYLON) {
  11727. /**
  11728. * @hidden
  11729. **/
  11730. var _DepthCullingState = /** @class */ (function () {
  11731. /**
  11732. * Initializes the state.
  11733. */
  11734. function _DepthCullingState() {
  11735. this._isDepthTestDirty = false;
  11736. this._isDepthMaskDirty = false;
  11737. this._isDepthFuncDirty = false;
  11738. this._isCullFaceDirty = false;
  11739. this._isCullDirty = false;
  11740. this._isZOffsetDirty = false;
  11741. this._isFrontFaceDirty = false;
  11742. this.reset();
  11743. }
  11744. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11745. get: function () {
  11746. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11747. },
  11748. enumerable: true,
  11749. configurable: true
  11750. });
  11751. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11752. get: function () {
  11753. return this._zOffset;
  11754. },
  11755. set: function (value) {
  11756. if (this._zOffset === value) {
  11757. return;
  11758. }
  11759. this._zOffset = value;
  11760. this._isZOffsetDirty = true;
  11761. },
  11762. enumerable: true,
  11763. configurable: true
  11764. });
  11765. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11766. get: function () {
  11767. return this._cullFace;
  11768. },
  11769. set: function (value) {
  11770. if (this._cullFace === value) {
  11771. return;
  11772. }
  11773. this._cullFace = value;
  11774. this._isCullFaceDirty = true;
  11775. },
  11776. enumerable: true,
  11777. configurable: true
  11778. });
  11779. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11780. get: function () {
  11781. return this._cull;
  11782. },
  11783. set: function (value) {
  11784. if (this._cull === value) {
  11785. return;
  11786. }
  11787. this._cull = value;
  11788. this._isCullDirty = true;
  11789. },
  11790. enumerable: true,
  11791. configurable: true
  11792. });
  11793. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  11794. get: function () {
  11795. return this._depthFunc;
  11796. },
  11797. set: function (value) {
  11798. if (this._depthFunc === value) {
  11799. return;
  11800. }
  11801. this._depthFunc = value;
  11802. this._isDepthFuncDirty = true;
  11803. },
  11804. enumerable: true,
  11805. configurable: true
  11806. });
  11807. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  11808. get: function () {
  11809. return this._depthMask;
  11810. },
  11811. set: function (value) {
  11812. if (this._depthMask === value) {
  11813. return;
  11814. }
  11815. this._depthMask = value;
  11816. this._isDepthMaskDirty = true;
  11817. },
  11818. enumerable: true,
  11819. configurable: true
  11820. });
  11821. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  11822. get: function () {
  11823. return this._depthTest;
  11824. },
  11825. set: function (value) {
  11826. if (this._depthTest === value) {
  11827. return;
  11828. }
  11829. this._depthTest = value;
  11830. this._isDepthTestDirty = true;
  11831. },
  11832. enumerable: true,
  11833. configurable: true
  11834. });
  11835. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  11836. get: function () {
  11837. return this._frontFace;
  11838. },
  11839. set: function (value) {
  11840. if (this._frontFace === value) {
  11841. return;
  11842. }
  11843. this._frontFace = value;
  11844. this._isFrontFaceDirty = true;
  11845. },
  11846. enumerable: true,
  11847. configurable: true
  11848. });
  11849. _DepthCullingState.prototype.reset = function () {
  11850. this._depthMask = true;
  11851. this._depthTest = true;
  11852. this._depthFunc = null;
  11853. this._cullFace = null;
  11854. this._cull = null;
  11855. this._zOffset = 0;
  11856. this._frontFace = null;
  11857. this._isDepthTestDirty = true;
  11858. this._isDepthMaskDirty = true;
  11859. this._isDepthFuncDirty = false;
  11860. this._isCullFaceDirty = false;
  11861. this._isCullDirty = false;
  11862. this._isZOffsetDirty = false;
  11863. this._isFrontFaceDirty = false;
  11864. };
  11865. _DepthCullingState.prototype.apply = function (gl) {
  11866. if (!this.isDirty) {
  11867. return;
  11868. }
  11869. // Cull
  11870. if (this._isCullDirty) {
  11871. if (this.cull) {
  11872. gl.enable(gl.CULL_FACE);
  11873. }
  11874. else {
  11875. gl.disable(gl.CULL_FACE);
  11876. }
  11877. this._isCullDirty = false;
  11878. }
  11879. // Cull face
  11880. if (this._isCullFaceDirty) {
  11881. gl.cullFace(this.cullFace);
  11882. this._isCullFaceDirty = false;
  11883. }
  11884. // Depth mask
  11885. if (this._isDepthMaskDirty) {
  11886. gl.depthMask(this.depthMask);
  11887. this._isDepthMaskDirty = false;
  11888. }
  11889. // Depth test
  11890. if (this._isDepthTestDirty) {
  11891. if (this.depthTest) {
  11892. gl.enable(gl.DEPTH_TEST);
  11893. }
  11894. else {
  11895. gl.disable(gl.DEPTH_TEST);
  11896. }
  11897. this._isDepthTestDirty = false;
  11898. }
  11899. // Depth func
  11900. if (this._isDepthFuncDirty) {
  11901. gl.depthFunc(this.depthFunc);
  11902. this._isDepthFuncDirty = false;
  11903. }
  11904. // zOffset
  11905. if (this._isZOffsetDirty) {
  11906. if (this.zOffset) {
  11907. gl.enable(gl.POLYGON_OFFSET_FILL);
  11908. gl.polygonOffset(this.zOffset, 0);
  11909. }
  11910. else {
  11911. gl.disable(gl.POLYGON_OFFSET_FILL);
  11912. }
  11913. this._isZOffsetDirty = false;
  11914. }
  11915. // Front face
  11916. if (this._isFrontFaceDirty) {
  11917. gl.frontFace(this.frontFace);
  11918. this._isFrontFaceDirty = false;
  11919. }
  11920. };
  11921. return _DepthCullingState;
  11922. }());
  11923. BABYLON._DepthCullingState = _DepthCullingState;
  11924. })(BABYLON || (BABYLON = {}));
  11925. //# sourceMappingURL=babylon.depthCullingState.js.map
  11926. var BABYLON;
  11927. (function (BABYLON) {
  11928. /**
  11929. * @hidden
  11930. **/
  11931. var _StencilState = /** @class */ (function () {
  11932. function _StencilState() {
  11933. this._isStencilTestDirty = false;
  11934. this._isStencilMaskDirty = false;
  11935. this._isStencilFuncDirty = false;
  11936. this._isStencilOpDirty = false;
  11937. this.reset();
  11938. }
  11939. Object.defineProperty(_StencilState.prototype, "isDirty", {
  11940. get: function () {
  11941. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  11942. },
  11943. enumerable: true,
  11944. configurable: true
  11945. });
  11946. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  11947. get: function () {
  11948. return this._stencilFunc;
  11949. },
  11950. set: function (value) {
  11951. if (this._stencilFunc === value) {
  11952. return;
  11953. }
  11954. this._stencilFunc = value;
  11955. this._isStencilFuncDirty = true;
  11956. },
  11957. enumerable: true,
  11958. configurable: true
  11959. });
  11960. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  11961. get: function () {
  11962. return this._stencilFuncRef;
  11963. },
  11964. set: function (value) {
  11965. if (this._stencilFuncRef === value) {
  11966. return;
  11967. }
  11968. this._stencilFuncRef = value;
  11969. this._isStencilFuncDirty = true;
  11970. },
  11971. enumerable: true,
  11972. configurable: true
  11973. });
  11974. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  11975. get: function () {
  11976. return this._stencilFuncMask;
  11977. },
  11978. set: function (value) {
  11979. if (this._stencilFuncMask === value) {
  11980. return;
  11981. }
  11982. this._stencilFuncMask = value;
  11983. this._isStencilFuncDirty = true;
  11984. },
  11985. enumerable: true,
  11986. configurable: true
  11987. });
  11988. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  11989. get: function () {
  11990. return this._stencilOpStencilFail;
  11991. },
  11992. set: function (value) {
  11993. if (this._stencilOpStencilFail === value) {
  11994. return;
  11995. }
  11996. this._stencilOpStencilFail = value;
  11997. this._isStencilOpDirty = true;
  11998. },
  11999. enumerable: true,
  12000. configurable: true
  12001. });
  12002. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12003. get: function () {
  12004. return this._stencilOpDepthFail;
  12005. },
  12006. set: function (value) {
  12007. if (this._stencilOpDepthFail === value) {
  12008. return;
  12009. }
  12010. this._stencilOpDepthFail = value;
  12011. this._isStencilOpDirty = true;
  12012. },
  12013. enumerable: true,
  12014. configurable: true
  12015. });
  12016. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12017. get: function () {
  12018. return this._stencilOpStencilDepthPass;
  12019. },
  12020. set: function (value) {
  12021. if (this._stencilOpStencilDepthPass === value) {
  12022. return;
  12023. }
  12024. this._stencilOpStencilDepthPass = value;
  12025. this._isStencilOpDirty = true;
  12026. },
  12027. enumerable: true,
  12028. configurable: true
  12029. });
  12030. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12031. get: function () {
  12032. return this._stencilMask;
  12033. },
  12034. set: function (value) {
  12035. if (this._stencilMask === value) {
  12036. return;
  12037. }
  12038. this._stencilMask = value;
  12039. this._isStencilMaskDirty = true;
  12040. },
  12041. enumerable: true,
  12042. configurable: true
  12043. });
  12044. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12045. get: function () {
  12046. return this._stencilTest;
  12047. },
  12048. set: function (value) {
  12049. if (this._stencilTest === value) {
  12050. return;
  12051. }
  12052. this._stencilTest = value;
  12053. this._isStencilTestDirty = true;
  12054. },
  12055. enumerable: true,
  12056. configurable: true
  12057. });
  12058. _StencilState.prototype.reset = function () {
  12059. this._stencilTest = false;
  12060. this._stencilMask = 0xFF;
  12061. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12062. this._stencilFuncRef = 1;
  12063. this._stencilFuncMask = 0xFF;
  12064. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12065. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12066. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12067. this._isStencilTestDirty = true;
  12068. this._isStencilMaskDirty = true;
  12069. this._isStencilFuncDirty = true;
  12070. this._isStencilOpDirty = true;
  12071. };
  12072. _StencilState.prototype.apply = function (gl) {
  12073. if (!this.isDirty) {
  12074. return;
  12075. }
  12076. // Stencil test
  12077. if (this._isStencilTestDirty) {
  12078. if (this.stencilTest) {
  12079. gl.enable(gl.STENCIL_TEST);
  12080. }
  12081. else {
  12082. gl.disable(gl.STENCIL_TEST);
  12083. }
  12084. this._isStencilTestDirty = false;
  12085. }
  12086. // Stencil mask
  12087. if (this._isStencilMaskDirty) {
  12088. gl.stencilMask(this.stencilMask);
  12089. this._isStencilMaskDirty = false;
  12090. }
  12091. // Stencil func
  12092. if (this._isStencilFuncDirty) {
  12093. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12094. this._isStencilFuncDirty = false;
  12095. }
  12096. // Stencil op
  12097. if (this._isStencilOpDirty) {
  12098. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12099. this._isStencilOpDirty = false;
  12100. }
  12101. };
  12102. return _StencilState;
  12103. }());
  12104. BABYLON._StencilState = _StencilState;
  12105. })(BABYLON || (BABYLON = {}));
  12106. //# sourceMappingURL=babylon.stencilState.js.map
  12107. var __assign = (this && this.__assign) || function () {
  12108. __assign = Object.assign || function(t) {
  12109. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12110. s = arguments[i];
  12111. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12112. t[p] = s[p];
  12113. }
  12114. return t;
  12115. };
  12116. return __assign.apply(this, arguments);
  12117. };
  12118. var BABYLON;
  12119. (function (BABYLON) {
  12120. /**
  12121. * Keeps track of all the buffer info used in engine.
  12122. */
  12123. var BufferPointer = /** @class */ (function () {
  12124. function BufferPointer() {
  12125. }
  12126. return BufferPointer;
  12127. }());
  12128. /**
  12129. * Interface for attribute information associated with buffer instanciation
  12130. */
  12131. var InstancingAttributeInfo = /** @class */ (function () {
  12132. function InstancingAttributeInfo() {
  12133. }
  12134. return InstancingAttributeInfo;
  12135. }());
  12136. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12137. /**
  12138. * Define options used to create a render target texture
  12139. */
  12140. var RenderTargetCreationOptions = /** @class */ (function () {
  12141. function RenderTargetCreationOptions() {
  12142. }
  12143. return RenderTargetCreationOptions;
  12144. }());
  12145. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12146. /**
  12147. * Define options used to create a depth texture
  12148. */
  12149. var DepthTextureCreationOptions = /** @class */ (function () {
  12150. function DepthTextureCreationOptions() {
  12151. }
  12152. return DepthTextureCreationOptions;
  12153. }());
  12154. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12155. /**
  12156. * Class used to describe the capabilities of the engine relatively to the current browser
  12157. */
  12158. var EngineCapabilities = /** @class */ (function () {
  12159. function EngineCapabilities() {
  12160. }
  12161. return EngineCapabilities;
  12162. }());
  12163. BABYLON.EngineCapabilities = EngineCapabilities;
  12164. /**
  12165. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12166. */
  12167. var Engine = /** @class */ (function () {
  12168. /**
  12169. * Creates a new engine
  12170. * @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
  12171. * @param antialias defines enable antialiasing (default: false)
  12172. * @param options defines further options to be sent to the getContext() function
  12173. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12174. */
  12175. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12176. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12177. var _this = this;
  12178. // Public members
  12179. /**
  12180. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12181. */
  12182. this.forcePOTTextures = false;
  12183. /**
  12184. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12185. */
  12186. this.isFullscreen = false;
  12187. /**
  12188. * Gets a boolean indicating if the pointer is currently locked
  12189. */
  12190. this.isPointerLock = false;
  12191. /**
  12192. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12193. */
  12194. this.cullBackFaces = true;
  12195. /**
  12196. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12197. */
  12198. this.renderEvenInBackground = true;
  12199. /**
  12200. * Gets or sets a boolean indicating that cache can be kept between frames
  12201. */
  12202. this.preventCacheWipeBetweenFrames = false;
  12203. /**
  12204. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12205. **/
  12206. this.enableOfflineSupport = false;
  12207. /**
  12208. * 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)
  12209. **/
  12210. this.disableManifestCheck = false;
  12211. /**
  12212. * Gets the list of created scenes
  12213. */
  12214. this.scenes = new Array();
  12215. /**
  12216. * Gets the list of created postprocesses
  12217. */
  12218. this.postProcesses = new Array();
  12219. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12220. this.validateShaderPrograms = false;
  12221. // Observables
  12222. /**
  12223. * Observable event triggered each time the rendering canvas is resized
  12224. */
  12225. this.onResizeObservable = new BABYLON.Observable();
  12226. /**
  12227. * Observable event triggered each time the canvas loses focus
  12228. */
  12229. this.onCanvasBlurObservable = new BABYLON.Observable();
  12230. /**
  12231. * Observable event triggered each time the canvas gains focus
  12232. */
  12233. this.onCanvasFocusObservable = new BABYLON.Observable();
  12234. /**
  12235. * Observable event triggered each time the canvas receives pointerout event
  12236. */
  12237. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12238. /**
  12239. * Observable event triggered before each texture is initialized
  12240. */
  12241. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12242. //WebVR
  12243. this._vrDisplay = undefined;
  12244. this._vrSupported = false;
  12245. this._vrExclusivePointerMode = false;
  12246. // Uniform buffers list
  12247. /**
  12248. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12249. */
  12250. this.disableUniformBuffers = false;
  12251. /** @hidden */
  12252. this._uniformBuffers = new Array();
  12253. // Observables
  12254. /**
  12255. * Observable raised when the engine begins a new frame
  12256. */
  12257. this.onBeginFrameObservable = new BABYLON.Observable();
  12258. /**
  12259. * If set, will be used to request the next animation frame for the render loop
  12260. */
  12261. this.customAnimationFrameRequester = null;
  12262. /**
  12263. * Observable raised when the engine ends the current frame
  12264. */
  12265. this.onEndFrameObservable = new BABYLON.Observable();
  12266. /**
  12267. * Observable raised when the engine is about to compile a shader
  12268. */
  12269. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12270. /**
  12271. * Observable raised when the engine has jsut compiled a shader
  12272. */
  12273. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12274. this._windowIsBackground = false;
  12275. this._webGLVersion = 1.0;
  12276. /** @hidden */
  12277. this._badOS = false;
  12278. /** @hidden */
  12279. this._badDesktopOS = false;
  12280. /**
  12281. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12282. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12283. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12284. */
  12285. this.disableTextureBindingOptimization = false;
  12286. /**
  12287. * Observable signaled when VR display mode changes
  12288. */
  12289. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12290. /**
  12291. * Observable signaled when VR request present is complete
  12292. */
  12293. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12294. /**
  12295. * Observable signaled when VR request present starts
  12296. */
  12297. this.onVRRequestPresentStart = new BABYLON.Observable();
  12298. this._colorWrite = true;
  12299. /** @hidden */
  12300. this._drawCalls = new BABYLON.PerfCounter();
  12301. /** @hidden */
  12302. this._textureCollisions = new BABYLON.PerfCounter();
  12303. this._renderingQueueLaunched = false;
  12304. this._activeRenderLoops = new Array();
  12305. // Deterministic lockstepMaxSteps
  12306. this._deterministicLockstep = false;
  12307. this._lockstepMaxSteps = 4;
  12308. // Lost context
  12309. /**
  12310. * Observable signaled when a context lost event is raised
  12311. */
  12312. this.onContextLostObservable = new BABYLON.Observable();
  12313. /**
  12314. * Observable signaled when a context restored event is raised
  12315. */
  12316. this.onContextRestoredObservable = new BABYLON.Observable();
  12317. this._contextWasLost = false;
  12318. this._doNotHandleContextLost = false;
  12319. // FPS
  12320. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12321. this._fps = 60;
  12322. this._deltaTime = 0;
  12323. /**
  12324. * Turn this value on if you want to pause FPS computation when in background
  12325. */
  12326. this.disablePerformanceMonitorInBackground = false;
  12327. // States
  12328. /** @hidden */
  12329. this._depthCullingState = new BABYLON._DepthCullingState();
  12330. /** @hidden */
  12331. this._stencilState = new BABYLON._StencilState();
  12332. /** @hidden */
  12333. this._alphaState = new BABYLON._AlphaState();
  12334. /** @hidden */
  12335. this._alphaMode = Engine.ALPHA_DISABLE;
  12336. // Cache
  12337. this._internalTexturesCache = new Array();
  12338. /** @hidden */
  12339. this._activeChannel = 0;
  12340. this._currentTextureChannel = -1;
  12341. /** @hidden */
  12342. this._boundTexturesCache = {};
  12343. this._compiledEffects = {};
  12344. this._vertexAttribArraysEnabled = [];
  12345. this._uintIndicesCurrentlySet = false;
  12346. this._currentBoundBuffer = new Array();
  12347. /** @hidden */
  12348. this._currentFramebuffer = null;
  12349. this._currentBufferPointers = new Array();
  12350. this._currentInstanceLocations = new Array();
  12351. this._currentInstanceBuffers = new Array();
  12352. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12353. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12354. this._vaoRecordInProgress = false;
  12355. this._mustWipeVertexAttributes = false;
  12356. this._nextFreeTextureSlots = new Array();
  12357. this._maxSimultaneousTextures = 0;
  12358. this._activeRequests = new Array();
  12359. // Hardware supported Compressed Textures
  12360. this._texturesSupported = new Array();
  12361. /**
  12362. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12363. */
  12364. this.premultipliedAlpha = true;
  12365. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12366. this._onVRFullScreenTriggered = function () {
  12367. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12368. //get the old size before we change
  12369. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12370. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12371. //get the width and height, change the render size
  12372. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12373. _this.setHardwareScalingLevel(1);
  12374. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12375. }
  12376. else {
  12377. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12378. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12379. }
  12380. };
  12381. this._unpackFlipYCached = null;
  12382. /**
  12383. * In case you are sharing the context with other applications, it might
  12384. * be interested to not cache the unpack flip y state to ensure a consistent
  12385. * value would be set.
  12386. */
  12387. this.enableUnpackFlipYCached = true;
  12388. this._boundUniforms = {};
  12389. // Register promises
  12390. BABYLON.PromisePolyfill.Apply();
  12391. var canvas = null;
  12392. Engine.Instances.push(this);
  12393. if (!canvasOrContext) {
  12394. return;
  12395. }
  12396. options = options || {};
  12397. if (canvasOrContext.getContext) {
  12398. canvas = canvasOrContext;
  12399. this._renderingCanvas = canvas;
  12400. if (antialias != null) {
  12401. options.antialias = antialias;
  12402. }
  12403. if (options.deterministicLockstep === undefined) {
  12404. options.deterministicLockstep = false;
  12405. }
  12406. if (options.lockstepMaxSteps === undefined) {
  12407. options.lockstepMaxSteps = 4;
  12408. }
  12409. if (options.preserveDrawingBuffer === undefined) {
  12410. options.preserveDrawingBuffer = false;
  12411. }
  12412. if (options.audioEngine === undefined) {
  12413. options.audioEngine = true;
  12414. }
  12415. if (options.stencil === undefined) {
  12416. options.stencil = true;
  12417. }
  12418. if (options.premultipliedAlpha === false) {
  12419. this.premultipliedAlpha = false;
  12420. }
  12421. this._deterministicLockstep = options.deterministicLockstep;
  12422. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12423. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12424. // Exceptions
  12425. if (navigator && navigator.userAgent) {
  12426. var ua = navigator.userAgent;
  12427. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12428. var exception = _a[_i];
  12429. var key = exception.key;
  12430. var targets = exception.targets;
  12431. if (ua.indexOf(key) > -1) {
  12432. if (exception.capture && exception.captureConstraint) {
  12433. var capture = exception.capture;
  12434. var constraint = exception.captureConstraint;
  12435. var regex = new RegExp(capture);
  12436. var matches = regex.exec(ua);
  12437. if (matches && matches.length > 0) {
  12438. var capturedValue = parseInt(matches[matches.length - 1]);
  12439. if (capturedValue >= constraint) {
  12440. continue;
  12441. }
  12442. }
  12443. }
  12444. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12445. var target = targets_1[_b];
  12446. switch (target) {
  12447. case "uniformBuffer":
  12448. this.disableUniformBuffers = true;
  12449. break;
  12450. case "textureBindingOptimization":
  12451. this.disableTextureBindingOptimization = true;
  12452. break;
  12453. }
  12454. }
  12455. }
  12456. }
  12457. }
  12458. // GL
  12459. if (!options.disableWebGL2Support) {
  12460. try {
  12461. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12462. if (this._gl) {
  12463. this._webGLVersion = 2.0;
  12464. // Prevent weird browsers to lie :-)
  12465. if (!this._gl.deleteQuery) {
  12466. this._webGLVersion = 1.0;
  12467. }
  12468. }
  12469. }
  12470. catch (e) {
  12471. // Do nothing
  12472. }
  12473. }
  12474. if (!this._gl) {
  12475. if (!canvas) {
  12476. throw new Error("The provided canvas is null or undefined.");
  12477. }
  12478. try {
  12479. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12480. }
  12481. catch (e) {
  12482. throw new Error("WebGL not supported");
  12483. }
  12484. }
  12485. if (!this._gl) {
  12486. throw new Error("WebGL not supported");
  12487. }
  12488. this._onCanvasFocus = function () {
  12489. _this.onCanvasFocusObservable.notifyObservers(_this);
  12490. };
  12491. this._onCanvasBlur = function () {
  12492. _this.onCanvasBlurObservable.notifyObservers(_this);
  12493. };
  12494. canvas.addEventListener("focus", this._onCanvasFocus);
  12495. canvas.addEventListener("blur", this._onCanvasBlur);
  12496. this._onBlur = function () {
  12497. if (_this.disablePerformanceMonitorInBackground) {
  12498. _this._performanceMonitor.disable();
  12499. }
  12500. _this._windowIsBackground = true;
  12501. };
  12502. this._onFocus = function () {
  12503. if (_this.disablePerformanceMonitorInBackground) {
  12504. _this._performanceMonitor.enable();
  12505. }
  12506. _this._windowIsBackground = false;
  12507. };
  12508. this._onCanvasPointerOut = function (ev) {
  12509. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12510. };
  12511. window.addEventListener("blur", this._onBlur);
  12512. window.addEventListener("focus", this._onFocus);
  12513. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12514. // Context lost
  12515. if (!this._doNotHandleContextLost) {
  12516. this._onContextLost = function (evt) {
  12517. evt.preventDefault();
  12518. _this._contextWasLost = true;
  12519. BABYLON.Tools.Warn("WebGL context lost.");
  12520. _this.onContextLostObservable.notifyObservers(_this);
  12521. };
  12522. this._onContextRestored = function (evt) {
  12523. // Adding a timeout to avoid race condition at browser level
  12524. setTimeout(function () {
  12525. // Rebuild gl context
  12526. _this._initGLContext();
  12527. // Rebuild effects
  12528. _this._rebuildEffects();
  12529. // Rebuild textures
  12530. _this._rebuildInternalTextures();
  12531. // Rebuild buffers
  12532. _this._rebuildBuffers();
  12533. // Cache
  12534. _this.wipeCaches(true);
  12535. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12536. _this.onContextRestoredObservable.notifyObservers(_this);
  12537. _this._contextWasLost = false;
  12538. }, 0);
  12539. };
  12540. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12541. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12542. }
  12543. }
  12544. else {
  12545. this._gl = canvasOrContext;
  12546. this._renderingCanvas = this._gl.canvas;
  12547. if (this._gl.renderbufferStorageMultisample) {
  12548. this._webGLVersion = 2.0;
  12549. }
  12550. var attributes = this._gl.getContextAttributes();
  12551. if (attributes) {
  12552. options.stencil = attributes.stencil;
  12553. }
  12554. }
  12555. // Viewport
  12556. var limitDeviceRatio = options.limitDeviceRatio || window.devicePixelRatio || 1.0;
  12557. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, window.devicePixelRatio || 1.0) : 1.0;
  12558. this.resize();
  12559. this._isStencilEnable = options.stencil ? true : false;
  12560. this._initGLContext();
  12561. if (canvas) {
  12562. // Fullscreen
  12563. this._onFullscreenChange = function () {
  12564. if (document.fullscreen !== undefined) {
  12565. _this.isFullscreen = document.fullscreen;
  12566. }
  12567. else if (document.mozFullScreen !== undefined) {
  12568. _this.isFullscreen = document.mozFullScreen;
  12569. }
  12570. else if (document.webkitIsFullScreen !== undefined) {
  12571. _this.isFullscreen = document.webkitIsFullScreen;
  12572. }
  12573. else if (document.msIsFullScreen !== undefined) {
  12574. _this.isFullscreen = document.msIsFullScreen;
  12575. }
  12576. // Pointer lock
  12577. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12578. canvas.requestPointerLock = canvas.requestPointerLock ||
  12579. canvas.msRequestPointerLock ||
  12580. canvas.mozRequestPointerLock ||
  12581. canvas.webkitRequestPointerLock;
  12582. if (canvas.requestPointerLock) {
  12583. canvas.requestPointerLock();
  12584. }
  12585. }
  12586. };
  12587. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12588. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12589. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12590. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12591. // Pointer lock
  12592. this._onPointerLockChange = function () {
  12593. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12594. document.webkitPointerLockElement === canvas ||
  12595. document.msPointerLockElement === canvas ||
  12596. document.pointerLockElement === canvas);
  12597. };
  12598. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12599. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12600. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12601. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12602. this._onVRDisplayPointerRestricted = function () {
  12603. if (canvas) {
  12604. canvas.requestPointerLock();
  12605. }
  12606. };
  12607. this._onVRDisplayPointerUnrestricted = function () {
  12608. document.exitPointerLock();
  12609. };
  12610. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12611. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12612. }
  12613. // Create Audio Engine if needed.
  12614. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12615. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12616. }
  12617. // Prepare buffer pointers
  12618. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12619. this._currentBufferPointers[i] = new BufferPointer();
  12620. }
  12621. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12622. // Load WebVR Devices
  12623. if (options.autoEnableWebVR) {
  12624. this.initWebVR();
  12625. }
  12626. // Detect if we are running on a faulty buggy OS.
  12627. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12628. // Detect if we are running on a faulty buggy desktop OS.
  12629. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12630. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12631. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12632. }
  12633. Object.defineProperty(Engine, "LastCreatedEngine", {
  12634. /**
  12635. * Gets the latest created engine
  12636. */
  12637. get: function () {
  12638. if (Engine.Instances.length === 0) {
  12639. return null;
  12640. }
  12641. return Engine.Instances[Engine.Instances.length - 1];
  12642. },
  12643. enumerable: true,
  12644. configurable: true
  12645. });
  12646. Object.defineProperty(Engine, "LastCreatedScene", {
  12647. /**
  12648. * Gets the latest created scene
  12649. */
  12650. get: function () {
  12651. var lastCreatedEngine = Engine.LastCreatedEngine;
  12652. if (!lastCreatedEngine) {
  12653. return null;
  12654. }
  12655. if (lastCreatedEngine.scenes.length === 0) {
  12656. return null;
  12657. }
  12658. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12659. },
  12660. enumerable: true,
  12661. configurable: true
  12662. });
  12663. /**
  12664. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12665. * @param flag defines which part of the materials must be marked as dirty
  12666. * @param predicate defines a predicate used to filter which materials should be affected
  12667. */
  12668. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12669. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12670. var engine = Engine.Instances[engineIndex];
  12671. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12672. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12673. }
  12674. }
  12675. };
  12676. Object.defineProperty(Engine, "Version", {
  12677. /**
  12678. * Returns the current version of the framework
  12679. */
  12680. get: function () {
  12681. return "4.0.0-alpha.2";
  12682. },
  12683. enumerable: true,
  12684. configurable: true
  12685. });
  12686. Object.defineProperty(Engine.prototype, "description", {
  12687. /**
  12688. * Returns a string describing the current engine
  12689. */
  12690. get: function () {
  12691. var description = "WebGL" + this.webGLVersion;
  12692. if (this._caps.parallelShaderCompile) {
  12693. description += " - Parallel shader compilation";
  12694. }
  12695. return description;
  12696. },
  12697. enumerable: true,
  12698. configurable: true
  12699. });
  12700. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12701. /**
  12702. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12703. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12704. */
  12705. get: function () {
  12706. return this._vrExclusivePointerMode;
  12707. },
  12708. enumerable: true,
  12709. configurable: true
  12710. });
  12711. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12712. /**
  12713. * Gets a boolean indicating that the engine supports uniform buffers
  12714. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12715. */
  12716. get: function () {
  12717. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12718. },
  12719. enumerable: true,
  12720. configurable: true
  12721. });
  12722. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12723. /**
  12724. * Gets a boolean indicating that only power of 2 textures are supported
  12725. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12726. */
  12727. get: function () {
  12728. return this._webGLVersion < 2 || this.forcePOTTextures;
  12729. },
  12730. enumerable: true,
  12731. configurable: true
  12732. });
  12733. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12734. /**
  12735. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12736. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12737. */
  12738. get: function () {
  12739. return this._doNotHandleContextLost;
  12740. },
  12741. set: function (value) {
  12742. this._doNotHandleContextLost = value;
  12743. },
  12744. enumerable: true,
  12745. configurable: true
  12746. });
  12747. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12748. /**
  12749. * Gets the performance monitor attached to this engine
  12750. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12751. */
  12752. get: function () {
  12753. return this._performanceMonitor;
  12754. },
  12755. enumerable: true,
  12756. configurable: true
  12757. });
  12758. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12759. /**
  12760. * Gets the list of texture formats supported
  12761. */
  12762. get: function () {
  12763. return this._texturesSupported;
  12764. },
  12765. enumerable: true,
  12766. configurable: true
  12767. });
  12768. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12769. /**
  12770. * Gets the list of texture formats in use
  12771. */
  12772. get: function () {
  12773. return this._textureFormatInUse;
  12774. },
  12775. enumerable: true,
  12776. configurable: true
  12777. });
  12778. Object.defineProperty(Engine.prototype, "currentViewport", {
  12779. /**
  12780. * Gets the current viewport
  12781. */
  12782. get: function () {
  12783. return this._cachedViewport;
  12784. },
  12785. enumerable: true,
  12786. configurable: true
  12787. });
  12788. Object.defineProperty(Engine.prototype, "emptyTexture", {
  12789. /**
  12790. * Gets the default empty texture
  12791. */
  12792. get: function () {
  12793. if (!this._emptyTexture) {
  12794. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12795. }
  12796. return this._emptyTexture;
  12797. },
  12798. enumerable: true,
  12799. configurable: true
  12800. });
  12801. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  12802. /**
  12803. * Gets the default empty 3D texture
  12804. */
  12805. get: function () {
  12806. if (!this._emptyTexture3D) {
  12807. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12808. }
  12809. return this._emptyTexture3D;
  12810. },
  12811. enumerable: true,
  12812. configurable: true
  12813. });
  12814. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  12815. /**
  12816. * Gets the default empty cube texture
  12817. */
  12818. get: function () {
  12819. if (!this._emptyCubeTexture) {
  12820. var faceData = new Uint8Array(4);
  12821. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  12822. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  12823. }
  12824. return this._emptyCubeTexture;
  12825. },
  12826. enumerable: true,
  12827. configurable: true
  12828. });
  12829. Engine.prototype._rebuildInternalTextures = function () {
  12830. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  12831. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  12832. var internalTexture = currentState_1[_i];
  12833. internalTexture._rebuild();
  12834. }
  12835. };
  12836. Engine.prototype._rebuildEffects = function () {
  12837. for (var key in this._compiledEffects) {
  12838. var effect = this._compiledEffects[key];
  12839. effect._prepareEffect();
  12840. }
  12841. BABYLON.Effect.ResetCache();
  12842. };
  12843. /**
  12844. * Gets a boolean indicating if all created effects are ready
  12845. * @returns true if all effects are ready
  12846. */
  12847. Engine.prototype.areAllEffectsReady = function () {
  12848. for (var key in this._compiledEffects) {
  12849. var effect = this._compiledEffects[key];
  12850. if (!effect.isReady()) {
  12851. return false;
  12852. }
  12853. }
  12854. return true;
  12855. };
  12856. Engine.prototype._rebuildBuffers = function () {
  12857. // Index / Vertex
  12858. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  12859. var scene = _a[_i];
  12860. scene.resetCachedMaterial();
  12861. scene._rebuildGeometries();
  12862. scene._rebuildTextures();
  12863. }
  12864. // Uniforms
  12865. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  12866. var uniformBuffer = _c[_b];
  12867. uniformBuffer._rebuild();
  12868. }
  12869. };
  12870. Engine.prototype._initGLContext = function () {
  12871. // Caps
  12872. this._caps = new EngineCapabilities();
  12873. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  12874. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  12875. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  12876. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  12877. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  12878. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  12879. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  12880. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  12881. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  12882. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  12883. // Infos
  12884. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  12885. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  12886. if (rendererInfo != null) {
  12887. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  12888. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  12889. }
  12890. if (!this._glVendor) {
  12891. this._glVendor = "Unknown vendor";
  12892. }
  12893. if (!this._glRenderer) {
  12894. this._glRenderer = "Unknown renderer";
  12895. }
  12896. // Constants
  12897. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  12898. if (this._gl.RGBA16F !== 0x881A) {
  12899. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  12900. }
  12901. if (this._gl.RGBA32F !== 0x8814) {
  12902. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  12903. }
  12904. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  12905. this._gl.DEPTH24_STENCIL8 = 35056;
  12906. }
  12907. // Extensions
  12908. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  12909. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  12910. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  12911. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  12912. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  12913. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  12914. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  12915. 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');
  12916. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  12917. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  12918. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  12919. this._caps.highPrecisionShaderSupported = true;
  12920. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  12921. if (this._caps.timerQuery) {
  12922. if (this._webGLVersion === 1) {
  12923. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  12924. }
  12925. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  12926. }
  12927. // Checks if some of the format renders first to allow the use of webgl inspector.
  12928. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  12929. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  12930. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  12931. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  12932. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  12933. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  12934. if (this._webGLVersion > 1) {
  12935. this._gl.HALF_FLOAT_OES = 0x140B;
  12936. }
  12937. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  12938. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  12939. // Draw buffers
  12940. if (this._webGLVersion > 1) {
  12941. this._caps.drawBuffersExtension = true;
  12942. }
  12943. else {
  12944. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  12945. if (drawBuffersExtension !== null) {
  12946. this._caps.drawBuffersExtension = true;
  12947. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  12948. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  12949. for (var i = 0; i < 16; i++) {
  12950. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  12951. }
  12952. }
  12953. else {
  12954. this._caps.drawBuffersExtension = false;
  12955. }
  12956. }
  12957. // Shader compiler threads
  12958. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  12959. if (this._caps.parallelShaderCompile) {
  12960. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  12961. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  12962. }
  12963. // Depth Texture
  12964. if (this._webGLVersion > 1) {
  12965. this._caps.depthTextureExtension = true;
  12966. }
  12967. else {
  12968. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  12969. if (depthTextureExtension != null) {
  12970. this._caps.depthTextureExtension = true;
  12971. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  12972. }
  12973. }
  12974. // Vertex array object
  12975. if (this._webGLVersion > 1) {
  12976. this._caps.vertexArrayObject = true;
  12977. }
  12978. else {
  12979. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  12980. if (vertexArrayObjectExtension != null) {
  12981. this._caps.vertexArrayObject = true;
  12982. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  12983. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  12984. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  12985. }
  12986. else {
  12987. this._caps.vertexArrayObject = false;
  12988. }
  12989. }
  12990. // Instances count
  12991. if (this._webGLVersion > 1) {
  12992. this._caps.instancedArrays = true;
  12993. }
  12994. else {
  12995. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  12996. if (instanceExtension != null) {
  12997. this._caps.instancedArrays = true;
  12998. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  12999. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13000. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13001. }
  13002. else {
  13003. this._caps.instancedArrays = false;
  13004. }
  13005. }
  13006. // Intelligently add supported compressed formats in order to check for.
  13007. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13008. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13009. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13010. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13011. if (this._caps.astc) {
  13012. this.texturesSupported.push('-astc.ktx');
  13013. }
  13014. if (this._caps.s3tc) {
  13015. this.texturesSupported.push('-dxt.ktx');
  13016. }
  13017. if (this._caps.pvrtc) {
  13018. this.texturesSupported.push('-pvrtc.ktx');
  13019. }
  13020. if (this._caps.etc2) {
  13021. this.texturesSupported.push('-etc2.ktx');
  13022. }
  13023. if (this._caps.etc1) {
  13024. this.texturesSupported.push('-etc1.ktx');
  13025. }
  13026. if (this._gl.getShaderPrecisionFormat) {
  13027. var highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13028. if (highp) {
  13029. this._caps.highPrecisionShaderSupported = highp.precision !== 0;
  13030. }
  13031. }
  13032. // Depth buffer
  13033. this.setDepthBuffer(true);
  13034. this.setDepthFunctionToLessOrEqual();
  13035. this.setDepthWrite(true);
  13036. // Texture maps
  13037. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13038. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13039. this._nextFreeTextureSlots.push(slot);
  13040. }
  13041. };
  13042. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13043. /**
  13044. * Gets version of the current webGL context
  13045. */
  13046. get: function () {
  13047. return this._webGLVersion;
  13048. },
  13049. enumerable: true,
  13050. configurable: true
  13051. });
  13052. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13053. /**
  13054. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13055. */
  13056. get: function () {
  13057. return this._isStencilEnable;
  13058. },
  13059. enumerable: true,
  13060. configurable: true
  13061. });
  13062. Engine.prototype._prepareWorkingCanvas = function () {
  13063. if (this._workingCanvas) {
  13064. return;
  13065. }
  13066. this._workingCanvas = document.createElement("canvas");
  13067. var context = this._workingCanvas.getContext("2d");
  13068. if (context) {
  13069. this._workingContext = context;
  13070. }
  13071. };
  13072. /**
  13073. * Reset the texture cache to empty state
  13074. */
  13075. Engine.prototype.resetTextureCache = function () {
  13076. for (var key in this._boundTexturesCache) {
  13077. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13078. continue;
  13079. }
  13080. var boundTexture = this._boundTexturesCache[key];
  13081. if (boundTexture) {
  13082. this._removeDesignatedSlot(boundTexture);
  13083. }
  13084. this._boundTexturesCache[key] = null;
  13085. }
  13086. if (!this.disableTextureBindingOptimization) {
  13087. this._nextFreeTextureSlots = [];
  13088. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13089. this._nextFreeTextureSlots.push(slot);
  13090. }
  13091. }
  13092. this._currentTextureChannel = -1;
  13093. };
  13094. /**
  13095. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13096. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13097. * @returns true if engine is in deterministic lock step mode
  13098. */
  13099. Engine.prototype.isDeterministicLockStep = function () {
  13100. return this._deterministicLockstep;
  13101. };
  13102. /**
  13103. * Gets the max steps when engine is running in deterministic lock step
  13104. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13105. * @returns the max steps
  13106. */
  13107. Engine.prototype.getLockstepMaxSteps = function () {
  13108. return this._lockstepMaxSteps;
  13109. };
  13110. /**
  13111. * Gets an object containing information about the current webGL context
  13112. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13113. */
  13114. Engine.prototype.getGlInfo = function () {
  13115. return {
  13116. vendor: this._glVendor,
  13117. renderer: this._glRenderer,
  13118. version: this._glVersion
  13119. };
  13120. };
  13121. /**
  13122. * Gets current aspect ratio
  13123. * @param camera defines the camera to use to get the aspect ratio
  13124. * @param useScreen defines if screen size must be used (or the current render target if any)
  13125. * @returns a number defining the aspect ratio
  13126. */
  13127. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13128. if (useScreen === void 0) { useScreen = false; }
  13129. var viewport = camera.viewport;
  13130. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13131. };
  13132. /**
  13133. * Gets current screen aspect ratio
  13134. * @returns a number defining the aspect ratio
  13135. */
  13136. Engine.prototype.getScreenAspectRatio = function () {
  13137. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13138. };
  13139. /**
  13140. * Gets the current render width
  13141. * @param useScreen defines if screen size must be used (or the current render target if any)
  13142. * @returns a number defining the current render width
  13143. */
  13144. Engine.prototype.getRenderWidth = function (useScreen) {
  13145. if (useScreen === void 0) { useScreen = false; }
  13146. if (!useScreen && this._currentRenderTarget) {
  13147. return this._currentRenderTarget.width;
  13148. }
  13149. return this._gl.drawingBufferWidth;
  13150. };
  13151. /**
  13152. * Gets the current render height
  13153. * @param useScreen defines if screen size must be used (or the current render target if any)
  13154. * @returns a number defining the current render height
  13155. */
  13156. Engine.prototype.getRenderHeight = function (useScreen) {
  13157. if (useScreen === void 0) { useScreen = false; }
  13158. if (!useScreen && this._currentRenderTarget) {
  13159. return this._currentRenderTarget.height;
  13160. }
  13161. return this._gl.drawingBufferHeight;
  13162. };
  13163. /**
  13164. * Gets the HTML canvas attached with the current webGL context
  13165. * @returns a HTML canvas
  13166. */
  13167. Engine.prototype.getRenderingCanvas = function () {
  13168. return this._renderingCanvas;
  13169. };
  13170. /**
  13171. * Gets the client rect of the HTML canvas attached with the current webGL context
  13172. * @returns a client rectanglee
  13173. */
  13174. Engine.prototype.getRenderingCanvasClientRect = function () {
  13175. if (!this._renderingCanvas) {
  13176. return null;
  13177. }
  13178. return this._renderingCanvas.getBoundingClientRect();
  13179. };
  13180. /**
  13181. * Defines the hardware scaling level.
  13182. * By default the hardware scaling level is computed from the window device ratio.
  13183. * 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.
  13184. * @param level defines the level to use
  13185. */
  13186. Engine.prototype.setHardwareScalingLevel = function (level) {
  13187. this._hardwareScalingLevel = level;
  13188. this.resize();
  13189. };
  13190. /**
  13191. * Gets the current hardware scaling level.
  13192. * By default the hardware scaling level is computed from the window device ratio.
  13193. * 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.
  13194. * @returns a number indicating the current hardware scaling level
  13195. */
  13196. Engine.prototype.getHardwareScalingLevel = function () {
  13197. return this._hardwareScalingLevel;
  13198. };
  13199. /**
  13200. * Gets the list of loaded textures
  13201. * @returns an array containing all loaded textures
  13202. */
  13203. Engine.prototype.getLoadedTexturesCache = function () {
  13204. return this._internalTexturesCache;
  13205. };
  13206. /**
  13207. * Gets the object containing all engine capabilities
  13208. * @returns the EngineCapabilities object
  13209. */
  13210. Engine.prototype.getCaps = function () {
  13211. return this._caps;
  13212. };
  13213. Object.defineProperty(Engine.prototype, "drawCalls", {
  13214. /** @hidden */
  13215. get: function () {
  13216. BABYLON.Tools.Warn("drawCalls is deprecated. Please use SceneInstrumentation class");
  13217. return 0;
  13218. },
  13219. enumerable: true,
  13220. configurable: true
  13221. });
  13222. Object.defineProperty(Engine.prototype, "drawCallsPerfCounter", {
  13223. /** @hidden */
  13224. get: function () {
  13225. BABYLON.Tools.Warn("drawCallsPerfCounter is deprecated. Please use SceneInstrumentation class");
  13226. return null;
  13227. },
  13228. enumerable: true,
  13229. configurable: true
  13230. });
  13231. /**
  13232. * Gets the current depth function
  13233. * @returns a number defining the depth function
  13234. */
  13235. Engine.prototype.getDepthFunction = function () {
  13236. return this._depthCullingState.depthFunc;
  13237. };
  13238. /**
  13239. * Sets the current depth function
  13240. * @param depthFunc defines the function to use
  13241. */
  13242. Engine.prototype.setDepthFunction = function (depthFunc) {
  13243. this._depthCullingState.depthFunc = depthFunc;
  13244. };
  13245. /**
  13246. * Sets the current depth function to GREATER
  13247. */
  13248. Engine.prototype.setDepthFunctionToGreater = function () {
  13249. this._depthCullingState.depthFunc = this._gl.GREATER;
  13250. };
  13251. /**
  13252. * Sets the current depth function to GEQUAL
  13253. */
  13254. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13255. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13256. };
  13257. /**
  13258. * Sets the current depth function to LESS
  13259. */
  13260. Engine.prototype.setDepthFunctionToLess = function () {
  13261. this._depthCullingState.depthFunc = this._gl.LESS;
  13262. };
  13263. /**
  13264. * Sets the current depth function to LEQUAL
  13265. */
  13266. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13267. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13268. };
  13269. /**
  13270. * Gets a boolean indicating if stencil buffer is enabled
  13271. * @returns the current stencil buffer state
  13272. */
  13273. Engine.prototype.getStencilBuffer = function () {
  13274. return this._stencilState.stencilTest;
  13275. };
  13276. /**
  13277. * Enable or disable the stencil buffer
  13278. * @param enable defines if the stencil buffer must be enabled or disabled
  13279. */
  13280. Engine.prototype.setStencilBuffer = function (enable) {
  13281. this._stencilState.stencilTest = enable;
  13282. };
  13283. /**
  13284. * Gets the current stencil mask
  13285. * @returns a number defining the new stencil mask to use
  13286. */
  13287. Engine.prototype.getStencilMask = function () {
  13288. return this._stencilState.stencilMask;
  13289. };
  13290. /**
  13291. * Sets the current stencil mask
  13292. * @param mask defines the new stencil mask to use
  13293. */
  13294. Engine.prototype.setStencilMask = function (mask) {
  13295. this._stencilState.stencilMask = mask;
  13296. };
  13297. /**
  13298. * Gets the current stencil function
  13299. * @returns a number defining the stencil function to use
  13300. */
  13301. Engine.prototype.getStencilFunction = function () {
  13302. return this._stencilState.stencilFunc;
  13303. };
  13304. /**
  13305. * Gets the current stencil reference value
  13306. * @returns a number defining the stencil reference value to use
  13307. */
  13308. Engine.prototype.getStencilFunctionReference = function () {
  13309. return this._stencilState.stencilFuncRef;
  13310. };
  13311. /**
  13312. * Gets the current stencil mask
  13313. * @returns a number defining the stencil mask to use
  13314. */
  13315. Engine.prototype.getStencilFunctionMask = function () {
  13316. return this._stencilState.stencilFuncMask;
  13317. };
  13318. /**
  13319. * Sets the current stencil function
  13320. * @param stencilFunc defines the new stencil function to use
  13321. */
  13322. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13323. this._stencilState.stencilFunc = stencilFunc;
  13324. };
  13325. /**
  13326. * Sets the current stencil reference
  13327. * @param reference defines the new stencil reference to use
  13328. */
  13329. Engine.prototype.setStencilFunctionReference = function (reference) {
  13330. this._stencilState.stencilFuncRef = reference;
  13331. };
  13332. /**
  13333. * Sets the current stencil mask
  13334. * @param mask defines the new stencil mask to use
  13335. */
  13336. Engine.prototype.setStencilFunctionMask = function (mask) {
  13337. this._stencilState.stencilFuncMask = mask;
  13338. };
  13339. /**
  13340. * Gets the current stencil operation when stencil fails
  13341. * @returns a number defining stencil operation to use when stencil fails
  13342. */
  13343. Engine.prototype.getStencilOperationFail = function () {
  13344. return this._stencilState.stencilOpStencilFail;
  13345. };
  13346. /**
  13347. * Gets the current stencil operation when depth fails
  13348. * @returns a number defining stencil operation to use when depth fails
  13349. */
  13350. Engine.prototype.getStencilOperationDepthFail = function () {
  13351. return this._stencilState.stencilOpDepthFail;
  13352. };
  13353. /**
  13354. * Gets the current stencil operation when stencil passes
  13355. * @returns a number defining stencil operation to use when stencil passes
  13356. */
  13357. Engine.prototype.getStencilOperationPass = function () {
  13358. return this._stencilState.stencilOpStencilDepthPass;
  13359. };
  13360. /**
  13361. * Sets the stencil operation to use when stencil fails
  13362. * @param operation defines the stencil operation to use when stencil fails
  13363. */
  13364. Engine.prototype.setStencilOperationFail = function (operation) {
  13365. this._stencilState.stencilOpStencilFail = operation;
  13366. };
  13367. /**
  13368. * Sets the stencil operation to use when depth fails
  13369. * @param operation defines the stencil operation to use when depth fails
  13370. */
  13371. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13372. this._stencilState.stencilOpDepthFail = operation;
  13373. };
  13374. /**
  13375. * Sets the stencil operation to use when stencil passes
  13376. * @param operation defines the stencil operation to use when stencil passes
  13377. */
  13378. Engine.prototype.setStencilOperationPass = function (operation) {
  13379. this._stencilState.stencilOpStencilDepthPass = operation;
  13380. };
  13381. /**
  13382. * Sets a boolean indicating if the dithering state is enabled or disabled
  13383. * @param value defines the dithering state
  13384. */
  13385. Engine.prototype.setDitheringState = function (value) {
  13386. if (value) {
  13387. this._gl.enable(this._gl.DITHER);
  13388. }
  13389. else {
  13390. this._gl.disable(this._gl.DITHER);
  13391. }
  13392. };
  13393. /**
  13394. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13395. * @param value defines the rasterizer state
  13396. */
  13397. Engine.prototype.setRasterizerState = function (value) {
  13398. if (value) {
  13399. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13400. }
  13401. else {
  13402. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13403. }
  13404. };
  13405. /**
  13406. * stop executing a render loop function and remove it from the execution array
  13407. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13408. */
  13409. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13410. if (!renderFunction) {
  13411. this._activeRenderLoops = [];
  13412. return;
  13413. }
  13414. var index = this._activeRenderLoops.indexOf(renderFunction);
  13415. if (index >= 0) {
  13416. this._activeRenderLoops.splice(index, 1);
  13417. }
  13418. };
  13419. /** @hidden */
  13420. Engine.prototype._renderLoop = function () {
  13421. if (!this._contextWasLost) {
  13422. var shouldRender = true;
  13423. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13424. shouldRender = false;
  13425. }
  13426. if (shouldRender) {
  13427. // Start new frame
  13428. this.beginFrame();
  13429. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13430. var renderFunction = this._activeRenderLoops[index];
  13431. renderFunction();
  13432. }
  13433. // Present
  13434. this.endFrame();
  13435. }
  13436. }
  13437. if (this._activeRenderLoops.length > 0) {
  13438. // Register new frame
  13439. if (this.customAnimationFrameRequester) {
  13440. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13441. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13442. }
  13443. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13444. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13445. }
  13446. else {
  13447. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13448. }
  13449. }
  13450. else {
  13451. this._renderingQueueLaunched = false;
  13452. }
  13453. };
  13454. /**
  13455. * Register and execute a render loop. The engine can have more than one render function
  13456. * @param renderFunction defines the function to continuously execute
  13457. */
  13458. Engine.prototype.runRenderLoop = function (renderFunction) {
  13459. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13460. return;
  13461. }
  13462. this._activeRenderLoops.push(renderFunction);
  13463. if (!this._renderingQueueLaunched) {
  13464. this._renderingQueueLaunched = true;
  13465. this._bindedRenderFunction = this._renderLoop.bind(this);
  13466. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13467. }
  13468. };
  13469. /**
  13470. * Toggle full screen mode
  13471. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13472. */
  13473. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13474. if (this.isFullscreen) {
  13475. BABYLON.Tools.ExitFullscreen();
  13476. }
  13477. else {
  13478. this._pointerLockRequested = requestPointerLock;
  13479. if (this._renderingCanvas) {
  13480. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13481. }
  13482. }
  13483. };
  13484. /**
  13485. * Clear the current render buffer or the current render target (if any is set up)
  13486. * @param color defines the color to use
  13487. * @param backBuffer defines if the back buffer must be cleared
  13488. * @param depth defines if the depth buffer must be cleared
  13489. * @param stencil defines if the stencil buffer must be cleared
  13490. */
  13491. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13492. if (stencil === void 0) { stencil = false; }
  13493. this.applyStates();
  13494. var mode = 0;
  13495. if (backBuffer && color) {
  13496. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13497. mode |= this._gl.COLOR_BUFFER_BIT;
  13498. }
  13499. if (depth) {
  13500. this._gl.clearDepth(1.0);
  13501. mode |= this._gl.DEPTH_BUFFER_BIT;
  13502. }
  13503. if (stencil) {
  13504. this._gl.clearStencil(0);
  13505. mode |= this._gl.STENCIL_BUFFER_BIT;
  13506. }
  13507. this._gl.clear(mode);
  13508. };
  13509. /**
  13510. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13511. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13512. * @param y defines the y-coordinate of the corner of the clear rectangle
  13513. * @param width defines the width of the clear rectangle
  13514. * @param height defines the height of the clear rectangle
  13515. * @param clearColor defines the clear color
  13516. */
  13517. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13518. var gl = this._gl;
  13519. // Save state
  13520. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13521. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13522. // Change state
  13523. gl.enable(gl.SCISSOR_TEST);
  13524. gl.scissor(x, y, width, height);
  13525. // Clear
  13526. this.clear(clearColor, true, true, true);
  13527. // Restore state
  13528. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13529. if (curScissor === true) {
  13530. gl.enable(gl.SCISSOR_TEST);
  13531. }
  13532. else {
  13533. gl.disable(gl.SCISSOR_TEST);
  13534. }
  13535. };
  13536. /** @hidden */
  13537. Engine.prototype._viewport = function (x, y, width, height) {
  13538. if (x !== this._viewportCached.x ||
  13539. y !== this._viewportCached.y ||
  13540. width !== this._viewportCached.z ||
  13541. height !== this._viewportCached.w) {
  13542. this._viewportCached.x = x;
  13543. this._viewportCached.y = y;
  13544. this._viewportCached.z = width;
  13545. this._viewportCached.w = height;
  13546. this._gl.viewport(x, y, width, height);
  13547. }
  13548. };
  13549. /**
  13550. * Set the WebGL's viewport
  13551. * @param viewport defines the viewport element to be used
  13552. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13553. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13554. */
  13555. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13556. var width = requiredWidth || this.getRenderWidth();
  13557. var height = requiredHeight || this.getRenderHeight();
  13558. var x = viewport.x || 0;
  13559. var y = viewport.y || 0;
  13560. this._cachedViewport = viewport;
  13561. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13562. };
  13563. /**
  13564. * Directly set the WebGL Viewport
  13565. * @param x defines the x coordinate of the viewport (in screen space)
  13566. * @param y defines the y coordinate of the viewport (in screen space)
  13567. * @param width defines the width of the viewport (in screen space)
  13568. * @param height defines the height of the viewport (in screen space)
  13569. * @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
  13570. */
  13571. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13572. var currentViewport = this._cachedViewport;
  13573. this._cachedViewport = null;
  13574. this._viewport(x, y, width, height);
  13575. return currentViewport;
  13576. };
  13577. /**
  13578. * Begin a new frame
  13579. */
  13580. Engine.prototype.beginFrame = function () {
  13581. this.onBeginFrameObservable.notifyObservers(this);
  13582. this._measureFps();
  13583. };
  13584. /**
  13585. * Enf the current frame
  13586. */
  13587. Engine.prototype.endFrame = function () {
  13588. // Force a flush in case we are using a bad OS.
  13589. if (this._badOS) {
  13590. this.flushFramebuffer();
  13591. }
  13592. // Submit frame to the vr device, if enabled
  13593. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13594. // TODO: We should only submit the frame if we read frameData successfully.
  13595. this._vrDisplay.submitFrame();
  13596. }
  13597. this.onEndFrameObservable.notifyObservers(this);
  13598. };
  13599. /**
  13600. * Resize the view according to the canvas' size
  13601. */
  13602. Engine.prototype.resize = function () {
  13603. // We're not resizing the size of the canvas while in VR mode & presenting
  13604. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13605. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13606. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13607. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13608. }
  13609. };
  13610. /**
  13611. * Force a specific size of the canvas
  13612. * @param width defines the new canvas' width
  13613. * @param height defines the new canvas' height
  13614. */
  13615. Engine.prototype.setSize = function (width, height) {
  13616. if (!this._renderingCanvas) {
  13617. return;
  13618. }
  13619. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13620. return;
  13621. }
  13622. this._renderingCanvas.width = width;
  13623. this._renderingCanvas.height = height;
  13624. for (var index = 0; index < this.scenes.length; index++) {
  13625. var scene = this.scenes[index];
  13626. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13627. var cam = scene.cameras[camIndex];
  13628. cam._currentRenderId = 0;
  13629. }
  13630. }
  13631. if (this.onResizeObservable.hasObservers) {
  13632. this.onResizeObservable.notifyObservers(this);
  13633. }
  13634. };
  13635. // WebVR functions
  13636. /**
  13637. * Gets a boolean indicating if a webVR device was detected
  13638. * @returns true if a webVR device was detected
  13639. */
  13640. Engine.prototype.isVRDevicePresent = function () {
  13641. return !!this._vrDisplay;
  13642. };
  13643. /**
  13644. * Gets the current webVR device
  13645. * @returns the current webVR device (or null)
  13646. */
  13647. Engine.prototype.getVRDevice = function () {
  13648. return this._vrDisplay;
  13649. };
  13650. /**
  13651. * Initializes a webVR display and starts listening to display change events
  13652. * The onVRDisplayChangedObservable will be notified upon these changes
  13653. * @returns The onVRDisplayChangedObservable
  13654. */
  13655. Engine.prototype.initWebVR = function () {
  13656. this.initWebVRAsync();
  13657. return this.onVRDisplayChangedObservable;
  13658. };
  13659. /**
  13660. * Initializes a webVR display and starts listening to display change events
  13661. * The onVRDisplayChangedObservable will be notified upon these changes
  13662. * @returns A promise containing a VRDisplay and if vr is supported
  13663. */
  13664. Engine.prototype.initWebVRAsync = function () {
  13665. var _this = this;
  13666. var notifyObservers = function () {
  13667. var eventArgs = {
  13668. vrDisplay: _this._vrDisplay,
  13669. vrSupported: _this._vrSupported
  13670. };
  13671. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13672. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13673. };
  13674. if (!this._onVrDisplayConnect) {
  13675. this._onVrDisplayConnect = function (event) {
  13676. _this._vrDisplay = event.display;
  13677. notifyObservers();
  13678. };
  13679. this._onVrDisplayDisconnect = function () {
  13680. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13681. _this._vrDisplay = undefined;
  13682. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13683. notifyObservers();
  13684. };
  13685. this._onVrDisplayPresentChange = function () {
  13686. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13687. };
  13688. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13689. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13690. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13691. }
  13692. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13693. this._webVRInitPromise.then(notifyObservers);
  13694. return this._webVRInitPromise;
  13695. };
  13696. /**
  13697. * Call this function to switch to webVR mode
  13698. * Will do nothing if webVR is not supported or if there is no webVR device
  13699. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13700. */
  13701. Engine.prototype.enableVR = function () {
  13702. var _this = this;
  13703. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13704. var onResolved = function () {
  13705. _this.onVRRequestPresentComplete.notifyObservers(true);
  13706. _this._onVRFullScreenTriggered();
  13707. };
  13708. var onRejected = function () {
  13709. _this.onVRRequestPresentComplete.notifyObservers(false);
  13710. };
  13711. this.onVRRequestPresentStart.notifyObservers(this);
  13712. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13713. }
  13714. };
  13715. /**
  13716. * Call this function to leave webVR mode
  13717. * Will do nothing if webVR is not supported or if there is no webVR device
  13718. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13719. */
  13720. Engine.prototype.disableVR = function () {
  13721. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13722. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13723. }
  13724. };
  13725. Engine.prototype._getVRDisplaysAsync = function () {
  13726. var _this = this;
  13727. return new Promise(function (res, rej) {
  13728. if (navigator.getVRDisplays) {
  13729. navigator.getVRDisplays().then(function (devices) {
  13730. _this._vrSupported = true;
  13731. // note that devices may actually be an empty array. This is fine;
  13732. // we expect this._vrDisplay to be undefined in this case.
  13733. _this._vrDisplay = devices[0];
  13734. res({
  13735. vrDisplay: _this._vrDisplay,
  13736. vrSupported: _this._vrSupported
  13737. });
  13738. });
  13739. }
  13740. else {
  13741. _this._vrDisplay = undefined;
  13742. _this._vrSupported = false;
  13743. res({
  13744. vrDisplay: _this._vrDisplay,
  13745. vrSupported: _this._vrSupported
  13746. });
  13747. }
  13748. });
  13749. };
  13750. /**
  13751. * Binds the frame buffer to the specified texture.
  13752. * @param texture The texture to render to or null for the default canvas
  13753. * @param faceIndex The face of the texture to render to in case of cube texture
  13754. * @param requiredWidth The width of the target to render to
  13755. * @param requiredHeight The height of the target to render to
  13756. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13757. * @param depthStencilTexture The depth stencil texture to use to render
  13758. * @param lodLevel defines le lod level to bind to the frame buffer
  13759. */
  13760. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13761. if (lodLevel === void 0) { lodLevel = 0; }
  13762. if (this._currentRenderTarget) {
  13763. this.unBindFramebuffer(this._currentRenderTarget);
  13764. }
  13765. this._currentRenderTarget = texture;
  13766. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13767. var gl = this._gl;
  13768. if (texture.isCube) {
  13769. if (faceIndex === undefined) {
  13770. faceIndex = 0;
  13771. }
  13772. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13773. if (depthStencilTexture) {
  13774. if (depthStencilTexture._generateStencilBuffer) {
  13775. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13776. }
  13777. else {
  13778. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13779. }
  13780. }
  13781. }
  13782. if (this._cachedViewport && !forceFullscreenViewport) {
  13783. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13784. }
  13785. else {
  13786. if (!requiredWidth) {
  13787. requiredWidth = texture.width;
  13788. if (lodLevel) {
  13789. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13790. }
  13791. }
  13792. if (!requiredHeight) {
  13793. requiredHeight = texture.height;
  13794. if (lodLevel) {
  13795. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13796. }
  13797. }
  13798. this._viewport(0, 0, requiredWidth, requiredHeight);
  13799. }
  13800. this.wipeCaches();
  13801. };
  13802. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  13803. if (this._currentFramebuffer !== framebuffer) {
  13804. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  13805. this._currentFramebuffer = framebuffer;
  13806. }
  13807. };
  13808. /**
  13809. * Unbind the current render target texture from the webGL context
  13810. * @param texture defines the render target texture to unbind
  13811. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13812. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13813. */
  13814. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  13815. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13816. this._currentRenderTarget = null;
  13817. // If MSAA, we need to bitblt back to main texture
  13818. var gl = this._gl;
  13819. if (texture._MSAAFramebuffer) {
  13820. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  13821. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  13822. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13823. }
  13824. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13825. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  13826. gl.generateMipmap(gl.TEXTURE_2D);
  13827. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13828. }
  13829. if (onBeforeUnbind) {
  13830. if (texture._MSAAFramebuffer) {
  13831. // Bind the correct framebuffer
  13832. this.bindUnboundFramebuffer(texture._framebuffer);
  13833. }
  13834. onBeforeUnbind();
  13835. }
  13836. this.bindUnboundFramebuffer(null);
  13837. };
  13838. /**
  13839. * Unbind a list of render target textures from the webGL context
  13840. * This is used only when drawBuffer extension or webGL2 are active
  13841. * @param textures defines the render target textures to unbind
  13842. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  13843. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  13844. */
  13845. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  13846. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  13847. this._currentRenderTarget = null;
  13848. // If MSAA, we need to bitblt back to main texture
  13849. var gl = this._gl;
  13850. if (textures[0]._MSAAFramebuffer) {
  13851. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  13852. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  13853. var attachments = textures[0]._attachments;
  13854. if (!attachments) {
  13855. attachments = new Array(textures.length);
  13856. textures[0]._attachments = attachments;
  13857. }
  13858. for (var i = 0; i < textures.length; i++) {
  13859. var texture = textures[i];
  13860. for (var j = 0; j < attachments.length; j++) {
  13861. attachments[j] = gl.NONE;
  13862. }
  13863. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13864. gl.readBuffer(attachments[i]);
  13865. gl.drawBuffers(attachments);
  13866. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  13867. }
  13868. for (var i = 0; i < attachments.length; i++) {
  13869. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  13870. }
  13871. gl.drawBuffers(attachments);
  13872. }
  13873. for (var i = 0; i < textures.length; i++) {
  13874. var texture = textures[i];
  13875. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  13876. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  13877. gl.generateMipmap(gl.TEXTURE_2D);
  13878. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  13879. }
  13880. }
  13881. if (onBeforeUnbind) {
  13882. if (textures[0]._MSAAFramebuffer) {
  13883. // Bind the correct framebuffer
  13884. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  13885. }
  13886. onBeforeUnbind();
  13887. }
  13888. this.bindUnboundFramebuffer(null);
  13889. };
  13890. /**
  13891. * Force the mipmap generation for the given render target texture
  13892. * @param texture defines the render target texture to use
  13893. */
  13894. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  13895. if (texture.generateMipMaps) {
  13896. var gl = this._gl;
  13897. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  13898. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  13899. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  13900. }
  13901. };
  13902. /**
  13903. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  13904. */
  13905. Engine.prototype.flushFramebuffer = function () {
  13906. this._gl.flush();
  13907. };
  13908. /**
  13909. * Unbind the current render target and bind the default framebuffer
  13910. */
  13911. Engine.prototype.restoreDefaultFramebuffer = function () {
  13912. if (this._currentRenderTarget) {
  13913. this.unBindFramebuffer(this._currentRenderTarget);
  13914. }
  13915. else {
  13916. this.bindUnboundFramebuffer(null);
  13917. }
  13918. if (this._cachedViewport) {
  13919. this.setViewport(this._cachedViewport);
  13920. }
  13921. this.wipeCaches();
  13922. };
  13923. // UBOs
  13924. /**
  13925. * Create an uniform buffer
  13926. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13927. * @param elements defines the content of the uniform buffer
  13928. * @returns the webGL uniform buffer
  13929. */
  13930. Engine.prototype.createUniformBuffer = function (elements) {
  13931. var ubo = this._gl.createBuffer();
  13932. if (!ubo) {
  13933. throw new Error("Unable to create uniform buffer");
  13934. }
  13935. this.bindUniformBuffer(ubo);
  13936. if (elements instanceof Float32Array) {
  13937. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  13938. }
  13939. else {
  13940. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  13941. }
  13942. this.bindUniformBuffer(null);
  13943. ubo.references = 1;
  13944. return ubo;
  13945. };
  13946. /**
  13947. * Create a dynamic uniform buffer
  13948. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13949. * @param elements defines the content of the uniform buffer
  13950. * @returns the webGL uniform buffer
  13951. */
  13952. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  13953. var ubo = this._gl.createBuffer();
  13954. if (!ubo) {
  13955. throw new Error("Unable to create dynamic uniform buffer");
  13956. }
  13957. this.bindUniformBuffer(ubo);
  13958. if (elements instanceof Float32Array) {
  13959. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  13960. }
  13961. else {
  13962. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  13963. }
  13964. this.bindUniformBuffer(null);
  13965. ubo.references = 1;
  13966. return ubo;
  13967. };
  13968. /**
  13969. * Update an existing uniform buffer
  13970. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  13971. * @param uniformBuffer defines the target uniform buffer
  13972. * @param elements defines the content to update
  13973. * @param offset defines the offset in the uniform buffer where update should start
  13974. * @param count defines the size of the data to update
  13975. */
  13976. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  13977. this.bindUniformBuffer(uniformBuffer);
  13978. if (offset === undefined) {
  13979. offset = 0;
  13980. }
  13981. if (count === undefined) {
  13982. if (elements instanceof Float32Array) {
  13983. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  13984. }
  13985. else {
  13986. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  13987. }
  13988. }
  13989. else {
  13990. if (elements instanceof Float32Array) {
  13991. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  13992. }
  13993. else {
  13994. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  13995. }
  13996. }
  13997. this.bindUniformBuffer(null);
  13998. };
  13999. // VBOs
  14000. Engine.prototype._resetVertexBufferBinding = function () {
  14001. this.bindArrayBuffer(null);
  14002. this._cachedVertexBuffers = null;
  14003. };
  14004. /**
  14005. * Creates a vertex buffer
  14006. * @param data the data for the vertex buffer
  14007. * @returns the new WebGL static buffer
  14008. */
  14009. Engine.prototype.createVertexBuffer = function (data) {
  14010. var vbo = this._gl.createBuffer();
  14011. if (!vbo) {
  14012. throw new Error("Unable to create vertex buffer");
  14013. }
  14014. this.bindArrayBuffer(vbo);
  14015. if (data instanceof Array) {
  14016. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14017. }
  14018. else {
  14019. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14020. }
  14021. this._resetVertexBufferBinding();
  14022. vbo.references = 1;
  14023. return vbo;
  14024. };
  14025. /**
  14026. * Creates a dynamic vertex buffer
  14027. * @param data the data for the dynamic vertex buffer
  14028. * @returns the new WebGL dynamic buffer
  14029. */
  14030. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14031. var vbo = this._gl.createBuffer();
  14032. if (!vbo) {
  14033. throw new Error("Unable to create dynamic vertex buffer");
  14034. }
  14035. this.bindArrayBuffer(vbo);
  14036. if (data instanceof Array) {
  14037. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14038. }
  14039. else {
  14040. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14041. }
  14042. this._resetVertexBufferBinding();
  14043. vbo.references = 1;
  14044. return vbo;
  14045. };
  14046. /**
  14047. * Update a dynamic index buffer
  14048. * @param indexBuffer defines the target index buffer
  14049. * @param indices defines the data to update
  14050. * @param offset defines the offset in the target index buffer where update should start
  14051. */
  14052. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14053. if (offset === void 0) { offset = 0; }
  14054. // Force cache update
  14055. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14056. this.bindIndexBuffer(indexBuffer);
  14057. var arrayBuffer;
  14058. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14059. arrayBuffer = indices;
  14060. }
  14061. else {
  14062. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14063. }
  14064. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14065. this._resetIndexBufferBinding();
  14066. };
  14067. /**
  14068. * Updates a dynamic vertex buffer.
  14069. * @param vertexBuffer the vertex buffer to update
  14070. * @param data the data used to update the vertex buffer
  14071. * @param byteOffset the byte offset of the data
  14072. * @param byteLength the byte length of the data
  14073. */
  14074. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14075. this.bindArrayBuffer(vertexBuffer);
  14076. if (byteOffset === undefined) {
  14077. byteOffset = 0;
  14078. }
  14079. if (byteLength === undefined) {
  14080. if (data instanceof Array) {
  14081. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14082. }
  14083. else {
  14084. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14085. }
  14086. }
  14087. else {
  14088. if (data instanceof Array) {
  14089. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14090. }
  14091. else {
  14092. if (data instanceof ArrayBuffer) {
  14093. data = new Uint8Array(data, byteOffset, byteLength);
  14094. }
  14095. else {
  14096. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14097. }
  14098. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14099. }
  14100. }
  14101. this._resetVertexBufferBinding();
  14102. };
  14103. Engine.prototype._resetIndexBufferBinding = function () {
  14104. this.bindIndexBuffer(null);
  14105. this._cachedIndexBuffer = null;
  14106. };
  14107. /**
  14108. * Creates a new index buffer
  14109. * @param indices defines the content of the index buffer
  14110. * @param updatable defines if the index buffer must be updatable
  14111. * @returns a new webGL buffer
  14112. */
  14113. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14114. var vbo = this._gl.createBuffer();
  14115. if (!vbo) {
  14116. throw new Error("Unable to create index buffer");
  14117. }
  14118. this.bindIndexBuffer(vbo);
  14119. // Check for 32 bits indices
  14120. var arrayBuffer;
  14121. var need32Bits = false;
  14122. if (indices instanceof Uint16Array) {
  14123. arrayBuffer = indices;
  14124. }
  14125. else {
  14126. //check 32 bit support
  14127. if (this._caps.uintIndices) {
  14128. if (indices instanceof Uint32Array) {
  14129. arrayBuffer = indices;
  14130. need32Bits = true;
  14131. }
  14132. else {
  14133. //number[] or Int32Array, check if 32 bit is necessary
  14134. for (var index = 0; index < indices.length; index++) {
  14135. if (indices[index] > 65535) {
  14136. need32Bits = true;
  14137. break;
  14138. }
  14139. }
  14140. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14141. }
  14142. }
  14143. else {
  14144. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14145. arrayBuffer = new Uint16Array(indices);
  14146. }
  14147. }
  14148. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14149. this._resetIndexBufferBinding();
  14150. vbo.references = 1;
  14151. vbo.is32Bits = need32Bits;
  14152. return vbo;
  14153. };
  14154. /**
  14155. * Bind a webGL buffer to the webGL context
  14156. * @param buffer defines the buffer to bind
  14157. */
  14158. Engine.prototype.bindArrayBuffer = function (buffer) {
  14159. if (!this._vaoRecordInProgress) {
  14160. this._unbindVertexArrayObject();
  14161. }
  14162. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14163. };
  14164. /**
  14165. * Bind an uniform buffer to the current webGL context
  14166. * @param buffer defines the buffer to bind
  14167. */
  14168. Engine.prototype.bindUniformBuffer = function (buffer) {
  14169. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14170. };
  14171. /**
  14172. * Bind a buffer to the current webGL context at a given location
  14173. * @param buffer defines the buffer to bind
  14174. * @param location defines the index where to bind the buffer
  14175. */
  14176. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14177. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14178. };
  14179. /**
  14180. * Bind a specific block at a given index in a specific shader program
  14181. * @param shaderProgram defines the shader program
  14182. * @param blockName defines the block name
  14183. * @param index defines the index where to bind the block
  14184. */
  14185. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14186. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14187. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14188. };
  14189. Engine.prototype.bindIndexBuffer = function (buffer) {
  14190. if (!this._vaoRecordInProgress) {
  14191. this._unbindVertexArrayObject();
  14192. }
  14193. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14194. };
  14195. Engine.prototype.bindBuffer = function (buffer, target) {
  14196. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14197. this._gl.bindBuffer(target, buffer);
  14198. this._currentBoundBuffer[target] = buffer;
  14199. }
  14200. };
  14201. /**
  14202. * update the bound buffer with the given data
  14203. * @param data defines the data to update
  14204. */
  14205. Engine.prototype.updateArrayBuffer = function (data) {
  14206. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14207. };
  14208. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14209. var pointer = this._currentBufferPointers[indx];
  14210. var changed = false;
  14211. if (!pointer.active) {
  14212. changed = true;
  14213. pointer.active = true;
  14214. pointer.index = indx;
  14215. pointer.size = size;
  14216. pointer.type = type;
  14217. pointer.normalized = normalized;
  14218. pointer.stride = stride;
  14219. pointer.offset = offset;
  14220. pointer.buffer = buffer;
  14221. }
  14222. else {
  14223. if (pointer.buffer !== buffer) {
  14224. pointer.buffer = buffer;
  14225. changed = true;
  14226. }
  14227. if (pointer.size !== size) {
  14228. pointer.size = size;
  14229. changed = true;
  14230. }
  14231. if (pointer.type !== type) {
  14232. pointer.type = type;
  14233. changed = true;
  14234. }
  14235. if (pointer.normalized !== normalized) {
  14236. pointer.normalized = normalized;
  14237. changed = true;
  14238. }
  14239. if (pointer.stride !== stride) {
  14240. pointer.stride = stride;
  14241. changed = true;
  14242. }
  14243. if (pointer.offset !== offset) {
  14244. pointer.offset = offset;
  14245. changed = true;
  14246. }
  14247. }
  14248. if (changed || this._vaoRecordInProgress) {
  14249. this.bindArrayBuffer(buffer);
  14250. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14251. }
  14252. };
  14253. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14254. if (indexBuffer == null) {
  14255. return;
  14256. }
  14257. if (this._cachedIndexBuffer !== indexBuffer) {
  14258. this._cachedIndexBuffer = indexBuffer;
  14259. this.bindIndexBuffer(indexBuffer);
  14260. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14261. }
  14262. };
  14263. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14264. var attributes = effect.getAttributesNames();
  14265. if (!this._vaoRecordInProgress) {
  14266. this._unbindVertexArrayObject();
  14267. }
  14268. this.unbindAllAttributes();
  14269. for (var index = 0; index < attributes.length; index++) {
  14270. var order = effect.getAttributeLocation(index);
  14271. if (order >= 0) {
  14272. var vertexBuffer = vertexBuffers[attributes[index]];
  14273. if (!vertexBuffer) {
  14274. continue;
  14275. }
  14276. this._gl.enableVertexAttribArray(order);
  14277. if (!this._vaoRecordInProgress) {
  14278. this._vertexAttribArraysEnabled[order] = true;
  14279. }
  14280. var buffer = vertexBuffer.getBuffer();
  14281. if (buffer) {
  14282. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14283. if (vertexBuffer.getIsInstanced()) {
  14284. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14285. if (!this._vaoRecordInProgress) {
  14286. this._currentInstanceLocations.push(order);
  14287. this._currentInstanceBuffers.push(buffer);
  14288. }
  14289. }
  14290. }
  14291. }
  14292. }
  14293. };
  14294. /**
  14295. * Records a vertex array object
  14296. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14297. * @param vertexBuffers defines the list of vertex buffers to store
  14298. * @param indexBuffer defines the index buffer to store
  14299. * @param effect defines the effect to store
  14300. * @returns the new vertex array object
  14301. */
  14302. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14303. var vao = this._gl.createVertexArray();
  14304. this._vaoRecordInProgress = true;
  14305. this._gl.bindVertexArray(vao);
  14306. this._mustWipeVertexAttributes = true;
  14307. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14308. this.bindIndexBuffer(indexBuffer);
  14309. this._vaoRecordInProgress = false;
  14310. this._gl.bindVertexArray(null);
  14311. return vao;
  14312. };
  14313. /**
  14314. * Bind a specific vertex array object
  14315. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14316. * @param vertexArrayObject defines the vertex array object to bind
  14317. * @param indexBuffer defines the index buffer to bind
  14318. */
  14319. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14320. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14321. this._cachedVertexArrayObject = vertexArrayObject;
  14322. this._gl.bindVertexArray(vertexArrayObject);
  14323. this._cachedVertexBuffers = null;
  14324. this._cachedIndexBuffer = null;
  14325. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14326. this._mustWipeVertexAttributes = true;
  14327. }
  14328. };
  14329. /**
  14330. * Bind webGl buffers directly to the webGL context
  14331. * @param vertexBuffer defines the vertex buffer to bind
  14332. * @param indexBuffer defines the index buffer to bind
  14333. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14334. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14335. * @param effect defines the effect associated with the vertex buffer
  14336. */
  14337. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14338. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14339. this._cachedVertexBuffers = vertexBuffer;
  14340. this._cachedEffectForVertexBuffers = effect;
  14341. var attributesCount = effect.getAttributesCount();
  14342. this._unbindVertexArrayObject();
  14343. this.unbindAllAttributes();
  14344. var offset = 0;
  14345. for (var index = 0; index < attributesCount; index++) {
  14346. if (index < vertexDeclaration.length) {
  14347. var order = effect.getAttributeLocation(index);
  14348. if (order >= 0) {
  14349. this._gl.enableVertexAttribArray(order);
  14350. this._vertexAttribArraysEnabled[order] = true;
  14351. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14352. }
  14353. offset += vertexDeclaration[index] * 4;
  14354. }
  14355. }
  14356. }
  14357. this._bindIndexBufferWithCache(indexBuffer);
  14358. };
  14359. Engine.prototype._unbindVertexArrayObject = function () {
  14360. if (!this._cachedVertexArrayObject) {
  14361. return;
  14362. }
  14363. this._cachedVertexArrayObject = null;
  14364. this._gl.bindVertexArray(null);
  14365. };
  14366. /**
  14367. * Bind a list of vertex buffers to the webGL context
  14368. * @param vertexBuffers defines the list of vertex buffers to bind
  14369. * @param indexBuffer defines the index buffer to bind
  14370. * @param effect defines the effect associated with the vertex buffers
  14371. */
  14372. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14373. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14374. this._cachedVertexBuffers = vertexBuffers;
  14375. this._cachedEffectForVertexBuffers = effect;
  14376. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14377. }
  14378. this._bindIndexBufferWithCache(indexBuffer);
  14379. };
  14380. /**
  14381. * Unbind all instance attributes
  14382. */
  14383. Engine.prototype.unbindInstanceAttributes = function () {
  14384. var boundBuffer;
  14385. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14386. var instancesBuffer = this._currentInstanceBuffers[i];
  14387. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14388. boundBuffer = instancesBuffer;
  14389. this.bindArrayBuffer(instancesBuffer);
  14390. }
  14391. var offsetLocation = this._currentInstanceLocations[i];
  14392. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14393. }
  14394. this._currentInstanceBuffers.length = 0;
  14395. this._currentInstanceLocations.length = 0;
  14396. };
  14397. /**
  14398. * Release and free the memory of a vertex array object
  14399. * @param vao defines the vertex array object to delete
  14400. */
  14401. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14402. this._gl.deleteVertexArray(vao);
  14403. };
  14404. /** @hidden */
  14405. Engine.prototype._releaseBuffer = function (buffer) {
  14406. buffer.references--;
  14407. if (buffer.references === 0) {
  14408. this._gl.deleteBuffer(buffer);
  14409. return true;
  14410. }
  14411. return false;
  14412. };
  14413. /**
  14414. * Creates a webGL buffer to use with instanciation
  14415. * @param capacity defines the size of the buffer
  14416. * @returns the webGL buffer
  14417. */
  14418. Engine.prototype.createInstancesBuffer = function (capacity) {
  14419. var buffer = this._gl.createBuffer();
  14420. if (!buffer) {
  14421. throw new Error("Unable to create instance buffer");
  14422. }
  14423. buffer.capacity = capacity;
  14424. this.bindArrayBuffer(buffer);
  14425. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14426. return buffer;
  14427. };
  14428. /**
  14429. * Delete a webGL buffer used with instanciation
  14430. * @param buffer defines the webGL buffer to delete
  14431. */
  14432. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14433. this._gl.deleteBuffer(buffer);
  14434. };
  14435. /**
  14436. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14437. * @param instancesBuffer defines the webGL buffer to update and bind
  14438. * @param data defines the data to store in the buffer
  14439. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14440. */
  14441. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14442. this.bindArrayBuffer(instancesBuffer);
  14443. if (data) {
  14444. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14445. }
  14446. if (offsetLocations[0].index !== undefined) {
  14447. var stride = 0;
  14448. for (var i = 0; i < offsetLocations.length; i++) {
  14449. var ai = offsetLocations[i];
  14450. stride += ai.attributeSize * 4;
  14451. }
  14452. for (var i = 0; i < offsetLocations.length; i++) {
  14453. var ai = offsetLocations[i];
  14454. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14455. this._gl.enableVertexAttribArray(ai.index);
  14456. this._vertexAttribArraysEnabled[ai.index] = true;
  14457. }
  14458. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14459. this._gl.vertexAttribDivisor(ai.index, 1);
  14460. this._currentInstanceLocations.push(ai.index);
  14461. this._currentInstanceBuffers.push(instancesBuffer);
  14462. }
  14463. }
  14464. else {
  14465. for (var index = 0; index < 4; index++) {
  14466. var offsetLocation = offsetLocations[index];
  14467. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14468. this._gl.enableVertexAttribArray(offsetLocation);
  14469. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14470. }
  14471. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14472. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14473. this._currentInstanceLocations.push(offsetLocation);
  14474. this._currentInstanceBuffers.push(instancesBuffer);
  14475. }
  14476. }
  14477. };
  14478. /**
  14479. * Apply all cached states (depth, culling, stencil and alpha)
  14480. */
  14481. Engine.prototype.applyStates = function () {
  14482. this._depthCullingState.apply(this._gl);
  14483. this._stencilState.apply(this._gl);
  14484. this._alphaState.apply(this._gl);
  14485. };
  14486. /**
  14487. * Send a draw order
  14488. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14489. * @param indexStart defines the starting index
  14490. * @param indexCount defines the number of index to draw
  14491. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14492. */
  14493. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14494. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14495. };
  14496. /**
  14497. * Draw a list of points
  14498. * @param verticesStart defines the index of first vertex to draw
  14499. * @param verticesCount defines the count of vertices to draw
  14500. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14501. */
  14502. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14503. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14504. };
  14505. /**
  14506. * Draw a list of unindexed primitives
  14507. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14508. * @param verticesStart defines the index of first vertex to draw
  14509. * @param verticesCount defines the count of vertices to draw
  14510. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14511. */
  14512. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14513. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14514. };
  14515. /**
  14516. * Draw a list of indexed primitives
  14517. * @param fillMode defines the primitive to use
  14518. * @param indexStart defines the starting index
  14519. * @param indexCount defines the number of index to draw
  14520. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14521. */
  14522. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14523. // Apply states
  14524. this.applyStates();
  14525. this._drawCalls.addCount(1, false);
  14526. // Render
  14527. var drawMode = this._drawMode(fillMode);
  14528. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14529. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14530. if (instancesCount) {
  14531. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14532. }
  14533. else {
  14534. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14535. }
  14536. };
  14537. /**
  14538. * Draw a list of unindexed primitives
  14539. * @param fillMode defines the primitive to use
  14540. * @param verticesStart defines the index of first vertex to draw
  14541. * @param verticesCount defines the count of vertices to draw
  14542. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14543. */
  14544. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14545. // Apply states
  14546. this.applyStates();
  14547. this._drawCalls.addCount(1, false);
  14548. var drawMode = this._drawMode(fillMode);
  14549. if (instancesCount) {
  14550. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14551. }
  14552. else {
  14553. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14554. }
  14555. };
  14556. Engine.prototype._drawMode = function (fillMode) {
  14557. switch (fillMode) {
  14558. // Triangle views
  14559. case BABYLON.Material.TriangleFillMode:
  14560. return this._gl.TRIANGLES;
  14561. case BABYLON.Material.PointFillMode:
  14562. return this._gl.POINTS;
  14563. case BABYLON.Material.WireFrameFillMode:
  14564. return this._gl.LINES;
  14565. // Draw modes
  14566. case BABYLON.Material.PointListDrawMode:
  14567. return this._gl.POINTS;
  14568. case BABYLON.Material.LineListDrawMode:
  14569. return this._gl.LINES;
  14570. case BABYLON.Material.LineLoopDrawMode:
  14571. return this._gl.LINE_LOOP;
  14572. case BABYLON.Material.LineStripDrawMode:
  14573. return this._gl.LINE_STRIP;
  14574. case BABYLON.Material.TriangleStripDrawMode:
  14575. return this._gl.TRIANGLE_STRIP;
  14576. case BABYLON.Material.TriangleFanDrawMode:
  14577. return this._gl.TRIANGLE_FAN;
  14578. default:
  14579. return this._gl.TRIANGLES;
  14580. }
  14581. };
  14582. // Shaders
  14583. /** @hidden */
  14584. Engine.prototype._releaseEffect = function (effect) {
  14585. if (this._compiledEffects[effect._key]) {
  14586. delete this._compiledEffects[effect._key];
  14587. this._deleteProgram(effect.getProgram());
  14588. }
  14589. };
  14590. /** @hidden */
  14591. Engine.prototype._deleteProgram = function (program) {
  14592. if (program) {
  14593. program.__SPECTOR_rebuildProgram = null;
  14594. if (program.transformFeedback) {
  14595. this.deleteTransformFeedback(program.transformFeedback);
  14596. program.transformFeedback = null;
  14597. }
  14598. this._gl.deleteProgram(program);
  14599. }
  14600. };
  14601. /**
  14602. * Create a new effect (used to store vertex/fragment shaders)
  14603. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14604. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14605. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14606. * @param samplers defines an array of string used to represent textures
  14607. * @param defines defines the string containing the defines to use to compile the shaders
  14608. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14609. * @param onCompiled defines a function to call when the effect creation is successful
  14610. * @param onError defines a function to call when the effect creation has failed
  14611. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14612. * @returns the new Effect
  14613. */
  14614. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14615. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14616. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14617. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14618. if (this._compiledEffects[name]) {
  14619. var compiledEffect = this._compiledEffects[name];
  14620. if (onCompiled && compiledEffect.isReady()) {
  14621. onCompiled(compiledEffect);
  14622. }
  14623. return compiledEffect;
  14624. }
  14625. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14626. effect._key = name;
  14627. this._compiledEffects[name] = effect;
  14628. return effect;
  14629. };
  14630. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14631. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14632. };
  14633. Engine.prototype._compileRawShader = function (source, type) {
  14634. var gl = this._gl;
  14635. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14636. if (!shader) {
  14637. throw new Error("Something went wrong while compile the shader.");
  14638. }
  14639. gl.shaderSource(shader, source);
  14640. gl.compileShader(shader);
  14641. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14642. var log = gl.getShaderInfoLog(shader);
  14643. if (log) {
  14644. throw new Error(log);
  14645. }
  14646. }
  14647. return shader;
  14648. };
  14649. /**
  14650. * Directly creates a webGL program
  14651. * @param vertexCode defines the vertex shader code to use
  14652. * @param fragmentCode defines the fragment shader code to use
  14653. * @param context defines the webGL context to use (if not set, the current one will be used)
  14654. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14655. * @returns the new webGL program
  14656. */
  14657. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14658. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14659. context = context || this._gl;
  14660. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14661. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14662. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14663. };
  14664. /**
  14665. * Creates a webGL program
  14666. * @param vertexCode defines the vertex shader code to use
  14667. * @param fragmentCode defines the fragment shader code to use
  14668. * @param defines defines the string containing the defines to use to compile the shaders
  14669. * @param context defines the webGL context to use (if not set, the current one will be used)
  14670. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14671. * @returns the new webGL program
  14672. */
  14673. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14674. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14675. context = context || this._gl;
  14676. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14677. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14678. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14679. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14680. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14681. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14682. return program;
  14683. };
  14684. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14685. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14686. var shaderProgram = context.createProgram();
  14687. if (!shaderProgram) {
  14688. throw new Error("Unable to create program");
  14689. }
  14690. context.attachShader(shaderProgram, vertexShader);
  14691. context.attachShader(shaderProgram, fragmentShader);
  14692. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14693. var transformFeedback = this.createTransformFeedback();
  14694. this.bindTransformFeedback(transformFeedback);
  14695. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14696. shaderProgram.transformFeedback = transformFeedback;
  14697. }
  14698. context.linkProgram(shaderProgram);
  14699. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14700. this.bindTransformFeedback(null);
  14701. }
  14702. shaderProgram.context = context;
  14703. shaderProgram.vertexShader = vertexShader;
  14704. shaderProgram.fragmentShader = fragmentShader;
  14705. if (!this._caps.parallelShaderCompile) {
  14706. this._finalizeProgram(shaderProgram);
  14707. }
  14708. else {
  14709. shaderProgram.isParallelCompiled = true;
  14710. }
  14711. return shaderProgram;
  14712. };
  14713. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14714. var context = shaderProgram.context;
  14715. var vertexShader = shaderProgram.vertexShader;
  14716. var fragmentShader = shaderProgram.fragmentShader;
  14717. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14718. if (!linked) {
  14719. var error = context.getProgramInfoLog(shaderProgram);
  14720. if (error) {
  14721. throw new Error(error);
  14722. }
  14723. }
  14724. if (this.validateShaderPrograms) {
  14725. context.validateProgram(shaderProgram);
  14726. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14727. if (!validated) {
  14728. var error = context.getProgramInfoLog(shaderProgram);
  14729. if (error) {
  14730. throw new Error(error);
  14731. }
  14732. }
  14733. }
  14734. context.deleteShader(vertexShader);
  14735. context.deleteShader(fragmentShader);
  14736. shaderProgram.context = undefined;
  14737. shaderProgram.vertexShader = undefined;
  14738. shaderProgram.fragmentShader = undefined;
  14739. if (shaderProgram.onCompiled) {
  14740. shaderProgram.onCompiled();
  14741. shaderProgram.onCompiled = undefined;
  14742. }
  14743. };
  14744. /** @hidden */
  14745. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14746. if (!shaderProgram.isParallelCompiled) {
  14747. return true;
  14748. }
  14749. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14750. this._finalizeProgram(shaderProgram);
  14751. return true;
  14752. }
  14753. return false;
  14754. };
  14755. /** @hidden */
  14756. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14757. if (!shaderProgram.isParallelCompiled) {
  14758. action();
  14759. return;
  14760. }
  14761. shaderProgram.onCompiled = action;
  14762. };
  14763. /**
  14764. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14765. * @param shaderProgram defines the webGL program to use
  14766. * @param uniformsNames defines the list of uniform names
  14767. * @returns an array of webGL uniform locations
  14768. */
  14769. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14770. var results = new Array();
  14771. for (var index = 0; index < uniformsNames.length; index++) {
  14772. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14773. }
  14774. return results;
  14775. };
  14776. /**
  14777. * Gets the lsit of active attributes for a given webGL program
  14778. * @param shaderProgram defines the webGL program to use
  14779. * @param attributesNames defines the list of attribute names to get
  14780. * @returns an array of indices indicating the offset of each attribute
  14781. */
  14782. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14783. var results = [];
  14784. for (var index = 0; index < attributesNames.length; index++) {
  14785. try {
  14786. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14787. }
  14788. catch (e) {
  14789. results.push(-1);
  14790. }
  14791. }
  14792. return results;
  14793. };
  14794. /**
  14795. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14796. * @param effect defines the effect to activate
  14797. */
  14798. Engine.prototype.enableEffect = function (effect) {
  14799. if (!effect || effect === this._currentEffect) {
  14800. return;
  14801. }
  14802. // Use program
  14803. this.bindSamplers(effect);
  14804. this._currentEffect = effect;
  14805. if (effect.onBind) {
  14806. effect.onBind(effect);
  14807. }
  14808. if (effect._onBindObservable) {
  14809. effect._onBindObservable.notifyObservers(effect);
  14810. }
  14811. };
  14812. /**
  14813. * Set the value of an uniform to an array of int32
  14814. * @param uniform defines the webGL uniform location where to store the value
  14815. * @param array defines the array of int32 to store
  14816. */
  14817. Engine.prototype.setIntArray = function (uniform, array) {
  14818. if (!uniform) {
  14819. return;
  14820. }
  14821. this._gl.uniform1iv(uniform, array);
  14822. };
  14823. /**
  14824. * Set the value of an uniform to an array of int32 (stored as vec2)
  14825. * @param uniform defines the webGL uniform location where to store the value
  14826. * @param array defines the array of int32 to store
  14827. */
  14828. Engine.prototype.setIntArray2 = function (uniform, array) {
  14829. if (!uniform || array.length % 2 !== 0) {
  14830. return;
  14831. }
  14832. this._gl.uniform2iv(uniform, array);
  14833. };
  14834. /**
  14835. * Set the value of an uniform to an array of int32 (stored as vec3)
  14836. * @param uniform defines the webGL uniform location where to store the value
  14837. * @param array defines the array of int32 to store
  14838. */
  14839. Engine.prototype.setIntArray3 = function (uniform, array) {
  14840. if (!uniform || array.length % 3 !== 0) {
  14841. return;
  14842. }
  14843. this._gl.uniform3iv(uniform, array);
  14844. };
  14845. /**
  14846. * Set the value of an uniform to an array of int32 (stored as vec4)
  14847. * @param uniform defines the webGL uniform location where to store the value
  14848. * @param array defines the array of int32 to store
  14849. */
  14850. Engine.prototype.setIntArray4 = function (uniform, array) {
  14851. if (!uniform || array.length % 4 !== 0) {
  14852. return;
  14853. }
  14854. this._gl.uniform4iv(uniform, array);
  14855. };
  14856. /**
  14857. * Set the value of an uniform to an array of float32
  14858. * @param uniform defines the webGL uniform location where to store the value
  14859. * @param array defines the array of float32 to store
  14860. */
  14861. Engine.prototype.setFloatArray = function (uniform, array) {
  14862. if (!uniform) {
  14863. return;
  14864. }
  14865. this._gl.uniform1fv(uniform, array);
  14866. };
  14867. /**
  14868. * Set the value of an uniform to an array of float32 (stored as vec2)
  14869. * @param uniform defines the webGL uniform location where to store the value
  14870. * @param array defines the array of float32 to store
  14871. */
  14872. Engine.prototype.setFloatArray2 = function (uniform, array) {
  14873. if (!uniform || array.length % 2 !== 0) {
  14874. return;
  14875. }
  14876. this._gl.uniform2fv(uniform, array);
  14877. };
  14878. /**
  14879. * Set the value of an uniform to an array of float32 (stored as vec3)
  14880. * @param uniform defines the webGL uniform location where to store the value
  14881. * @param array defines the array of float32 to store
  14882. */
  14883. Engine.prototype.setFloatArray3 = function (uniform, array) {
  14884. if (!uniform || array.length % 3 !== 0) {
  14885. return;
  14886. }
  14887. this._gl.uniform3fv(uniform, array);
  14888. };
  14889. /**
  14890. * Set the value of an uniform to an array of float32 (stored as vec4)
  14891. * @param uniform defines the webGL uniform location where to store the value
  14892. * @param array defines the array of float32 to store
  14893. */
  14894. Engine.prototype.setFloatArray4 = function (uniform, array) {
  14895. if (!uniform || array.length % 4 !== 0) {
  14896. return;
  14897. }
  14898. this._gl.uniform4fv(uniform, array);
  14899. };
  14900. /**
  14901. * Set the value of an uniform to an array of number
  14902. * @param uniform defines the webGL uniform location where to store the value
  14903. * @param array defines the array of number to store
  14904. */
  14905. Engine.prototype.setArray = function (uniform, array) {
  14906. if (!uniform) {
  14907. return;
  14908. }
  14909. this._gl.uniform1fv(uniform, array);
  14910. };
  14911. /**
  14912. * Set the value of an uniform to an array of number (stored as vec2)
  14913. * @param uniform defines the webGL uniform location where to store the value
  14914. * @param array defines the array of number to store
  14915. */
  14916. Engine.prototype.setArray2 = function (uniform, array) {
  14917. if (!uniform || array.length % 2 !== 0) {
  14918. return;
  14919. }
  14920. this._gl.uniform2fv(uniform, array);
  14921. };
  14922. /**
  14923. * Set the value of an uniform to an array of number (stored as vec3)
  14924. * @param uniform defines the webGL uniform location where to store the value
  14925. * @param array defines the array of number to store
  14926. */
  14927. Engine.prototype.setArray3 = function (uniform, array) {
  14928. if (!uniform || array.length % 3 !== 0) {
  14929. return;
  14930. }
  14931. this._gl.uniform3fv(uniform, array);
  14932. };
  14933. /**
  14934. * Set the value of an uniform to an array of number (stored as vec4)
  14935. * @param uniform defines the webGL uniform location where to store the value
  14936. * @param array defines the array of number to store
  14937. */
  14938. Engine.prototype.setArray4 = function (uniform, array) {
  14939. if (!uniform || array.length % 4 !== 0) {
  14940. return;
  14941. }
  14942. this._gl.uniform4fv(uniform, array);
  14943. };
  14944. /**
  14945. * Set the value of an uniform to an array of float32 (stored as matrices)
  14946. * @param uniform defines the webGL uniform location where to store the value
  14947. * @param matrices defines the array of float32 to store
  14948. */
  14949. Engine.prototype.setMatrices = function (uniform, matrices) {
  14950. if (!uniform) {
  14951. return;
  14952. }
  14953. this._gl.uniformMatrix4fv(uniform, false, matrices);
  14954. };
  14955. /**
  14956. * Set the value of an uniform to a matrix
  14957. * @param uniform defines the webGL uniform location where to store the value
  14958. * @param matrix defines the matrix to store
  14959. */
  14960. Engine.prototype.setMatrix = function (uniform, matrix) {
  14961. if (!uniform) {
  14962. return;
  14963. }
  14964. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  14965. };
  14966. /**
  14967. * Set the value of an uniform to a matrix (3x3)
  14968. * @param uniform defines the webGL uniform location where to store the value
  14969. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  14970. */
  14971. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  14972. if (!uniform) {
  14973. return;
  14974. }
  14975. this._gl.uniformMatrix3fv(uniform, false, matrix);
  14976. };
  14977. /**
  14978. * Set the value of an uniform to a matrix (2x2)
  14979. * @param uniform defines the webGL uniform location where to store the value
  14980. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  14981. */
  14982. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  14983. if (!uniform) {
  14984. return;
  14985. }
  14986. this._gl.uniformMatrix2fv(uniform, false, matrix);
  14987. };
  14988. /**
  14989. * Set the value of an uniform to a number (int)
  14990. * @param uniform defines the webGL uniform location where to store the value
  14991. * @param value defines the int number to store
  14992. */
  14993. Engine.prototype.setInt = function (uniform, value) {
  14994. if (!uniform) {
  14995. return;
  14996. }
  14997. this._gl.uniform1i(uniform, value);
  14998. };
  14999. /**
  15000. * Set the value of an uniform to a number (float)
  15001. * @param uniform defines the webGL uniform location where to store the value
  15002. * @param value defines the float number to store
  15003. */
  15004. Engine.prototype.setFloat = function (uniform, value) {
  15005. if (!uniform) {
  15006. return;
  15007. }
  15008. this._gl.uniform1f(uniform, value);
  15009. };
  15010. /**
  15011. * Set the value of an uniform to a vec2
  15012. * @param uniform defines the webGL uniform location where to store the value
  15013. * @param x defines the 1st component of the value
  15014. * @param y defines the 2nd component of the value
  15015. */
  15016. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15017. if (!uniform) {
  15018. return;
  15019. }
  15020. this._gl.uniform2f(uniform, x, y);
  15021. };
  15022. /**
  15023. * Set the value of an uniform to a vec3
  15024. * @param uniform defines the webGL uniform location where to store the value
  15025. * @param x defines the 1st component of the value
  15026. * @param y defines the 2nd component of the value
  15027. * @param z defines the 3rd component of the value
  15028. */
  15029. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15030. if (!uniform) {
  15031. return;
  15032. }
  15033. this._gl.uniform3f(uniform, x, y, z);
  15034. };
  15035. /**
  15036. * Set the value of an uniform to a boolean
  15037. * @param uniform defines the webGL uniform location where to store the value
  15038. * @param bool defines the boolean to store
  15039. */
  15040. Engine.prototype.setBool = function (uniform, bool) {
  15041. if (!uniform) {
  15042. return;
  15043. }
  15044. this._gl.uniform1i(uniform, bool);
  15045. };
  15046. /**
  15047. * Set the value of an uniform to a vec4
  15048. * @param uniform defines the webGL uniform location where to store the value
  15049. * @param x defines the 1st component of the value
  15050. * @param y defines the 2nd component of the value
  15051. * @param z defines the 3rd component of the value
  15052. * @param w defines the 4th component of the value
  15053. */
  15054. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15055. if (!uniform) {
  15056. return;
  15057. }
  15058. this._gl.uniform4f(uniform, x, y, z, w);
  15059. };
  15060. /**
  15061. * Set the value of an uniform to a Color3
  15062. * @param uniform defines the webGL uniform location where to store the value
  15063. * @param color3 defines the color to store
  15064. */
  15065. Engine.prototype.setColor3 = function (uniform, color3) {
  15066. if (!uniform) {
  15067. return;
  15068. }
  15069. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15070. };
  15071. /**
  15072. * Set the value of an uniform to a Color3 and an alpha value
  15073. * @param uniform defines the webGL uniform location where to store the value
  15074. * @param color3 defines the color to store
  15075. * @param alpha defines the alpha component to store
  15076. */
  15077. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15078. if (!uniform) {
  15079. return;
  15080. }
  15081. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15082. };
  15083. /**
  15084. * Sets a Color4 on a uniform variable
  15085. * @param uniform defines the uniform location
  15086. * @param color4 defines the value to be set
  15087. */
  15088. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15089. if (!uniform) {
  15090. return;
  15091. }
  15092. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15093. };
  15094. // States
  15095. /**
  15096. * Set various states to the webGL context
  15097. * @param culling defines backface culling state
  15098. * @param zOffset defines the value to apply to zOffset (0 by default)
  15099. * @param force defines if states must be applied even if cache is up to date
  15100. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15101. */
  15102. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15103. if (zOffset === void 0) { zOffset = 0; }
  15104. if (reverseSide === void 0) { reverseSide = false; }
  15105. // Culling
  15106. if (this._depthCullingState.cull !== culling || force) {
  15107. this._depthCullingState.cull = culling;
  15108. }
  15109. // Cull face
  15110. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15111. if (this._depthCullingState.cullFace !== cullFace || force) {
  15112. this._depthCullingState.cullFace = cullFace;
  15113. }
  15114. // Z offset
  15115. this.setZOffset(zOffset);
  15116. // Front face
  15117. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15118. if (this._depthCullingState.frontFace !== frontFace || force) {
  15119. this._depthCullingState.frontFace = frontFace;
  15120. }
  15121. };
  15122. /**
  15123. * Set the z offset to apply to current rendering
  15124. * @param value defines the offset to apply
  15125. */
  15126. Engine.prototype.setZOffset = function (value) {
  15127. this._depthCullingState.zOffset = value;
  15128. };
  15129. /**
  15130. * Gets the current value of the zOffset
  15131. * @returns the current zOffset state
  15132. */
  15133. Engine.prototype.getZOffset = function () {
  15134. return this._depthCullingState.zOffset;
  15135. };
  15136. /**
  15137. * Enable or disable depth buffering
  15138. * @param enable defines the state to set
  15139. */
  15140. Engine.prototype.setDepthBuffer = function (enable) {
  15141. this._depthCullingState.depthTest = enable;
  15142. };
  15143. /**
  15144. * Gets a boolean indicating if depth writing is enabled
  15145. * @returns the current depth writing state
  15146. */
  15147. Engine.prototype.getDepthWrite = function () {
  15148. return this._depthCullingState.depthMask;
  15149. };
  15150. /**
  15151. * Enable or disable depth writing
  15152. * @param enable defines the state to set
  15153. */
  15154. Engine.prototype.setDepthWrite = function (enable) {
  15155. this._depthCullingState.depthMask = enable;
  15156. };
  15157. /**
  15158. * Enable or disable color writing
  15159. * @param enable defines the state to set
  15160. */
  15161. Engine.prototype.setColorWrite = function (enable) {
  15162. this._gl.colorMask(enable, enable, enable, enable);
  15163. this._colorWrite = enable;
  15164. };
  15165. /**
  15166. * Gets a boolean indicating if color writing is enabled
  15167. * @returns the current color writing state
  15168. */
  15169. Engine.prototype.getColorWrite = function () {
  15170. return this._colorWrite;
  15171. };
  15172. /**
  15173. * Sets alpha constants used by some alpha blending modes
  15174. * @param r defines the red component
  15175. * @param g defines the green component
  15176. * @param b defines the blue component
  15177. * @param a defines the alpha component
  15178. */
  15179. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15180. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15181. };
  15182. /**
  15183. * Sets the current alpha mode
  15184. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15185. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15186. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15187. */
  15188. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15189. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15190. if (this._alphaMode === mode) {
  15191. return;
  15192. }
  15193. switch (mode) {
  15194. case Engine.ALPHA_DISABLE:
  15195. this._alphaState.alphaBlend = false;
  15196. break;
  15197. case Engine.ALPHA_PREMULTIPLIED:
  15198. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15199. this._alphaState.alphaBlend = true;
  15200. break;
  15201. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15202. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15203. this._alphaState.alphaBlend = true;
  15204. break;
  15205. case Engine.ALPHA_COMBINE:
  15206. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15207. this._alphaState.alphaBlend = true;
  15208. break;
  15209. case Engine.ALPHA_ONEONE:
  15210. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15211. this._alphaState.alphaBlend = true;
  15212. break;
  15213. case Engine.ALPHA_ADD:
  15214. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15215. this._alphaState.alphaBlend = true;
  15216. break;
  15217. case Engine.ALPHA_SUBTRACT:
  15218. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15219. this._alphaState.alphaBlend = true;
  15220. break;
  15221. case Engine.ALPHA_MULTIPLY:
  15222. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15223. this._alphaState.alphaBlend = true;
  15224. break;
  15225. case Engine.ALPHA_MAXIMIZED:
  15226. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15227. this._alphaState.alphaBlend = true;
  15228. break;
  15229. case Engine.ALPHA_INTERPOLATE:
  15230. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15231. this._alphaState.alphaBlend = true;
  15232. break;
  15233. case Engine.ALPHA_SCREENMODE:
  15234. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15235. this._alphaState.alphaBlend = true;
  15236. break;
  15237. }
  15238. if (!noDepthWriteChange) {
  15239. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15240. }
  15241. this._alphaMode = mode;
  15242. };
  15243. /**
  15244. * Gets the current alpha mode
  15245. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15246. * @returns the current alpha mode
  15247. */
  15248. Engine.prototype.getAlphaMode = function () {
  15249. return this._alphaMode;
  15250. };
  15251. // Textures
  15252. /**
  15253. * Clears the list of texture accessible through engine.
  15254. * This can help preventing texture load conflict due to name collision.
  15255. */
  15256. Engine.prototype.clearInternalTexturesCache = function () {
  15257. this._internalTexturesCache = [];
  15258. };
  15259. /**
  15260. * Force the entire cache to be cleared
  15261. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15262. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15263. */
  15264. Engine.prototype.wipeCaches = function (bruteForce) {
  15265. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15266. return;
  15267. }
  15268. this._currentEffect = null;
  15269. this._viewportCached.x = 0;
  15270. this._viewportCached.y = 0;
  15271. this._viewportCached.z = 0;
  15272. this._viewportCached.w = 0;
  15273. if (bruteForce) {
  15274. this.resetTextureCache();
  15275. this._currentProgram = null;
  15276. this._stencilState.reset();
  15277. this._depthCullingState.reset();
  15278. this.setDepthFunctionToLessOrEqual();
  15279. this._alphaState.reset();
  15280. this._unpackFlipYCached = null;
  15281. }
  15282. this._resetVertexBufferBinding();
  15283. this._cachedIndexBuffer = null;
  15284. this._cachedEffectForVertexBuffers = null;
  15285. this._unbindVertexArrayObject();
  15286. this.bindIndexBuffer(null);
  15287. };
  15288. /**
  15289. * Set the compressed texture format to use, based on the formats you have, and the formats
  15290. * supported by the hardware / browser.
  15291. *
  15292. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15293. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15294. * to API arguments needed to compressed textures. This puts the burden on the container
  15295. * generator to house the arcane code for determining these for current & future formats.
  15296. *
  15297. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15298. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15299. *
  15300. * Note: The result of this call is not taken into account when a texture is base64.
  15301. *
  15302. * @param formatsAvailable defines the list of those format families you have created
  15303. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15304. *
  15305. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15306. * @returns The extension selected.
  15307. */
  15308. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15309. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15310. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15311. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15312. return this._textureFormatInUse = this._texturesSupported[i];
  15313. }
  15314. }
  15315. }
  15316. // actively set format to nothing, to allow this to be called more than once
  15317. // and possibly fail the 2nd time
  15318. this._textureFormatInUse = null;
  15319. return null;
  15320. };
  15321. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15322. var gl = this._gl;
  15323. var magFilter = gl.NEAREST;
  15324. var minFilter = gl.NEAREST;
  15325. switch (samplingMode) {
  15326. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15327. magFilter = gl.LINEAR;
  15328. if (generateMipMaps) {
  15329. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15330. }
  15331. else {
  15332. minFilter = gl.LINEAR;
  15333. }
  15334. break;
  15335. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15336. magFilter = gl.LINEAR;
  15337. if (generateMipMaps) {
  15338. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15339. }
  15340. else {
  15341. minFilter = gl.LINEAR;
  15342. }
  15343. break;
  15344. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15345. magFilter = gl.NEAREST;
  15346. if (generateMipMaps) {
  15347. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15348. }
  15349. else {
  15350. minFilter = gl.NEAREST;
  15351. }
  15352. break;
  15353. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15354. magFilter = gl.NEAREST;
  15355. if (generateMipMaps) {
  15356. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15357. }
  15358. else {
  15359. minFilter = gl.NEAREST;
  15360. }
  15361. break;
  15362. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15363. magFilter = gl.NEAREST;
  15364. if (generateMipMaps) {
  15365. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15366. }
  15367. else {
  15368. minFilter = gl.LINEAR;
  15369. }
  15370. break;
  15371. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15372. magFilter = gl.NEAREST;
  15373. if (generateMipMaps) {
  15374. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15375. }
  15376. else {
  15377. minFilter = gl.LINEAR;
  15378. }
  15379. break;
  15380. case Engine.TEXTURE_NEAREST_LINEAR:
  15381. magFilter = gl.NEAREST;
  15382. minFilter = gl.LINEAR;
  15383. break;
  15384. case Engine.TEXTURE_NEAREST_NEAREST:
  15385. magFilter = gl.NEAREST;
  15386. minFilter = gl.NEAREST;
  15387. break;
  15388. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15389. magFilter = gl.LINEAR;
  15390. if (generateMipMaps) {
  15391. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15392. }
  15393. else {
  15394. minFilter = gl.NEAREST;
  15395. }
  15396. break;
  15397. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15398. magFilter = gl.LINEAR;
  15399. if (generateMipMaps) {
  15400. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15401. }
  15402. else {
  15403. minFilter = gl.NEAREST;
  15404. }
  15405. break;
  15406. case Engine.TEXTURE_LINEAR_LINEAR:
  15407. magFilter = gl.LINEAR;
  15408. minFilter = gl.LINEAR;
  15409. break;
  15410. case Engine.TEXTURE_LINEAR_NEAREST:
  15411. magFilter = gl.LINEAR;
  15412. minFilter = gl.NEAREST;
  15413. break;
  15414. }
  15415. return {
  15416. min: minFilter,
  15417. mag: magFilter
  15418. };
  15419. };
  15420. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15421. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15422. var img;
  15423. var onload = function () {
  15424. loadedImages[index] = img;
  15425. loadedImages._internalCount++;
  15426. if (scene) {
  15427. scene._removePendingData(img);
  15428. }
  15429. if (loadedImages._internalCount === 6) {
  15430. onfinish(loadedImages);
  15431. }
  15432. };
  15433. var onerror = function (message, exception) {
  15434. if (scene) {
  15435. scene._removePendingData(img);
  15436. }
  15437. if (onErrorCallBack) {
  15438. onErrorCallBack(message, exception);
  15439. }
  15440. };
  15441. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15442. if (scene) {
  15443. scene._addPendingData(img);
  15444. }
  15445. };
  15446. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15447. if (onError === void 0) { onError = null; }
  15448. var loadedImages = [];
  15449. loadedImages._internalCount = 0;
  15450. for (var index = 0; index < 6; index++) {
  15451. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15452. }
  15453. };
  15454. /** @hidden */
  15455. Engine.prototype._createTexture = function () {
  15456. var texture = this._gl.createTexture();
  15457. if (!texture) {
  15458. throw new Error("Unable to create texture");
  15459. }
  15460. return texture;
  15461. };
  15462. /**
  15463. * Usually called from BABYLON.Texture.ts.
  15464. * Passed information to create a WebGLTexture
  15465. * @param urlArg defines a value which contains one of the following:
  15466. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15467. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15468. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15469. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15470. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  15471. * @param scene needed for loading to the correct scene
  15472. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15473. * @param onLoad optional callback to be called upon successful completion
  15474. * @param onError optional callback to be called upon failure
  15475. * @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
  15476. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15477. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15478. * @param forcedExtension defines the extension to use to pick the right loader
  15479. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15480. */
  15481. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension) {
  15482. var _this = this;
  15483. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15484. if (onLoad === void 0) { onLoad = null; }
  15485. if (onError === void 0) { onError = null; }
  15486. if (buffer === void 0) { buffer = null; }
  15487. if (fallback === void 0) { fallback = null; }
  15488. if (format === void 0) { format = null; }
  15489. if (forcedExtension === void 0) { forcedExtension = null; }
  15490. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15491. var fromData = url.substr(0, 5) === "data:";
  15492. var fromBlob = url.substr(0, 5) === "blob:";
  15493. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15494. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15495. // establish the file extension, if possible
  15496. var lastDot = url.lastIndexOf('.');
  15497. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15498. var loader = null;
  15499. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15500. var availableLoader = _a[_i];
  15501. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15502. loader = availableLoader;
  15503. break;
  15504. }
  15505. }
  15506. if (loader) {
  15507. url = loader.transformUrl(url, this._textureFormatInUse);
  15508. }
  15509. if (scene) {
  15510. scene._addPendingData(texture);
  15511. }
  15512. texture.url = url;
  15513. texture.generateMipMaps = !noMipmap;
  15514. texture.samplingMode = samplingMode;
  15515. texture.invertY = invertY;
  15516. if (!this._doNotHandleContextLost) {
  15517. // Keep a link to the buffer only if we plan to handle context lost
  15518. texture._buffer = buffer;
  15519. }
  15520. var onLoadObserver = null;
  15521. if (onLoad && !fallback) {
  15522. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15523. }
  15524. if (!fallback) {
  15525. this._internalTexturesCache.push(texture);
  15526. }
  15527. var onInternalError = function (message, exception) {
  15528. if (scene) {
  15529. scene._removePendingData(texture);
  15530. }
  15531. var customFallback = false;
  15532. if (loader) {
  15533. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15534. if (fallbackUrl) {
  15535. // Add Back
  15536. customFallback = true;
  15537. _this.createTexture(urlArg, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15538. }
  15539. }
  15540. if (!customFallback) {
  15541. if (onLoadObserver) {
  15542. texture.onLoadedObservable.remove(onLoadObserver);
  15543. }
  15544. if (BABYLON.Tools.UseFallbackTexture) {
  15545. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, invertY, scene, samplingMode, null, onError, buffer, texture);
  15546. }
  15547. }
  15548. if (onError) {
  15549. onError(message || "Unknown error", exception);
  15550. }
  15551. };
  15552. // processing for non-image formats
  15553. if (loader) {
  15554. var callback = function (data) {
  15555. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done) {
  15556. _this._prepareWebGLTexture(texture, scene, width, height, invertY, !loadMipmap, isCompressed, function () {
  15557. done();
  15558. return false;
  15559. }, samplingMode);
  15560. });
  15561. };
  15562. if (!buffer) {
  15563. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15564. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15565. });
  15566. }
  15567. else {
  15568. callback(buffer);
  15569. }
  15570. }
  15571. else {
  15572. var onload = function (img) {
  15573. if (fromBlob && !_this._doNotHandleContextLost) {
  15574. // We need to store the image if we need to rebuild the texture
  15575. // in case of a webgl context lost
  15576. texture._buffer = img;
  15577. }
  15578. _this._prepareWebGLTexture(texture, scene, img.width, img.height, invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15579. var gl = _this._gl;
  15580. var isPot = (img.width === potWidth && img.height === potHeight);
  15581. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15582. if (isPot) {
  15583. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15584. return false;
  15585. }
  15586. var maxTextureSize = _this._caps.maxTextureSize;
  15587. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15588. _this._prepareWorkingCanvas();
  15589. if (!_this._workingCanvas || !_this._workingContext) {
  15590. return false;
  15591. }
  15592. _this._workingCanvas.width = potWidth;
  15593. _this._workingCanvas.height = potHeight;
  15594. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15595. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15596. texture.width = potWidth;
  15597. texture.height = potHeight;
  15598. return false;
  15599. }
  15600. else {
  15601. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15602. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15603. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15604. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15605. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15606. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15607. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15608. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15609. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15610. _this._releaseTexture(source_1);
  15611. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15612. continuationCallback();
  15613. });
  15614. }
  15615. return true;
  15616. }, samplingMode);
  15617. };
  15618. if (!fromData || isBase64) {
  15619. if (buffer instanceof HTMLImageElement) {
  15620. onload(buffer);
  15621. }
  15622. else {
  15623. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15624. }
  15625. }
  15626. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15627. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15628. }
  15629. else {
  15630. onload(buffer);
  15631. }
  15632. }
  15633. return texture;
  15634. };
  15635. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15636. var _this = this;
  15637. var rtt = this.createRenderTargetTexture({
  15638. width: destination.width,
  15639. height: destination.height,
  15640. }, {
  15641. generateMipMaps: false,
  15642. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15643. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15644. generateDepthBuffer: false,
  15645. generateStencilBuffer: false
  15646. });
  15647. if (!this._rescalePostProcess) {
  15648. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15649. }
  15650. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15651. _this._rescalePostProcess.onApply = function (effect) {
  15652. effect._bindTexture("textureSampler", source);
  15653. };
  15654. var hostingScene = scene;
  15655. if (!hostingScene) {
  15656. hostingScene = _this.scenes[_this.scenes.length - 1];
  15657. }
  15658. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15659. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15660. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15661. _this.unBindFramebuffer(rtt);
  15662. _this._releaseTexture(rtt);
  15663. if (onComplete) {
  15664. onComplete();
  15665. }
  15666. });
  15667. };
  15668. /**
  15669. * Update a raw texture
  15670. * @param texture defines the texture to update
  15671. * @param data defines the data to store in the texture
  15672. * @param format defines the format of the data
  15673. * @param invertY defines if data must be stored with Y axis inverted
  15674. * @param compression defines the compression used (null by default)
  15675. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15676. */
  15677. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15678. if (compression === void 0) { compression = null; }
  15679. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15680. if (!texture) {
  15681. return;
  15682. }
  15683. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15684. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15685. // babylon's internalFormat but gl's texImage2D format
  15686. var internalFormat = this._getInternalFormat(format);
  15687. var textureType = this._getWebGLTextureType(type);
  15688. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15689. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15690. if (!this._doNotHandleContextLost) {
  15691. texture._bufferView = data;
  15692. texture.format = format;
  15693. texture.type = type;
  15694. texture.invertY = invertY;
  15695. texture._compression = compression;
  15696. }
  15697. if (texture.width % 4 !== 0) {
  15698. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15699. }
  15700. if (compression && data) {
  15701. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15702. }
  15703. else {
  15704. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15705. }
  15706. if (texture.generateMipMaps) {
  15707. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15708. }
  15709. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15710. // this.resetTextureCache();
  15711. texture.isReady = true;
  15712. };
  15713. /**
  15714. * Creates a raw texture
  15715. * @param data defines the data to store in the texture
  15716. * @param width defines the width of the texture
  15717. * @param height defines the height of the texture
  15718. * @param format defines the format of the data
  15719. * @param generateMipMaps defines if the engine should generate the mip levels
  15720. * @param invertY defines if data must be stored with Y axis inverted
  15721. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15722. * @param compression defines the compression used (null by default)
  15723. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15724. * @returns the raw texture inside an InternalTexture
  15725. */
  15726. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15727. if (compression === void 0) { compression = null; }
  15728. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15729. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15730. texture.baseWidth = width;
  15731. texture.baseHeight = height;
  15732. texture.width = width;
  15733. texture.height = height;
  15734. texture.format = format;
  15735. texture.generateMipMaps = generateMipMaps;
  15736. texture.samplingMode = samplingMode;
  15737. texture.invertY = invertY;
  15738. texture._compression = compression;
  15739. texture.type = type;
  15740. if (!this._doNotHandleContextLost) {
  15741. texture._bufferView = data;
  15742. }
  15743. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15744. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15745. // Filters
  15746. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15747. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15748. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15749. if (generateMipMaps) {
  15750. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15751. }
  15752. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15753. this._internalTexturesCache.push(texture);
  15754. return texture;
  15755. };
  15756. /** @hidden */
  15757. Engine.prototype._unpackFlipY = function (value) {
  15758. if (this._unpackFlipYCached !== value) {
  15759. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15760. if (this.enableUnpackFlipYCached) {
  15761. this._unpackFlipYCached = value;
  15762. }
  15763. }
  15764. };
  15765. /** @hidden */
  15766. Engine.prototype._getUnpackAlignement = function () {
  15767. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15768. };
  15769. /**
  15770. * Creates a dynamic texture
  15771. * @param width defines the width of the texture
  15772. * @param height defines the height of the texture
  15773. * @param generateMipMaps defines if the engine should generate the mip levels
  15774. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15775. * @returns the dynamic texture inside an InternalTexture
  15776. */
  15777. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15778. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15779. texture.baseWidth = width;
  15780. texture.baseHeight = height;
  15781. if (generateMipMaps) {
  15782. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15783. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15784. }
  15785. // this.resetTextureCache();
  15786. texture.width = width;
  15787. texture.height = height;
  15788. texture.isReady = false;
  15789. texture.generateMipMaps = generateMipMaps;
  15790. texture.samplingMode = samplingMode;
  15791. this.updateTextureSamplingMode(samplingMode, texture);
  15792. this._internalTexturesCache.push(texture);
  15793. return texture;
  15794. };
  15795. /**
  15796. * Update the sampling mode of a given texture
  15797. * @param samplingMode defines the required sampling mode
  15798. * @param texture defines the texture to update
  15799. */
  15800. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  15801. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  15802. if (texture.isCube) {
  15803. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15804. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15805. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15806. }
  15807. else if (texture.is3D) {
  15808. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15809. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15810. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  15811. }
  15812. else {
  15813. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  15814. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15815. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15816. }
  15817. texture.samplingMode = samplingMode;
  15818. };
  15819. /**
  15820. * Update the content of a dynamic texture
  15821. * @param texture defines the texture to update
  15822. * @param canvas defines the canvas containing the source
  15823. * @param invertY defines if data must be stored with Y axis inverted
  15824. * @param premulAlpha defines if alpha is stored as premultiplied
  15825. * @param format defines the format of the data
  15826. */
  15827. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  15828. if (premulAlpha === void 0) { premulAlpha = false; }
  15829. if (!texture) {
  15830. return;
  15831. }
  15832. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15833. this._unpackFlipY(invertY);
  15834. if (premulAlpha) {
  15835. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  15836. }
  15837. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  15838. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  15839. if (texture.generateMipMaps) {
  15840. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15841. }
  15842. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15843. if (premulAlpha) {
  15844. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  15845. }
  15846. texture.isReady = true;
  15847. };
  15848. /**
  15849. * Update a video texture
  15850. * @param texture defines the texture to update
  15851. * @param video defines the video element to use
  15852. * @param invertY defines if data must be stored with Y axis inverted
  15853. */
  15854. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  15855. if (!texture || texture._isDisabled) {
  15856. return;
  15857. }
  15858. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15859. this._unpackFlipY(!invertY); // Video are upside down by default
  15860. try {
  15861. // Testing video texture support
  15862. if (this._videoTextureSupported === undefined) {
  15863. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15864. if (this._gl.getError() !== 0) {
  15865. this._videoTextureSupported = false;
  15866. }
  15867. else {
  15868. this._videoTextureSupported = true;
  15869. }
  15870. }
  15871. // Copy video through the current working canvas if video texture is not supported
  15872. if (!this._videoTextureSupported) {
  15873. if (!texture._workingCanvas) {
  15874. texture._workingCanvas = document.createElement("canvas");
  15875. var context = texture._workingCanvas.getContext("2d");
  15876. if (!context) {
  15877. throw new Error("Unable to get 2d context");
  15878. }
  15879. texture._workingContext = context;
  15880. texture._workingCanvas.width = texture.width;
  15881. texture._workingCanvas.height = texture.height;
  15882. }
  15883. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  15884. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  15885. }
  15886. else {
  15887. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  15888. }
  15889. if (texture.generateMipMaps) {
  15890. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15891. }
  15892. if (!wasPreviouslyBound) {
  15893. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15894. }
  15895. // this.resetTextureCache();
  15896. texture.isReady = true;
  15897. }
  15898. catch (ex) {
  15899. // Something unexpected
  15900. // Let's disable the texture
  15901. texture._isDisabled = true;
  15902. }
  15903. };
  15904. /**
  15905. * Updates a depth texture Comparison Mode and Function.
  15906. * If the comparison Function is equal to 0, the mode will be set to none.
  15907. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  15908. * @param texture The texture to set the comparison function for
  15909. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  15910. */
  15911. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  15912. if (this.webGLVersion === 1) {
  15913. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  15914. return;
  15915. }
  15916. var gl = this._gl;
  15917. if (texture.isCube) {
  15918. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  15919. if (comparisonFunction === 0) {
  15920. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15921. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15922. }
  15923. else {
  15924. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15925. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15926. }
  15927. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  15928. }
  15929. else {
  15930. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15931. if (comparisonFunction === 0) {
  15932. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15933. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15934. }
  15935. else {
  15936. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15937. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15938. }
  15939. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15940. }
  15941. texture._comparisonFunction = comparisonFunction;
  15942. };
  15943. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  15944. var width = size.width || size;
  15945. var height = size.height || size;
  15946. internalTexture.baseWidth = width;
  15947. internalTexture.baseHeight = height;
  15948. internalTexture.width = width;
  15949. internalTexture.height = height;
  15950. internalTexture.isReady = true;
  15951. internalTexture.samples = 1;
  15952. internalTexture.generateMipMaps = false;
  15953. internalTexture._generateDepthBuffer = true;
  15954. internalTexture._generateStencilBuffer = generateStencil;
  15955. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  15956. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  15957. internalTexture._comparisonFunction = comparisonFunction;
  15958. var gl = this._gl;
  15959. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  15960. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  15961. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  15962. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  15963. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15964. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15965. if (comparisonFunction === 0) {
  15966. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  15967. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  15968. }
  15969. else {
  15970. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  15971. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  15972. }
  15973. };
  15974. /**
  15975. * Creates a depth stencil texture.
  15976. * This is only available in WebGL 2 or with the depth texture extension available.
  15977. * @param size The size of face edge in the texture.
  15978. * @param options The options defining the texture.
  15979. * @returns The texture
  15980. */
  15981. Engine.prototype.createDepthStencilTexture = function (size, options) {
  15982. if (options.isCube) {
  15983. var width = size.width || size;
  15984. return this._createDepthStencilCubeTexture(width, options);
  15985. }
  15986. else {
  15987. return this._createDepthStencilTexture(size, options);
  15988. }
  15989. };
  15990. /**
  15991. * Creates a depth stencil texture.
  15992. * This is only available in WebGL 2 or with the depth texture extension available.
  15993. * @param size The size of face edge in the texture.
  15994. * @param options The options defining the texture.
  15995. * @returns The texture
  15996. */
  15997. Engine.prototype._createDepthStencilTexture = function (size, options) {
  15998. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  15999. if (!this._caps.depthTextureExtension) {
  16000. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16001. return internalTexture;
  16002. }
  16003. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16004. var gl = this._gl;
  16005. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16006. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16007. if (this.webGLVersion > 1) {
  16008. if (internalOptions.generateStencil) {
  16009. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16010. }
  16011. else {
  16012. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16013. }
  16014. }
  16015. else {
  16016. if (internalOptions.generateStencil) {
  16017. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16018. }
  16019. else {
  16020. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16021. }
  16022. }
  16023. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16024. return internalTexture;
  16025. };
  16026. /**
  16027. * Creates a depth stencil cube texture.
  16028. * This is only available in WebGL 2.
  16029. * @param size The size of face edge in the cube texture.
  16030. * @param options The options defining the cube texture.
  16031. * @returns The cube texture
  16032. */
  16033. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16034. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16035. internalTexture.isCube = true;
  16036. if (this.webGLVersion === 1) {
  16037. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16038. return internalTexture;
  16039. }
  16040. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16041. var gl = this._gl;
  16042. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16043. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16044. // Create the depth/stencil buffer
  16045. for (var face = 0; face < 6; face++) {
  16046. if (internalOptions.generateStencil) {
  16047. 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);
  16048. }
  16049. else {
  16050. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16051. }
  16052. }
  16053. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16054. return internalTexture;
  16055. };
  16056. /**
  16057. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16058. * @param renderTarget The render target to set the frame buffer for
  16059. */
  16060. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16061. // Create the framebuffer
  16062. var internalTexture = renderTarget.getInternalTexture();
  16063. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16064. return;
  16065. }
  16066. var gl = this._gl;
  16067. var depthStencilTexture = renderTarget.depthStencilTexture;
  16068. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16069. if (depthStencilTexture.isCube) {
  16070. if (depthStencilTexture._generateStencilBuffer) {
  16071. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16072. }
  16073. else {
  16074. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16075. }
  16076. }
  16077. else {
  16078. if (depthStencilTexture._generateStencilBuffer) {
  16079. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16080. }
  16081. else {
  16082. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16083. }
  16084. }
  16085. this.bindUnboundFramebuffer(null);
  16086. };
  16087. /**
  16088. * Creates a new render target texture
  16089. * @param size defines the size of the texture
  16090. * @param options defines the options used to create the texture
  16091. * @returns a new render target texture stored in an InternalTexture
  16092. */
  16093. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16094. var fullOptions = new RenderTargetCreationOptions();
  16095. if (options !== undefined && typeof options === "object") {
  16096. fullOptions.generateMipMaps = options.generateMipMaps;
  16097. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16098. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16099. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16100. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16101. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16102. }
  16103. else {
  16104. fullOptions.generateMipMaps = options;
  16105. fullOptions.generateDepthBuffer = true;
  16106. fullOptions.generateStencilBuffer = false;
  16107. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16108. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16109. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16110. }
  16111. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16112. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16113. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16114. }
  16115. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16116. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16117. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16118. }
  16119. var gl = this._gl;
  16120. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16121. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16122. var width = size.width || size;
  16123. var height = size.height || size;
  16124. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16125. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16126. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16127. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16128. }
  16129. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16130. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16131. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16132. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16133. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16134. // Create the framebuffer
  16135. var currentFrameBuffer = this._currentFramebuffer;
  16136. var framebuffer = gl.createFramebuffer();
  16137. this.bindUnboundFramebuffer(framebuffer);
  16138. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16139. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16140. if (fullOptions.generateMipMaps) {
  16141. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16142. }
  16143. // Unbind
  16144. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16145. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16146. this.bindUnboundFramebuffer(currentFrameBuffer);
  16147. texture._framebuffer = framebuffer;
  16148. texture.baseWidth = width;
  16149. texture.baseHeight = height;
  16150. texture.width = width;
  16151. texture.height = height;
  16152. texture.isReady = true;
  16153. texture.samples = 1;
  16154. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16155. texture.samplingMode = fullOptions.samplingMode;
  16156. texture.type = fullOptions.type;
  16157. texture.format = fullOptions.format;
  16158. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16159. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16160. // this.resetTextureCache();
  16161. this._internalTexturesCache.push(texture);
  16162. return texture;
  16163. };
  16164. /**
  16165. * Create a multi render target texture
  16166. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16167. * @param size defines the size of the texture
  16168. * @param options defines the creation options
  16169. * @returns the cube texture as an InternalTexture
  16170. */
  16171. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16172. var generateMipMaps = false;
  16173. var generateDepthBuffer = true;
  16174. var generateStencilBuffer = false;
  16175. var generateDepthTexture = false;
  16176. var textureCount = 1;
  16177. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16178. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16179. var types = new Array();
  16180. var samplingModes = new Array();
  16181. if (options !== undefined) {
  16182. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16183. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16184. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16185. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16186. textureCount = options.textureCount || 1;
  16187. if (options.types) {
  16188. types = options.types;
  16189. }
  16190. if (options.samplingModes) {
  16191. samplingModes = options.samplingModes;
  16192. }
  16193. }
  16194. var gl = this._gl;
  16195. // Create the framebuffer
  16196. var framebuffer = gl.createFramebuffer();
  16197. this.bindUnboundFramebuffer(framebuffer);
  16198. var width = size.width || size;
  16199. var height = size.height || size;
  16200. var textures = [];
  16201. var attachments = [];
  16202. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16203. for (var i = 0; i < textureCount; i++) {
  16204. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16205. var type = types[i] || defaultType;
  16206. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16207. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16208. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16209. }
  16210. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16211. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16212. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16213. }
  16214. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16215. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16216. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16217. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16218. }
  16219. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16220. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16221. textures.push(texture);
  16222. attachments.push(attachment);
  16223. gl.activeTexture(gl["TEXTURE" + i]);
  16224. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16225. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16226. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16227. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16228. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16229. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16230. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16231. if (generateMipMaps) {
  16232. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16233. }
  16234. // Unbind
  16235. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16236. texture._framebuffer = framebuffer;
  16237. texture._depthStencilBuffer = depthStencilBuffer;
  16238. texture.baseWidth = width;
  16239. texture.baseHeight = height;
  16240. texture.width = width;
  16241. texture.height = height;
  16242. texture.isReady = true;
  16243. texture.samples = 1;
  16244. texture.generateMipMaps = generateMipMaps;
  16245. texture.samplingMode = samplingMode;
  16246. texture.type = type;
  16247. texture._generateDepthBuffer = generateDepthBuffer;
  16248. texture._generateStencilBuffer = generateStencilBuffer;
  16249. texture._attachments = attachments;
  16250. this._internalTexturesCache.push(texture);
  16251. }
  16252. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16253. // Depth texture
  16254. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16255. gl.activeTexture(gl.TEXTURE0);
  16256. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16257. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16258. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16259. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16260. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16261. 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);
  16262. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16263. depthTexture._framebuffer = framebuffer;
  16264. depthTexture.baseWidth = width;
  16265. depthTexture.baseHeight = height;
  16266. depthTexture.width = width;
  16267. depthTexture.height = height;
  16268. depthTexture.isReady = true;
  16269. depthTexture.samples = 1;
  16270. depthTexture.generateMipMaps = generateMipMaps;
  16271. depthTexture.samplingMode = gl.NEAREST;
  16272. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16273. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16274. textures.push(depthTexture);
  16275. this._internalTexturesCache.push(depthTexture);
  16276. }
  16277. gl.drawBuffers(attachments);
  16278. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16279. this.bindUnboundFramebuffer(null);
  16280. this.resetTextureCache();
  16281. return textures;
  16282. };
  16283. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16284. if (samples === void 0) { samples = 1; }
  16285. var depthStencilBuffer = null;
  16286. var gl = this._gl;
  16287. // Create the depth/stencil buffer
  16288. if (generateStencilBuffer) {
  16289. depthStencilBuffer = gl.createRenderbuffer();
  16290. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16291. if (samples > 1) {
  16292. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16293. }
  16294. else {
  16295. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16296. }
  16297. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16298. }
  16299. else if (generateDepthBuffer) {
  16300. depthStencilBuffer = gl.createRenderbuffer();
  16301. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16302. if (samples > 1) {
  16303. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16304. }
  16305. else {
  16306. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16307. }
  16308. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16309. }
  16310. return depthStencilBuffer;
  16311. };
  16312. /**
  16313. * Updates the sample count of a render target texture
  16314. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16315. * @param texture defines the texture to update
  16316. * @param samples defines the sample count to set
  16317. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16318. */
  16319. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16320. if (this.webGLVersion < 2 || !texture) {
  16321. return 1;
  16322. }
  16323. if (texture.samples === samples) {
  16324. return samples;
  16325. }
  16326. var gl = this._gl;
  16327. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16328. // Dispose previous render buffers
  16329. if (texture._depthStencilBuffer) {
  16330. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16331. texture._depthStencilBuffer = null;
  16332. }
  16333. if (texture._MSAAFramebuffer) {
  16334. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16335. texture._MSAAFramebuffer = null;
  16336. }
  16337. if (texture._MSAARenderBuffer) {
  16338. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16339. texture._MSAARenderBuffer = null;
  16340. }
  16341. if (samples > 1) {
  16342. var framebuffer = gl.createFramebuffer();
  16343. if (!framebuffer) {
  16344. throw new Error("Unable to create multi sampled framebuffer");
  16345. }
  16346. texture._MSAAFramebuffer = framebuffer;
  16347. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16348. var colorRenderbuffer = gl.createRenderbuffer();
  16349. if (!colorRenderbuffer) {
  16350. throw new Error("Unable to create multi sampled framebuffer");
  16351. }
  16352. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16353. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16354. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16355. texture._MSAARenderBuffer = colorRenderbuffer;
  16356. }
  16357. else {
  16358. this.bindUnboundFramebuffer(texture._framebuffer);
  16359. }
  16360. texture.samples = samples;
  16361. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16362. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16363. this.bindUnboundFramebuffer(null);
  16364. return samples;
  16365. };
  16366. /**
  16367. * Update the sample count for a given multiple render target texture
  16368. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16369. * @param textures defines the textures to update
  16370. * @param samples defines the sample count to set
  16371. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16372. */
  16373. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16374. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16375. return 1;
  16376. }
  16377. if (textures[0].samples === samples) {
  16378. return samples;
  16379. }
  16380. var gl = this._gl;
  16381. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16382. // Dispose previous render buffers
  16383. if (textures[0]._depthStencilBuffer) {
  16384. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16385. textures[0]._depthStencilBuffer = null;
  16386. }
  16387. if (textures[0]._MSAAFramebuffer) {
  16388. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16389. textures[0]._MSAAFramebuffer = null;
  16390. }
  16391. for (var i = 0; i < textures.length; i++) {
  16392. if (textures[i]._MSAARenderBuffer) {
  16393. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16394. textures[i]._MSAARenderBuffer = null;
  16395. }
  16396. }
  16397. if (samples > 1) {
  16398. var framebuffer = gl.createFramebuffer();
  16399. if (!framebuffer) {
  16400. throw new Error("Unable to create multi sampled framebuffer");
  16401. }
  16402. this.bindUnboundFramebuffer(framebuffer);
  16403. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16404. var attachments = [];
  16405. for (var i = 0; i < textures.length; i++) {
  16406. var texture = textures[i];
  16407. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16408. var colorRenderbuffer = gl.createRenderbuffer();
  16409. if (!colorRenderbuffer) {
  16410. throw new Error("Unable to create multi sampled framebuffer");
  16411. }
  16412. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16413. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16414. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16415. texture._MSAAFramebuffer = framebuffer;
  16416. texture._MSAARenderBuffer = colorRenderbuffer;
  16417. texture.samples = samples;
  16418. texture._depthStencilBuffer = depthStencilBuffer;
  16419. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16420. attachments.push(attachment);
  16421. }
  16422. gl.drawBuffers(attachments);
  16423. }
  16424. else {
  16425. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16426. }
  16427. this.bindUnboundFramebuffer(null);
  16428. return samples;
  16429. };
  16430. /** @hidden */
  16431. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16432. if (faceIndex === void 0) { faceIndex = 0; }
  16433. if (lod === void 0) { lod = 0; }
  16434. var gl = this._gl;
  16435. var target = gl.TEXTURE_2D;
  16436. if (texture.isCube) {
  16437. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16438. }
  16439. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16440. };
  16441. /** @hidden */
  16442. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16443. if (faceIndex === void 0) { faceIndex = 0; }
  16444. if (lod === void 0) { lod = 0; }
  16445. var gl = this._gl;
  16446. var textureType = this._getWebGLTextureType(texture.type);
  16447. var format = this._getInternalFormat(texture.format);
  16448. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16449. this._unpackFlipY(texture.invertY);
  16450. var target = gl.TEXTURE_2D;
  16451. if (texture.isCube) {
  16452. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16453. }
  16454. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16455. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16456. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16457. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16458. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16459. };
  16460. /** @hidden */
  16461. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16462. if (faceIndex === void 0) { faceIndex = 0; }
  16463. if (lod === void 0) { lod = 0; }
  16464. var gl = this._gl;
  16465. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16466. this._bindTextureDirectly(bindTarget, texture, true);
  16467. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16468. this._bindTextureDirectly(bindTarget, null, true);
  16469. };
  16470. /** @hidden */
  16471. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16472. if (faceIndex === void 0) { faceIndex = 0; }
  16473. if (lod === void 0) { lod = 0; }
  16474. var gl = this._gl;
  16475. var textureType = this._getWebGLTextureType(texture.type);
  16476. var format = this._getInternalFormat(texture.format);
  16477. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16478. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16479. this._bindTextureDirectly(bindTarget, texture, true);
  16480. this._unpackFlipY(texture.invertY);
  16481. var target = gl.TEXTURE_2D;
  16482. if (texture.isCube) {
  16483. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16484. }
  16485. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16486. this._bindTextureDirectly(bindTarget, null, true);
  16487. };
  16488. /**
  16489. * Creates a new render target cube texture
  16490. * @param size defines the size of the texture
  16491. * @param options defines the options used to create the texture
  16492. * @returns a new render target cube texture stored in an InternalTexture
  16493. */
  16494. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16495. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16496. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16497. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16498. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16499. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16500. }
  16501. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16502. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16503. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16504. }
  16505. var gl = this._gl;
  16506. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16507. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16508. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16509. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16510. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16511. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16512. }
  16513. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16514. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16515. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16516. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16517. for (var face = 0; face < 6; face++) {
  16518. 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);
  16519. }
  16520. // Create the framebuffer
  16521. var framebuffer = gl.createFramebuffer();
  16522. this.bindUnboundFramebuffer(framebuffer);
  16523. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16524. // MipMaps
  16525. if (fullOptions.generateMipMaps) {
  16526. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16527. }
  16528. // Unbind
  16529. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16530. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16531. this.bindUnboundFramebuffer(null);
  16532. texture._framebuffer = framebuffer;
  16533. texture.width = size;
  16534. texture.height = size;
  16535. texture.isReady = true;
  16536. texture.isCube = true;
  16537. texture.samples = 1;
  16538. texture.generateMipMaps = fullOptions.generateMipMaps;
  16539. texture.samplingMode = fullOptions.samplingMode;
  16540. texture.type = fullOptions.type;
  16541. texture.format = fullOptions.format;
  16542. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16543. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16544. this._internalTexturesCache.push(texture);
  16545. return texture;
  16546. };
  16547. /**
  16548. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16549. * @param rootUrl defines the url where the file to load is located
  16550. * @param scene defines the current scene
  16551. * @param lodScale defines scale to apply to the mip map selection
  16552. * @param lodOffset defines offset to apply to the mip map selection
  16553. * @param onLoad defines an optional callback raised when the texture is loaded
  16554. * @param onError defines an optional callback raised if there is an issue to load the texture
  16555. * @param format defines the format of the data
  16556. * @param forcedExtension defines the extension to use to pick the right loader
  16557. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16558. * @returns the cube texture as an InternalTexture
  16559. */
  16560. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16561. var _this = this;
  16562. if (onLoad === void 0) { onLoad = null; }
  16563. if (onError === void 0) { onError = null; }
  16564. if (forcedExtension === void 0) { forcedExtension = null; }
  16565. if (createPolynomials === void 0) { createPolynomials = true; }
  16566. var callback = function (loadData) {
  16567. if (!loadData) {
  16568. if (onLoad) {
  16569. onLoad(null);
  16570. }
  16571. return;
  16572. }
  16573. var texture = loadData.texture;
  16574. if (!createPolynomials) {
  16575. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16576. }
  16577. else if (loadData.info.sphericalPolynomial) {
  16578. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16579. }
  16580. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16581. if (_this._caps.textureLOD) {
  16582. // Do not add extra process if texture lod is supported.
  16583. if (onLoad) {
  16584. onLoad(texture);
  16585. }
  16586. return;
  16587. }
  16588. var mipSlices = 3;
  16589. var gl = _this._gl;
  16590. var width = loadData.width;
  16591. if (!width) {
  16592. return;
  16593. }
  16594. var textures = [];
  16595. for (var i = 0; i < mipSlices; i++) {
  16596. //compute LOD from even spacing in smoothness (matching shader calculation)
  16597. var smoothness = i / (mipSlices - 1);
  16598. var roughness = 1 - smoothness;
  16599. var minLODIndex = lodOffset; // roughness = 0
  16600. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16601. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16602. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16603. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16604. glTextureFromLod.type = texture.type;
  16605. glTextureFromLod.format = texture.format;
  16606. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16607. glTextureFromLod.height = glTextureFromLod.width;
  16608. glTextureFromLod.isCube = true;
  16609. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16610. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16611. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16612. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16613. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16614. if (loadData.isDDS) {
  16615. var info = loadData.info;
  16616. var data = loadData.data;
  16617. _this._unpackFlipY(info.isCompressed);
  16618. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16619. }
  16620. else {
  16621. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16622. }
  16623. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16624. // Wrap in a base texture for easy binding.
  16625. var lodTexture = new BABYLON.BaseTexture(scene);
  16626. lodTexture.isCube = true;
  16627. lodTexture._texture = glTextureFromLod;
  16628. glTextureFromLod.isReady = true;
  16629. textures.push(lodTexture);
  16630. }
  16631. texture._lodTextureHigh = textures[2];
  16632. texture._lodTextureMid = textures[1];
  16633. texture._lodTextureLow = textures[0];
  16634. if (onLoad) {
  16635. onLoad(texture);
  16636. }
  16637. };
  16638. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16639. };
  16640. /**
  16641. * Creates a cube texture
  16642. * @param rootUrl defines the url where the files to load is located
  16643. * @param scene defines the current scene
  16644. * @param files defines the list of files to load (1 per face)
  16645. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16646. * @param onLoad defines an optional callback raised when the texture is loaded
  16647. * @param onError defines an optional callback raised if there is an issue to load the texture
  16648. * @param format defines the format of the data
  16649. * @param forcedExtension defines the extension to use to pick the right loader
  16650. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16651. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16652. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16653. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16654. * @returns the cube texture as an InternalTexture
  16655. */
  16656. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback) {
  16657. var _this = this;
  16658. if (onLoad === void 0) { onLoad = null; }
  16659. if (onError === void 0) { onError = null; }
  16660. if (forcedExtension === void 0) { forcedExtension = null; }
  16661. if (createPolynomials === void 0) { createPolynomials = false; }
  16662. if (lodScale === void 0) { lodScale = 0; }
  16663. if (lodOffset === void 0) { lodOffset = 0; }
  16664. if (fallback === void 0) { fallback = null; }
  16665. var gl = this._gl;
  16666. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16667. texture.isCube = true;
  16668. texture.url = rootUrl;
  16669. texture.generateMipMaps = !noMipmap;
  16670. texture._lodGenerationScale = lodScale;
  16671. texture._lodGenerationOffset = lodOffset;
  16672. if (!this._doNotHandleContextLost) {
  16673. texture._extension = forcedExtension;
  16674. texture._files = files;
  16675. }
  16676. var lastDot = rootUrl.lastIndexOf('.');
  16677. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16678. var loader = null;
  16679. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16680. var availableLoader = _a[_i];
  16681. if (availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16682. loader = availableLoader;
  16683. break;
  16684. }
  16685. }
  16686. var onInternalError = function (request, exception) {
  16687. if (loader) {
  16688. var fallbackUrl = loader.getFallbackTextureUrl(rootUrl, _this._textureFormatInUse);
  16689. if (fallbackUrl) {
  16690. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture);
  16691. }
  16692. }
  16693. if (onError && request) {
  16694. onError(request.status + " " + request.statusText, exception);
  16695. }
  16696. };
  16697. if (loader) {
  16698. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16699. var onloaddata = function (data) {
  16700. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16701. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16702. };
  16703. if (files && files.length === 6) {
  16704. if (loader.supportCascades) {
  16705. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16706. }
  16707. else if (onError) {
  16708. onError("Textures type does not support cascades.");
  16709. }
  16710. }
  16711. else {
  16712. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16713. }
  16714. }
  16715. else {
  16716. if (!files) {
  16717. throw new Error("Cannot load cubemap because files were not defined");
  16718. }
  16719. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16720. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16721. var height = width;
  16722. _this._prepareWorkingCanvas();
  16723. if (!_this._workingCanvas || !_this._workingContext) {
  16724. return;
  16725. }
  16726. _this._workingCanvas.width = width;
  16727. _this._workingCanvas.height = height;
  16728. var faces = [
  16729. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16730. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16731. ];
  16732. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16733. _this._unpackFlipY(false);
  16734. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16735. for (var index = 0; index < faces.length; index++) {
  16736. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16737. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16738. }
  16739. if (!noMipmap) {
  16740. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16741. }
  16742. _this._setCubeMapTextureParams(!noMipmap);
  16743. texture.width = width;
  16744. texture.height = height;
  16745. texture.isReady = true;
  16746. if (format) {
  16747. texture.format = format;
  16748. }
  16749. texture.onLoadedObservable.notifyObservers(texture);
  16750. texture.onLoadedObservable.clear();
  16751. if (onLoad) {
  16752. onLoad();
  16753. }
  16754. }, files, onError);
  16755. }
  16756. this._internalTexturesCache.push(texture);
  16757. return texture;
  16758. };
  16759. /**
  16760. * @hidden
  16761. */
  16762. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16763. var gl = this._gl;
  16764. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16765. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16766. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16767. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16768. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16769. // this.resetTextureCache();
  16770. };
  16771. /**
  16772. * Update a raw cube texture
  16773. * @param texture defines the texture to udpdate
  16774. * @param data defines the data to store
  16775. * @param format defines the data format
  16776. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16777. * @param invertY defines if data must be stored with Y axis inverted
  16778. * @param compression defines the compression used (null by default)
  16779. * @param level defines which level of the texture to update
  16780. */
  16781. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  16782. if (compression === void 0) { compression = null; }
  16783. if (level === void 0) { level = 0; }
  16784. texture._bufferViewArray = data;
  16785. texture.format = format;
  16786. texture.type = type;
  16787. texture.invertY = invertY;
  16788. texture._compression = compression;
  16789. var gl = this._gl;
  16790. var textureType = this._getWebGLTextureType(type);
  16791. var internalFormat = this._getInternalFormat(format);
  16792. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  16793. var needConversion = false;
  16794. if (internalFormat === gl.RGB) {
  16795. internalFormat = gl.RGBA;
  16796. needConversion = true;
  16797. }
  16798. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16799. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16800. if (texture.width % 4 !== 0) {
  16801. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  16802. }
  16803. // Data are known to be in +X +Y +Z -X -Y -Z
  16804. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16805. var faceData = data[faceIndex];
  16806. if (compression) {
  16807. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  16808. }
  16809. else {
  16810. if (needConversion) {
  16811. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  16812. }
  16813. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  16814. }
  16815. }
  16816. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16817. if (isPot && texture.generateMipMaps && level === 0) {
  16818. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16819. }
  16820. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16821. // this.resetTextureCache();
  16822. texture.isReady = true;
  16823. };
  16824. /**
  16825. * Creates a new raw cube texture
  16826. * @param data defines the array of data to use to create each face
  16827. * @param size defines the size of the textures
  16828. * @param format defines the format of the data
  16829. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16830. * @param generateMipMaps defines if the engine should generate the mip levels
  16831. * @param invertY defines if data must be stored with Y axis inverted
  16832. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16833. * @param compression defines the compression used (null by default)
  16834. * @returns the cube texture as an InternalTexture
  16835. */
  16836. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  16837. if (compression === void 0) { compression = null; }
  16838. var gl = this._gl;
  16839. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  16840. texture.isCube = true;
  16841. texture.format = format;
  16842. texture.type = type;
  16843. if (!this._doNotHandleContextLost) {
  16844. texture._bufferViewArray = data;
  16845. }
  16846. var textureType = this._getWebGLTextureType(type);
  16847. var internalFormat = this._getInternalFormat(format);
  16848. if (internalFormat === gl.RGB) {
  16849. internalFormat = gl.RGBA;
  16850. }
  16851. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  16852. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  16853. generateMipMaps = false;
  16854. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16855. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16856. }
  16857. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  16858. generateMipMaps = false;
  16859. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16860. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  16861. }
  16862. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  16863. generateMipMaps = false;
  16864. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  16865. }
  16866. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  16867. generateMipMaps = false;
  16868. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  16869. }
  16870. var width = size;
  16871. var height = width;
  16872. texture.width = width;
  16873. texture.height = height;
  16874. // Double check on POT to generate Mips.
  16875. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  16876. if (!isPot) {
  16877. generateMipMaps = false;
  16878. }
  16879. // Upload data if needed. The texture won't be ready until then.
  16880. if (data) {
  16881. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  16882. }
  16883. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16884. // Filters
  16885. if (data && generateMipMaps) {
  16886. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  16887. }
  16888. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16889. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16890. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16891. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16892. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16893. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16894. texture.generateMipMaps = generateMipMaps;
  16895. return texture;
  16896. };
  16897. /**
  16898. * Creates a new raw cube texture from a specified url
  16899. * @param url defines the url where the data is located
  16900. * @param scene defines the current scene
  16901. * @param size defines the size of the textures
  16902. * @param format defines the format of the data
  16903. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  16904. * @param noMipmap defines if the engine should avoid generating the mip levels
  16905. * @param callback defines a callback used to extract texture data from loaded data
  16906. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  16907. * @param onLoad defines a callback called when texture is loaded
  16908. * @param onError defines a callback called if there is an error
  16909. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  16910. * @param invertY defines if data must be stored with Y axis inverted
  16911. * @returns the cube texture as an InternalTexture
  16912. */
  16913. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  16914. var _this = this;
  16915. if (onLoad === void 0) { onLoad = null; }
  16916. if (onError === void 0) { onError = null; }
  16917. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  16918. if (invertY === void 0) { invertY = false; }
  16919. var gl = this._gl;
  16920. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  16921. scene._addPendingData(texture);
  16922. texture.url = url;
  16923. this._internalTexturesCache.push(texture);
  16924. var onerror = function (request, exception) {
  16925. scene._removePendingData(texture);
  16926. if (onError && request) {
  16927. onError(request.status + " " + request.statusText, exception);
  16928. }
  16929. };
  16930. var internalCallback = function (data) {
  16931. var width = texture.width;
  16932. var faceDataArrays = callback(data);
  16933. if (!faceDataArrays) {
  16934. return;
  16935. }
  16936. if (mipmapGenerator) {
  16937. var textureType = _this._getWebGLTextureType(type);
  16938. var internalFormat = _this._getInternalFormat(format);
  16939. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  16940. var needConversion = false;
  16941. if (internalFormat === gl.RGB) {
  16942. internalFormat = gl.RGBA;
  16943. needConversion = true;
  16944. }
  16945. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16946. _this._unpackFlipY(false);
  16947. var mipData = mipmapGenerator(faceDataArrays);
  16948. for (var level = 0; level < mipData.length; level++) {
  16949. var mipSize = width >> level;
  16950. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  16951. var mipFaceData = mipData[level][faceIndex];
  16952. if (needConversion) {
  16953. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  16954. }
  16955. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  16956. }
  16957. }
  16958. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16959. }
  16960. else {
  16961. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  16962. }
  16963. texture.isReady = true;
  16964. // this.resetTextureCache();
  16965. scene._removePendingData(texture);
  16966. if (onLoad) {
  16967. onLoad();
  16968. }
  16969. };
  16970. this._loadFile(url, function (data) {
  16971. internalCallback(data);
  16972. }, undefined, scene.offlineProvider, true, onerror);
  16973. return texture;
  16974. };
  16975. /**
  16976. * Update a raw 3D texture
  16977. * @param texture defines the texture to update
  16978. * @param data defines the data to store
  16979. * @param format defines the data format
  16980. * @param invertY defines if data must be stored with Y axis inverted
  16981. * @param compression defines the used compression (can be null)
  16982. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  16983. */
  16984. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  16985. if (compression === void 0) { compression = null; }
  16986. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  16987. var internalType = this._getWebGLTextureType(textureType);
  16988. var internalFormat = this._getInternalFormat(format);
  16989. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  16990. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  16991. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  16992. if (!this._doNotHandleContextLost) {
  16993. texture._bufferView = data;
  16994. texture.format = format;
  16995. texture.invertY = invertY;
  16996. texture._compression = compression;
  16997. }
  16998. if (texture.width % 4 !== 0) {
  16999. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17000. }
  17001. if (compression && data) {
  17002. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17003. }
  17004. else {
  17005. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17006. }
  17007. if (texture.generateMipMaps) {
  17008. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17009. }
  17010. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17011. // this.resetTextureCache();
  17012. texture.isReady = true;
  17013. };
  17014. /**
  17015. * Creates a new raw 3D texture
  17016. * @param data defines the data used to create the texture
  17017. * @param width defines the width of the texture
  17018. * @param height defines the height of the texture
  17019. * @param depth defines the depth of the texture
  17020. * @param format defines the format of the texture
  17021. * @param generateMipMaps defines if the engine must generate mip levels
  17022. * @param invertY defines if data must be stored with Y axis inverted
  17023. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17024. * @param compression defines the compressed used (can be null)
  17025. * @param textureType defines the compressed used (can be null)
  17026. * @returns a new raw 3D texture (stored in an InternalTexture)
  17027. */
  17028. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17029. if (compression === void 0) { compression = null; }
  17030. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17031. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17032. texture.baseWidth = width;
  17033. texture.baseHeight = height;
  17034. texture.baseDepth = depth;
  17035. texture.width = width;
  17036. texture.height = height;
  17037. texture.depth = depth;
  17038. texture.format = format;
  17039. texture.type = textureType;
  17040. texture.generateMipMaps = generateMipMaps;
  17041. texture.samplingMode = samplingMode;
  17042. texture.is3D = true;
  17043. if (!this._doNotHandleContextLost) {
  17044. texture._bufferView = data;
  17045. }
  17046. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17047. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17048. // Filters
  17049. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17050. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17051. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17052. if (generateMipMaps) {
  17053. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17054. }
  17055. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17056. this._internalTexturesCache.push(texture);
  17057. return texture;
  17058. };
  17059. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17060. var gl = this._gl;
  17061. if (!gl) {
  17062. return;
  17063. }
  17064. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17065. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17066. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17067. if (!noMipmap && !isCompressed) {
  17068. gl.generateMipmap(gl.TEXTURE_2D);
  17069. }
  17070. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17071. // this.resetTextureCache();
  17072. if (scene) {
  17073. scene._removePendingData(texture);
  17074. }
  17075. texture.onLoadedObservable.notifyObservers(texture);
  17076. texture.onLoadedObservable.clear();
  17077. };
  17078. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17079. var _this = this;
  17080. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17081. var maxTextureSize = this.getCaps().maxTextureSize;
  17082. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17083. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17084. var gl = this._gl;
  17085. if (!gl) {
  17086. return;
  17087. }
  17088. if (!texture._webGLTexture) {
  17089. // this.resetTextureCache();
  17090. if (scene) {
  17091. scene._removePendingData(texture);
  17092. }
  17093. return;
  17094. }
  17095. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17096. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17097. texture.baseWidth = width;
  17098. texture.baseHeight = height;
  17099. texture.width = potWidth;
  17100. texture.height = potHeight;
  17101. texture.isReady = true;
  17102. if (processFunction(potWidth, potHeight, function () {
  17103. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17104. })) {
  17105. // Returning as texture needs extra async steps
  17106. return;
  17107. }
  17108. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17109. };
  17110. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17111. // Create new RGBA data container.
  17112. var rgbaData;
  17113. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17114. rgbaData = new Float32Array(width * height * 4);
  17115. }
  17116. else {
  17117. rgbaData = new Uint32Array(width * height * 4);
  17118. }
  17119. // Convert each pixel.
  17120. for (var x = 0; x < width; x++) {
  17121. for (var y = 0; y < height; y++) {
  17122. var index = (y * width + x) * 3;
  17123. var newIndex = (y * width + x) * 4;
  17124. // Map Old Value to new value.
  17125. rgbaData[newIndex + 0] = rgbData[index + 0];
  17126. rgbaData[newIndex + 1] = rgbData[index + 1];
  17127. rgbaData[newIndex + 2] = rgbData[index + 2];
  17128. // Add fully opaque alpha channel.
  17129. rgbaData[newIndex + 3] = 1;
  17130. }
  17131. }
  17132. return rgbaData;
  17133. };
  17134. /** @hidden */
  17135. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17136. var gl = this._gl;
  17137. if (texture._framebuffer) {
  17138. gl.deleteFramebuffer(texture._framebuffer);
  17139. texture._framebuffer = null;
  17140. }
  17141. if (texture._depthStencilBuffer) {
  17142. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17143. texture._depthStencilBuffer = null;
  17144. }
  17145. if (texture._MSAAFramebuffer) {
  17146. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17147. texture._MSAAFramebuffer = null;
  17148. }
  17149. if (texture._MSAARenderBuffer) {
  17150. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17151. texture._MSAARenderBuffer = null;
  17152. }
  17153. };
  17154. /** @hidden */
  17155. Engine.prototype._releaseTexture = function (texture) {
  17156. var gl = this._gl;
  17157. this._releaseFramebufferObjects(texture);
  17158. gl.deleteTexture(texture._webGLTexture);
  17159. // Unbind channels
  17160. this.unbindAllTextures();
  17161. var index = this._internalTexturesCache.indexOf(texture);
  17162. if (index !== -1) {
  17163. this._internalTexturesCache.splice(index, 1);
  17164. }
  17165. // Integrated fixed lod samplers.
  17166. if (texture._lodTextureHigh) {
  17167. texture._lodTextureHigh.dispose();
  17168. }
  17169. if (texture._lodTextureMid) {
  17170. texture._lodTextureMid.dispose();
  17171. }
  17172. if (texture._lodTextureLow) {
  17173. texture._lodTextureLow.dispose();
  17174. }
  17175. // Set output texture of post process to null if the texture has been released/disposed
  17176. this.scenes.forEach(function (scene) {
  17177. scene.postProcesses.forEach(function (postProcess) {
  17178. if (postProcess._outputTexture == texture) {
  17179. postProcess._outputTexture = null;
  17180. }
  17181. });
  17182. scene.cameras.forEach(function (camera) {
  17183. camera._postProcesses.forEach(function (postProcess) {
  17184. if (postProcess) {
  17185. if (postProcess._outputTexture == texture) {
  17186. postProcess._outputTexture = null;
  17187. }
  17188. }
  17189. });
  17190. });
  17191. });
  17192. };
  17193. Engine.prototype.setProgram = function (program) {
  17194. if (this._currentProgram !== program) {
  17195. this._gl.useProgram(program);
  17196. this._currentProgram = program;
  17197. }
  17198. };
  17199. /**
  17200. * Binds an effect to the webGL context
  17201. * @param effect defines the effect to bind
  17202. */
  17203. Engine.prototype.bindSamplers = function (effect) {
  17204. this.setProgram(effect.getProgram());
  17205. var samplers = effect.getSamplers();
  17206. for (var index = 0; index < samplers.length; index++) {
  17207. var uniform = effect.getUniform(samplers[index]);
  17208. if (uniform) {
  17209. this._boundUniforms[index] = uniform;
  17210. }
  17211. }
  17212. this._currentEffect = null;
  17213. };
  17214. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17215. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17216. return;
  17217. }
  17218. // Remove
  17219. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17220. // Bind last to it
  17221. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17222. // Bind to dummy
  17223. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17224. };
  17225. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17226. if (!internalTexture) {
  17227. return -1;
  17228. }
  17229. internalTexture._initialSlot = channel;
  17230. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17231. if (channel !== internalTexture._designatedSlot) {
  17232. this._textureCollisions.addCount(1, false);
  17233. }
  17234. }
  17235. else {
  17236. if (channel !== internalTexture._designatedSlot) {
  17237. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17238. return internalTexture._designatedSlot;
  17239. }
  17240. else {
  17241. // No slot for this texture, let's pick a new one (if we find a free slot)
  17242. if (this._nextFreeTextureSlots.length) {
  17243. return this._nextFreeTextureSlots[0];
  17244. }
  17245. // We need to recycle the oldest bound texture, sorry.
  17246. this._textureCollisions.addCount(1, false);
  17247. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17248. }
  17249. }
  17250. }
  17251. return channel;
  17252. };
  17253. Engine.prototype._linkTrackers = function (previous, next) {
  17254. previous.next = next;
  17255. next.previous = previous;
  17256. };
  17257. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17258. var currentSlot = internalTexture._designatedSlot;
  17259. if (currentSlot === -1) {
  17260. return -1;
  17261. }
  17262. internalTexture._designatedSlot = -1;
  17263. if (this.disableTextureBindingOptimization) {
  17264. return -1;
  17265. }
  17266. // Remove from bound list
  17267. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17268. // Free the slot
  17269. this._boundTexturesCache[currentSlot] = null;
  17270. this._nextFreeTextureSlots.push(currentSlot);
  17271. return currentSlot;
  17272. };
  17273. Engine.prototype._activateCurrentTexture = function () {
  17274. if (this._currentTextureChannel !== this._activeChannel) {
  17275. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17276. this._currentTextureChannel = this._activeChannel;
  17277. }
  17278. };
  17279. /** @hidden */
  17280. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17281. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17282. if (force === void 0) { force = false; }
  17283. var wasPreviouslyBound = false;
  17284. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17285. this._activeChannel = texture._designatedSlot;
  17286. }
  17287. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17288. var isTextureForRendering = texture && texture._initialSlot > -1;
  17289. if (currentTextureBound !== texture || force) {
  17290. if (currentTextureBound) {
  17291. this._removeDesignatedSlot(currentTextureBound);
  17292. }
  17293. this._activateCurrentTexture();
  17294. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17295. this._boundTexturesCache[this._activeChannel] = texture;
  17296. if (texture) {
  17297. if (!this.disableTextureBindingOptimization) {
  17298. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17299. if (slotIndex > -1) {
  17300. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17301. }
  17302. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17303. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17304. }
  17305. texture._designatedSlot = this._activeChannel;
  17306. }
  17307. }
  17308. else if (forTextureDataUpdate) {
  17309. wasPreviouslyBound = true;
  17310. this._activateCurrentTexture();
  17311. }
  17312. if (isTextureForRendering && !forTextureDataUpdate) {
  17313. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17314. }
  17315. return wasPreviouslyBound;
  17316. };
  17317. /** @hidden */
  17318. Engine.prototype._bindTexture = function (channel, texture) {
  17319. if (channel < 0) {
  17320. return;
  17321. }
  17322. if (texture) {
  17323. channel = this._getCorrectTextureChannel(channel, texture);
  17324. }
  17325. this._activeChannel = channel;
  17326. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17327. };
  17328. /**
  17329. * Sets a texture to the webGL context from a postprocess
  17330. * @param channel defines the channel to use
  17331. * @param postProcess defines the source postprocess
  17332. */
  17333. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17334. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17335. };
  17336. /**
  17337. * Binds the output of the passed in post process to the texture channel specified
  17338. * @param channel The channel the texture should be bound to
  17339. * @param postProcess The post process which's output should be bound
  17340. */
  17341. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17342. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17343. };
  17344. /**
  17345. * Unbind all textures from the webGL context
  17346. */
  17347. Engine.prototype.unbindAllTextures = function () {
  17348. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17349. this._activeChannel = channel;
  17350. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17351. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17352. if (this.webGLVersion > 1) {
  17353. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17354. }
  17355. }
  17356. };
  17357. /**
  17358. * Sets a texture to the according uniform.
  17359. * @param channel The texture channel
  17360. * @param uniform The uniform to set
  17361. * @param texture The texture to apply
  17362. */
  17363. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17364. if (channel < 0) {
  17365. return;
  17366. }
  17367. if (uniform) {
  17368. this._boundUniforms[channel] = uniform;
  17369. }
  17370. this._setTexture(channel, texture);
  17371. };
  17372. /**
  17373. * Sets a depth stencil texture from a render target to the according uniform.
  17374. * @param channel The texture channel
  17375. * @param uniform The uniform to set
  17376. * @param texture The render target texture containing the depth stencil texture to apply
  17377. */
  17378. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17379. if (channel < 0) {
  17380. return;
  17381. }
  17382. if (uniform) {
  17383. this._boundUniforms[channel] = uniform;
  17384. }
  17385. if (!texture || !texture.depthStencilTexture) {
  17386. this._setTexture(channel, null);
  17387. }
  17388. else {
  17389. this._setTexture(channel, texture, false, true);
  17390. }
  17391. };
  17392. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17393. var uniform = this._boundUniforms[sourceSlot];
  17394. if (uniform._currentState === destination) {
  17395. return;
  17396. }
  17397. this._gl.uniform1i(uniform, destination);
  17398. uniform._currentState = destination;
  17399. };
  17400. Engine.prototype._getTextureWrapMode = function (mode) {
  17401. switch (mode) {
  17402. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17403. return this._gl.REPEAT;
  17404. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17405. return this._gl.CLAMP_TO_EDGE;
  17406. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17407. return this._gl.MIRRORED_REPEAT;
  17408. }
  17409. return this._gl.REPEAT;
  17410. };
  17411. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17412. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17413. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17414. // Not ready?
  17415. if (!texture) {
  17416. if (this._boundTexturesCache[channel] != null) {
  17417. this._activeChannel = channel;
  17418. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17419. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17420. if (this.webGLVersion > 1) {
  17421. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17422. }
  17423. }
  17424. return false;
  17425. }
  17426. // Video
  17427. if (texture.video) {
  17428. this._activeChannel = channel;
  17429. texture.update();
  17430. }
  17431. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17432. texture.delayLoad();
  17433. return false;
  17434. }
  17435. var internalTexture;
  17436. if (depthStencilTexture) {
  17437. internalTexture = texture.depthStencilTexture;
  17438. }
  17439. else if (texture.isReady()) {
  17440. internalTexture = texture.getInternalTexture();
  17441. }
  17442. else if (texture.isCube) {
  17443. internalTexture = this.emptyCubeTexture;
  17444. }
  17445. else if (texture.is3D) {
  17446. internalTexture = this.emptyTexture3D;
  17447. }
  17448. else {
  17449. internalTexture = this.emptyTexture;
  17450. }
  17451. if (!isPartOfTextureArray) {
  17452. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17453. }
  17454. var needToBind = true;
  17455. if (this._boundTexturesCache[channel] === internalTexture) {
  17456. this._moveBoundTextureOnTop(internalTexture);
  17457. if (!isPartOfTextureArray) {
  17458. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17459. }
  17460. needToBind = false;
  17461. }
  17462. this._activeChannel = channel;
  17463. if (internalTexture && internalTexture.is3D) {
  17464. if (needToBind) {
  17465. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17466. }
  17467. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17468. internalTexture._cachedWrapU = texture.wrapU;
  17469. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17470. }
  17471. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17472. internalTexture._cachedWrapV = texture.wrapV;
  17473. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17474. }
  17475. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17476. internalTexture._cachedWrapR = texture.wrapR;
  17477. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17478. }
  17479. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17480. }
  17481. else if (internalTexture && internalTexture.isCube) {
  17482. if (needToBind) {
  17483. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17484. }
  17485. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17486. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17487. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17488. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17489. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17490. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17491. }
  17492. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17493. }
  17494. else {
  17495. if (needToBind) {
  17496. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17497. }
  17498. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17499. internalTexture._cachedWrapU = texture.wrapU;
  17500. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17501. }
  17502. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17503. internalTexture._cachedWrapV = texture.wrapV;
  17504. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17505. }
  17506. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17507. }
  17508. return true;
  17509. };
  17510. /**
  17511. * Sets an array of texture to the webGL context
  17512. * @param channel defines the channel where the texture array must be set
  17513. * @param uniform defines the associated uniform location
  17514. * @param textures defines the array of textures to bind
  17515. */
  17516. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17517. if (channel < 0 || !uniform) {
  17518. return;
  17519. }
  17520. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17521. this._textureUnits = new Int32Array(textures.length);
  17522. }
  17523. for (var i = 0; i < textures.length; i++) {
  17524. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17525. }
  17526. this._gl.uniform1iv(uniform, this._textureUnits);
  17527. for (var index = 0; index < textures.length; index++) {
  17528. this._setTexture(this._textureUnits[index], textures[index], true);
  17529. }
  17530. };
  17531. /** @hidden */
  17532. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17533. var internalTexture = texture.getInternalTexture();
  17534. if (!internalTexture) {
  17535. return;
  17536. }
  17537. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17538. var value = texture.anisotropicFilteringLevel;
  17539. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17540. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17541. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17542. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17543. }
  17544. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17545. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17546. internalTexture._cachedAnisotropicFilteringLevel = value;
  17547. }
  17548. };
  17549. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17550. this._bindTextureDirectly(target, texture, true, true);
  17551. this._gl.texParameterf(target, parameter, value);
  17552. };
  17553. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17554. if (texture) {
  17555. this._bindTextureDirectly(target, texture, true, true);
  17556. }
  17557. this._gl.texParameteri(target, parameter, value);
  17558. };
  17559. /**
  17560. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17561. * @param x defines the x coordinate of the rectangle where pixels must be read
  17562. * @param y defines the y coordinate of the rectangle where pixels must be read
  17563. * @param width defines the width of the rectangle where pixels must be read
  17564. * @param height defines the height of the rectangle where pixels must be read
  17565. * @returns a Uint8Array containing RGBA colors
  17566. */
  17567. Engine.prototype.readPixels = function (x, y, width, height) {
  17568. var data = new Uint8Array(height * width * 4);
  17569. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17570. return data;
  17571. };
  17572. /**
  17573. * Add an externaly attached data from its key.
  17574. * This method call will fail and return false, if such key already exists.
  17575. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17576. * @param key the unique key that identifies the data
  17577. * @param data the data object to associate to the key for this Engine instance
  17578. * @return true if no such key were already present and the data was added successfully, false otherwise
  17579. */
  17580. Engine.prototype.addExternalData = function (key, data) {
  17581. if (!this._externalData) {
  17582. this._externalData = new BABYLON.StringDictionary();
  17583. }
  17584. return this._externalData.add(key, data);
  17585. };
  17586. /**
  17587. * Get an externaly attached data from its key
  17588. * @param key the unique key that identifies the data
  17589. * @return the associated data, if present (can be null), or undefined if not present
  17590. */
  17591. Engine.prototype.getExternalData = function (key) {
  17592. if (!this._externalData) {
  17593. this._externalData = new BABYLON.StringDictionary();
  17594. }
  17595. return this._externalData.get(key);
  17596. };
  17597. /**
  17598. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17599. * @param key the unique key that identifies the data
  17600. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17601. * @return the associated data, can be null if the factory returned null.
  17602. */
  17603. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17604. if (!this._externalData) {
  17605. this._externalData = new BABYLON.StringDictionary();
  17606. }
  17607. return this._externalData.getOrAddWithFactory(key, factory);
  17608. };
  17609. /**
  17610. * Remove an externaly attached data from the Engine instance
  17611. * @param key the unique key that identifies the data
  17612. * @return true if the data was successfully removed, false if it doesn't exist
  17613. */
  17614. Engine.prototype.removeExternalData = function (key) {
  17615. if (!this._externalData) {
  17616. this._externalData = new BABYLON.StringDictionary();
  17617. }
  17618. return this._externalData.remove(key);
  17619. };
  17620. /**
  17621. * Unbind all vertex attributes from the webGL context
  17622. */
  17623. Engine.prototype.unbindAllAttributes = function () {
  17624. if (this._mustWipeVertexAttributes) {
  17625. this._mustWipeVertexAttributes = false;
  17626. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17627. this._gl.disableVertexAttribArray(i);
  17628. this._vertexAttribArraysEnabled[i] = false;
  17629. this._currentBufferPointers[i].active = false;
  17630. }
  17631. return;
  17632. }
  17633. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17634. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17635. continue;
  17636. }
  17637. this._gl.disableVertexAttribArray(i);
  17638. this._vertexAttribArraysEnabled[i] = false;
  17639. this._currentBufferPointers[i].active = false;
  17640. }
  17641. };
  17642. /**
  17643. * 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
  17644. */
  17645. Engine.prototype.releaseEffects = function () {
  17646. for (var name in this._compiledEffects) {
  17647. this._deleteProgram(this._compiledEffects[name]._program);
  17648. }
  17649. this._compiledEffects = {};
  17650. };
  17651. /**
  17652. * Dispose and release all associated resources
  17653. */
  17654. Engine.prototype.dispose = function () {
  17655. this.hideLoadingUI();
  17656. this.stopRenderLoop();
  17657. // Release postProcesses
  17658. while (this.postProcesses.length) {
  17659. this.postProcesses[0].dispose();
  17660. }
  17661. // Empty texture
  17662. if (this._emptyTexture) {
  17663. this._releaseTexture(this._emptyTexture);
  17664. this._emptyTexture = null;
  17665. }
  17666. if (this._emptyCubeTexture) {
  17667. this._releaseTexture(this._emptyCubeTexture);
  17668. this._emptyCubeTexture = null;
  17669. }
  17670. // Rescale PP
  17671. if (this._rescalePostProcess) {
  17672. this._rescalePostProcess.dispose();
  17673. }
  17674. // Release scenes
  17675. while (this.scenes.length) {
  17676. this.scenes[0].dispose();
  17677. }
  17678. // Release audio engine
  17679. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17680. Engine.audioEngine.dispose();
  17681. }
  17682. // Release effects
  17683. this.releaseEffects();
  17684. // Unbind
  17685. this.unbindAllAttributes();
  17686. this._boundUniforms = [];
  17687. if (this._dummyFramebuffer) {
  17688. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17689. }
  17690. //WebVR
  17691. this.disableVR();
  17692. // Events
  17693. if (BABYLON.Tools.IsWindowObjectExist()) {
  17694. window.removeEventListener("blur", this._onBlur);
  17695. window.removeEventListener("focus", this._onFocus);
  17696. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17697. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17698. if (this._renderingCanvas) {
  17699. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17700. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17701. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17702. if (!this._doNotHandleContextLost) {
  17703. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17704. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17705. }
  17706. }
  17707. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17708. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17709. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17710. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17711. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17712. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17713. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17714. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17715. if (this._onVrDisplayConnect) {
  17716. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17717. if (this._onVrDisplayDisconnect) {
  17718. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17719. }
  17720. if (this._onVrDisplayPresentChange) {
  17721. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17722. }
  17723. this._onVrDisplayConnect = null;
  17724. this._onVrDisplayDisconnect = null;
  17725. }
  17726. }
  17727. // Remove from Instances
  17728. var index = Engine.Instances.indexOf(this);
  17729. if (index >= 0) {
  17730. Engine.Instances.splice(index, 1);
  17731. }
  17732. this._workingCanvas = null;
  17733. this._workingContext = null;
  17734. this._currentBufferPointers = [];
  17735. this._renderingCanvas = null;
  17736. this._currentProgram = null;
  17737. this._bindedRenderFunction = null;
  17738. this.onResizeObservable.clear();
  17739. this.onCanvasBlurObservable.clear();
  17740. this.onCanvasFocusObservable.clear();
  17741. this.onCanvasPointerOutObservable.clear();
  17742. this.onBeginFrameObservable.clear();
  17743. this.onEndFrameObservable.clear();
  17744. BABYLON.Effect.ResetCache();
  17745. // Abort active requests
  17746. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17747. var request = _a[_i];
  17748. request.abort();
  17749. }
  17750. };
  17751. // Loading screen
  17752. /**
  17753. * Display the loading screen
  17754. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17755. */
  17756. Engine.prototype.displayLoadingUI = function () {
  17757. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17758. return;
  17759. }
  17760. var loadingScreen = this.loadingScreen;
  17761. if (loadingScreen) {
  17762. loadingScreen.displayLoadingUI();
  17763. }
  17764. };
  17765. /**
  17766. * Hide the loading screen
  17767. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17768. */
  17769. Engine.prototype.hideLoadingUI = function () {
  17770. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17771. return;
  17772. }
  17773. var loadingScreen = this.loadingScreen;
  17774. if (loadingScreen) {
  17775. loadingScreen.hideLoadingUI();
  17776. }
  17777. };
  17778. Object.defineProperty(Engine.prototype, "loadingScreen", {
  17779. /**
  17780. * Gets the current loading screen object
  17781. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17782. */
  17783. get: function () {
  17784. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  17785. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  17786. }
  17787. return this._loadingScreen;
  17788. },
  17789. /**
  17790. * Sets the current loading screen object
  17791. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17792. */
  17793. set: function (loadingScreen) {
  17794. this._loadingScreen = loadingScreen;
  17795. },
  17796. enumerable: true,
  17797. configurable: true
  17798. });
  17799. Object.defineProperty(Engine.prototype, "loadingUIText", {
  17800. /**
  17801. * Sets the current loading screen text
  17802. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17803. */
  17804. set: function (text) {
  17805. this.loadingScreen.loadingUIText = text;
  17806. },
  17807. enumerable: true,
  17808. configurable: true
  17809. });
  17810. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  17811. /**
  17812. * Sets the current loading screen background color
  17813. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17814. */
  17815. set: function (color) {
  17816. this.loadingScreen.loadingUIBackgroundColor = color;
  17817. },
  17818. enumerable: true,
  17819. configurable: true
  17820. });
  17821. /**
  17822. * Attach a new callback raised when context lost event is fired
  17823. * @param callback defines the callback to call
  17824. */
  17825. Engine.prototype.attachContextLostEvent = function (callback) {
  17826. if (this._renderingCanvas) {
  17827. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  17828. }
  17829. };
  17830. /**
  17831. * Attach a new callback raised when context restored event is fired
  17832. * @param callback defines the callback to call
  17833. */
  17834. Engine.prototype.attachContextRestoredEvent = function (callback) {
  17835. if (this._renderingCanvas) {
  17836. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  17837. }
  17838. };
  17839. /**
  17840. * Gets the source code of the vertex shader associated with a specific webGL program
  17841. * @param program defines the program to use
  17842. * @returns a string containing the source code of the vertex shader associated with the program
  17843. */
  17844. Engine.prototype.getVertexShaderSource = function (program) {
  17845. var shaders = this._gl.getAttachedShaders(program);
  17846. if (!shaders) {
  17847. return null;
  17848. }
  17849. return this._gl.getShaderSource(shaders[0]);
  17850. };
  17851. /**
  17852. * Gets the source code of the fragment shader associated with a specific webGL program
  17853. * @param program defines the program to use
  17854. * @returns a string containing the source code of the fragment shader associated with the program
  17855. */
  17856. Engine.prototype.getFragmentShaderSource = function (program) {
  17857. var shaders = this._gl.getAttachedShaders(program);
  17858. if (!shaders) {
  17859. return null;
  17860. }
  17861. return this._gl.getShaderSource(shaders[1]);
  17862. };
  17863. /**
  17864. * Get the current error code of the webGL context
  17865. * @returns the error code
  17866. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  17867. */
  17868. Engine.prototype.getError = function () {
  17869. return this._gl.getError();
  17870. };
  17871. // FPS
  17872. /**
  17873. * Gets the current framerate
  17874. * @returns a number representing the framerate
  17875. */
  17876. Engine.prototype.getFps = function () {
  17877. return this._fps;
  17878. };
  17879. /**
  17880. * Gets the time spent between current and previous frame
  17881. * @returns a number representing the delta time in ms
  17882. */
  17883. Engine.prototype.getDeltaTime = function () {
  17884. return this._deltaTime;
  17885. };
  17886. Engine.prototype._measureFps = function () {
  17887. this._performanceMonitor.sampleFrame();
  17888. this._fps = this._performanceMonitor.averageFPS;
  17889. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  17890. };
  17891. /** @hidden */
  17892. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  17893. if (faceIndex === void 0) { faceIndex = -1; }
  17894. if (level === void 0) { level = 0; }
  17895. if (buffer === void 0) { buffer = null; }
  17896. var gl = this._gl;
  17897. if (!this._dummyFramebuffer) {
  17898. var dummy = gl.createFramebuffer();
  17899. if (!dummy) {
  17900. throw new Error("Unable to create dummy framebuffer");
  17901. }
  17902. this._dummyFramebuffer = dummy;
  17903. }
  17904. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  17905. if (faceIndex > -1) {
  17906. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  17907. }
  17908. else {
  17909. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  17910. }
  17911. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  17912. switch (readType) {
  17913. case gl.UNSIGNED_BYTE:
  17914. if (!buffer) {
  17915. buffer = new Uint8Array(4 * width * height);
  17916. }
  17917. readType = gl.UNSIGNED_BYTE;
  17918. break;
  17919. default:
  17920. if (!buffer) {
  17921. buffer = new Float32Array(4 * width * height);
  17922. }
  17923. readType = gl.FLOAT;
  17924. break;
  17925. }
  17926. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  17927. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  17928. return buffer;
  17929. };
  17930. Engine.prototype._canRenderToFloatFramebuffer = function () {
  17931. if (this._webGLVersion > 1) {
  17932. return this._caps.colorBufferFloat;
  17933. }
  17934. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  17935. };
  17936. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  17937. if (this._webGLVersion > 1) {
  17938. return this._caps.colorBufferFloat;
  17939. }
  17940. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  17941. };
  17942. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  17943. Engine.prototype._canRenderToFramebuffer = function (type) {
  17944. var gl = this._gl;
  17945. //clear existing errors
  17946. while (gl.getError() !== gl.NO_ERROR) { }
  17947. var successful = true;
  17948. var texture = gl.createTexture();
  17949. gl.bindTexture(gl.TEXTURE_2D, texture);
  17950. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  17951. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  17952. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  17953. var fb = gl.createFramebuffer();
  17954. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  17955. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  17956. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  17957. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  17958. successful = successful && (gl.getError() === gl.NO_ERROR);
  17959. //try render by clearing frame buffer's color buffer
  17960. if (successful) {
  17961. gl.clear(gl.COLOR_BUFFER_BIT);
  17962. successful = successful && (gl.getError() === gl.NO_ERROR);
  17963. }
  17964. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  17965. if (successful) {
  17966. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  17967. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17968. var readFormat = gl.RGBA;
  17969. var readType = gl.UNSIGNED_BYTE;
  17970. var buffer = new Uint8Array(4);
  17971. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  17972. successful = successful && (gl.getError() === gl.NO_ERROR);
  17973. }
  17974. //clean up
  17975. gl.deleteTexture(texture);
  17976. gl.deleteFramebuffer(fb);
  17977. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  17978. //clear accumulated errors
  17979. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  17980. return successful;
  17981. };
  17982. /** @hidden */
  17983. Engine.prototype._getWebGLTextureType = function (type) {
  17984. if (this._webGLVersion === 1) {
  17985. switch (type) {
  17986. case Engine.TEXTURETYPE_FLOAT:
  17987. return this._gl.FLOAT;
  17988. case Engine.TEXTURETYPE_HALF_FLOAT:
  17989. return this._gl.HALF_FLOAT_OES;
  17990. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17991. return this._gl.UNSIGNED_BYTE;
  17992. }
  17993. return this._gl.UNSIGNED_BYTE;
  17994. }
  17995. switch (type) {
  17996. case Engine.TEXTURETYPE_BYTE:
  17997. return this._gl.BYTE;
  17998. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  17999. return this._gl.UNSIGNED_BYTE;
  18000. case Engine.TEXTURETYPE_SHORT:
  18001. return this._gl.SHORT;
  18002. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18003. return this._gl.UNSIGNED_SHORT;
  18004. case Engine.TEXTURETYPE_INT:
  18005. return this._gl.INT;
  18006. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18007. return this._gl.UNSIGNED_INT;
  18008. case Engine.TEXTURETYPE_FLOAT:
  18009. return this._gl.FLOAT;
  18010. case Engine.TEXTURETYPE_HALF_FLOAT:
  18011. return this._gl.HALF_FLOAT;
  18012. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18013. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18014. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18015. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18016. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18017. return this._gl.UNSIGNED_SHORT_5_6_5;
  18018. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18019. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18020. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18021. return this._gl.UNSIGNED_INT_24_8;
  18022. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18023. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18024. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18025. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18026. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18027. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18028. }
  18029. return this._gl.UNSIGNED_BYTE;
  18030. };
  18031. Engine.prototype._getInternalFormat = function (format) {
  18032. var internalFormat = this._gl.RGBA;
  18033. switch (format) {
  18034. case Engine.TEXTUREFORMAT_ALPHA:
  18035. internalFormat = this._gl.ALPHA;
  18036. break;
  18037. case Engine.TEXTUREFORMAT_LUMINANCE:
  18038. internalFormat = this._gl.LUMINANCE;
  18039. break;
  18040. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18041. internalFormat = this._gl.LUMINANCE_ALPHA;
  18042. break;
  18043. case Engine.TEXTUREFORMAT_RED:
  18044. internalFormat = this._gl.RED;
  18045. break;
  18046. case Engine.TEXTUREFORMAT_RG:
  18047. internalFormat = this._gl.RG;
  18048. break;
  18049. case Engine.TEXTUREFORMAT_RGB:
  18050. internalFormat = this._gl.RGB;
  18051. break;
  18052. case Engine.TEXTUREFORMAT_RGBA:
  18053. internalFormat = this._gl.RGBA;
  18054. break;
  18055. }
  18056. if (this._webGLVersion > 1) {
  18057. switch (format) {
  18058. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18059. internalFormat = this._gl.RED_INTEGER;
  18060. break;
  18061. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18062. internalFormat = this._gl.RG_INTEGER;
  18063. break;
  18064. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18065. internalFormat = this._gl.RGB_INTEGER;
  18066. break;
  18067. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18068. internalFormat = this._gl.RGBA_INTEGER;
  18069. break;
  18070. }
  18071. }
  18072. return internalFormat;
  18073. };
  18074. /** @hidden */
  18075. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18076. if (this._webGLVersion === 1) {
  18077. if (format !== undefined) {
  18078. switch (format) {
  18079. case Engine.TEXTUREFORMAT_ALPHA:
  18080. return this._gl.ALPHA;
  18081. case Engine.TEXTUREFORMAT_LUMINANCE:
  18082. return this._gl.LUMINANCE;
  18083. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18084. return this._gl.LUMINANCE_ALPHA;
  18085. }
  18086. }
  18087. return this._gl.RGBA;
  18088. }
  18089. switch (type) {
  18090. case Engine.TEXTURETYPE_BYTE:
  18091. switch (format) {
  18092. case Engine.TEXTUREFORMAT_RED:
  18093. return this._gl.R8_SNORM;
  18094. case Engine.TEXTUREFORMAT_RG:
  18095. return this._gl.RG8_SNORM;
  18096. case Engine.TEXTUREFORMAT_RGB:
  18097. return this._gl.RGB8_SNORM;
  18098. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18099. return this._gl.R8I;
  18100. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18101. return this._gl.RG8I;
  18102. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18103. return this._gl.RGB8I;
  18104. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18105. return this._gl.RGBA8I;
  18106. default:
  18107. return this._gl.RGBA8_SNORM;
  18108. }
  18109. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18110. switch (format) {
  18111. case Engine.TEXTUREFORMAT_RED:
  18112. return this._gl.R8;
  18113. case Engine.TEXTUREFORMAT_RG:
  18114. return this._gl.RG8;
  18115. case Engine.TEXTUREFORMAT_RGB:
  18116. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18117. case Engine.TEXTUREFORMAT_RGBA:
  18118. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18119. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18120. return this._gl.R8UI;
  18121. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18122. return this._gl.RG8UI;
  18123. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18124. return this._gl.RGB8UI;
  18125. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18126. return this._gl.RGBA8UI;
  18127. default:
  18128. return this._gl.RGBA8;
  18129. }
  18130. case Engine.TEXTURETYPE_SHORT:
  18131. switch (format) {
  18132. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18133. return this._gl.R16I;
  18134. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18135. return this._gl.RG16I;
  18136. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18137. return this._gl.RGB16I;
  18138. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18139. return this._gl.RGBA16I;
  18140. default:
  18141. return this._gl.RGBA16I;
  18142. }
  18143. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18144. switch (format) {
  18145. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18146. return this._gl.R16UI;
  18147. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18148. return this._gl.RG16UI;
  18149. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18150. return this._gl.RGB16UI;
  18151. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18152. return this._gl.RGBA16UI;
  18153. default:
  18154. return this._gl.RGBA16UI;
  18155. }
  18156. case Engine.TEXTURETYPE_INT:
  18157. switch (format) {
  18158. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18159. return this._gl.R32I;
  18160. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18161. return this._gl.RG32I;
  18162. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18163. return this._gl.RGB32I;
  18164. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18165. return this._gl.RGBA32I;
  18166. default:
  18167. return this._gl.RGBA32I;
  18168. }
  18169. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18170. switch (format) {
  18171. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18172. return this._gl.R32UI;
  18173. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18174. return this._gl.RG32UI;
  18175. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18176. return this._gl.RGB32UI;
  18177. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18178. return this._gl.RGBA32UI;
  18179. default:
  18180. return this._gl.RGBA32UI;
  18181. }
  18182. case Engine.TEXTURETYPE_FLOAT:
  18183. switch (format) {
  18184. case Engine.TEXTUREFORMAT_RED:
  18185. return this._gl.R32F; // By default. Other possibility is R16F.
  18186. case Engine.TEXTUREFORMAT_RG:
  18187. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18188. case Engine.TEXTUREFORMAT_RGB:
  18189. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18190. case Engine.TEXTUREFORMAT_RGBA:
  18191. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18192. default:
  18193. return this._gl.RGBA32F;
  18194. }
  18195. case Engine.TEXTURETYPE_HALF_FLOAT:
  18196. switch (format) {
  18197. case Engine.TEXTUREFORMAT_RED:
  18198. return this._gl.R16F;
  18199. case Engine.TEXTUREFORMAT_RG:
  18200. return this._gl.RG16F;
  18201. case Engine.TEXTUREFORMAT_RGB:
  18202. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18203. case Engine.TEXTUREFORMAT_RGBA:
  18204. return this._gl.RGBA16F;
  18205. default:
  18206. return this._gl.RGBA16F;
  18207. }
  18208. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18209. return this._gl.RGB565;
  18210. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18211. return this._gl.R11F_G11F_B10F;
  18212. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18213. return this._gl.RGB9_E5;
  18214. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18215. return this._gl.RGBA4;
  18216. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18217. return this._gl.RGB5_A1;
  18218. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18219. switch (format) {
  18220. case Engine.TEXTUREFORMAT_RGBA:
  18221. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18222. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18223. return this._gl.RGB10_A2UI;
  18224. default:
  18225. return this._gl.RGB10_A2;
  18226. }
  18227. }
  18228. return this._gl.RGBA8;
  18229. };
  18230. /** @hidden */
  18231. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18232. if (type === Engine.TEXTURETYPE_FLOAT) {
  18233. return this._gl.RGBA32F;
  18234. }
  18235. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18236. return this._gl.RGBA16F;
  18237. }
  18238. return this._gl.RGBA8;
  18239. };
  18240. /** @hidden */
  18241. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18242. var _this = this;
  18243. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18244. this._activeRequests.push(request);
  18245. request.onCompleteObservable.add(function (request) {
  18246. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18247. });
  18248. return request;
  18249. };
  18250. /** @hidden */
  18251. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18252. var _this = this;
  18253. return new Promise(function (resolve, reject) {
  18254. _this._loadFile(url, function (data) {
  18255. resolve(data);
  18256. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18257. reject(exception);
  18258. });
  18259. });
  18260. };
  18261. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18262. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18263. var onload = function (data) {
  18264. loadedFiles[index] = data;
  18265. loadedFiles._internalCount++;
  18266. if (loadedFiles._internalCount === 6) {
  18267. onfinish(loadedFiles);
  18268. }
  18269. };
  18270. var onerror = function (request, exception) {
  18271. if (onErrorCallBack && request) {
  18272. onErrorCallBack(request.status + " " + request.statusText, exception);
  18273. }
  18274. };
  18275. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18276. };
  18277. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18278. if (onError === void 0) { onError = null; }
  18279. var loadedFiles = [];
  18280. loadedFiles._internalCount = 0;
  18281. for (var index = 0; index < 6; index++) {
  18282. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18283. }
  18284. };
  18285. // Statics
  18286. /**
  18287. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18288. * @returns true if the engine can be created
  18289. * @ignorenaming
  18290. */
  18291. Engine.isSupported = function () {
  18292. try {
  18293. var tempcanvas = document.createElement("canvas");
  18294. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18295. return gl != null && !!window.WebGLRenderingContext;
  18296. }
  18297. catch (e) {
  18298. return false;
  18299. }
  18300. };
  18301. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18302. Engine.ExceptionList = [
  18303. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18304. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18305. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18306. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18307. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18308. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18309. ];
  18310. /** Gets the list of created engines */
  18311. Engine.Instances = new Array();
  18312. /**
  18313. * Hidden
  18314. */
  18315. Engine._TextureLoaders = [];
  18316. // Const statics
  18317. /** Defines that alpha blending is disabled */
  18318. Engine.ALPHA_DISABLE = 0;
  18319. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18320. Engine.ALPHA_ADD = 1;
  18321. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18322. Engine.ALPHA_COMBINE = 2;
  18323. /** Defines that alpha blending to DEST - SRC * DEST */
  18324. Engine.ALPHA_SUBTRACT = 3;
  18325. /** Defines that alpha blending to SRC * DEST */
  18326. Engine.ALPHA_MULTIPLY = 4;
  18327. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18328. Engine.ALPHA_MAXIMIZED = 5;
  18329. /** Defines that alpha blending to SRC + DEST */
  18330. Engine.ALPHA_ONEONE = 6;
  18331. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18332. Engine.ALPHA_PREMULTIPLIED = 7;
  18333. /**
  18334. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18335. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18336. */
  18337. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18338. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18339. Engine.ALPHA_INTERPOLATE = 9;
  18340. /**
  18341. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18342. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18343. */
  18344. Engine.ALPHA_SCREENMODE = 10;
  18345. /** Defines that the ressource is not delayed*/
  18346. Engine.DELAYLOADSTATE_NONE = 0;
  18347. /** Defines that the ressource was successfully delay loaded */
  18348. Engine.DELAYLOADSTATE_LOADED = 1;
  18349. /** Defines that the ressource is currently delay loading */
  18350. Engine.DELAYLOADSTATE_LOADING = 2;
  18351. /** Defines that the ressource is delayed and has not started loading */
  18352. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18353. // Depht or Stencil test Constants.
  18354. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18355. Engine.NEVER = 0x0200;
  18356. /** 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 */
  18357. Engine.ALWAYS = 0x0207;
  18358. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18359. Engine.LESS = 0x0201;
  18360. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18361. Engine.EQUAL = 0x0202;
  18362. /** 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 */
  18363. Engine.LEQUAL = 0x0203;
  18364. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18365. Engine.GREATER = 0x0204;
  18366. /** 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 */
  18367. Engine.GEQUAL = 0x0206;
  18368. /** 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 */
  18369. Engine.NOTEQUAL = 0x0205;
  18370. // Stencil Actions Constants.
  18371. /** Passed to stencilOperation to specify that stencil value must be kept */
  18372. Engine.KEEP = 0x1E00;
  18373. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18374. Engine.REPLACE = 0x1E01;
  18375. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18376. Engine.INCR = 0x1E02;
  18377. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18378. Engine.DECR = 0x1E03;
  18379. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18380. Engine.INVERT = 0x150A;
  18381. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18382. Engine.INCR_WRAP = 0x8507;
  18383. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18384. Engine.DECR_WRAP = 0x8508;
  18385. /** Texture is not repeating outside of 0..1 UVs */
  18386. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18387. /** Texture is repeating outside of 0..1 UVs */
  18388. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18389. /** Texture is repeating and mirrored */
  18390. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18391. /** ALPHA */
  18392. Engine.TEXTUREFORMAT_ALPHA = 0;
  18393. /** LUMINANCE */
  18394. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18395. /** LUMINANCE_ALPHA */
  18396. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18397. /** RGB */
  18398. Engine.TEXTUREFORMAT_RGB = 4;
  18399. /** RGBA */
  18400. Engine.TEXTUREFORMAT_RGBA = 5;
  18401. /** RED */
  18402. Engine.TEXTUREFORMAT_RED = 6;
  18403. /** RED (2nd reference) */
  18404. Engine.TEXTUREFORMAT_R = 6;
  18405. /** RG */
  18406. Engine.TEXTUREFORMAT_RG = 7;
  18407. /** RED_INTEGER */
  18408. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18409. /** RED_INTEGER (2nd reference) */
  18410. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18411. /** RG_INTEGER */
  18412. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18413. /** RGB_INTEGER */
  18414. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18415. /** RGBA_INTEGER */
  18416. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18417. /** UNSIGNED_BYTE */
  18418. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18419. /** UNSIGNED_BYTE (2nd reference) */
  18420. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18421. /** FLOAT */
  18422. Engine.TEXTURETYPE_FLOAT = 1;
  18423. /** HALF_FLOAT */
  18424. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18425. /** BYTE */
  18426. Engine.TEXTURETYPE_BYTE = 3;
  18427. /** SHORT */
  18428. Engine.TEXTURETYPE_SHORT = 4;
  18429. /** UNSIGNED_SHORT */
  18430. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18431. /** INT */
  18432. Engine.TEXTURETYPE_INT = 6;
  18433. /** UNSIGNED_INT */
  18434. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18435. /** UNSIGNED_SHORT_4_4_4_4 */
  18436. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18437. /** UNSIGNED_SHORT_5_5_5_1 */
  18438. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18439. /** UNSIGNED_SHORT_5_6_5 */
  18440. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18441. /** UNSIGNED_INT_2_10_10_10_REV */
  18442. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18443. /** UNSIGNED_INT_24_8 */
  18444. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18445. /** UNSIGNED_INT_10F_11F_11F_REV */
  18446. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18447. /** UNSIGNED_INT_5_9_9_9_REV */
  18448. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18449. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18450. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18451. /** nearest is mag = nearest and min = nearest and mip = linear */
  18452. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18453. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18454. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18455. /** Trilinear is mag = linear and min = linear and mip = linear */
  18456. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18457. /** nearest is mag = nearest and min = nearest and mip = linear */
  18458. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18459. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18460. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18461. /** Trilinear is mag = linear and min = linear and mip = linear */
  18462. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18463. /** mag = nearest and min = nearest and mip = nearest */
  18464. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18465. /** mag = nearest and min = linear and mip = nearest */
  18466. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18467. /** mag = nearest and min = linear and mip = linear */
  18468. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18469. /** mag = nearest and min = linear and mip = none */
  18470. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18471. /** mag = nearest and min = nearest and mip = none */
  18472. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18473. /** mag = linear and min = nearest and mip = nearest */
  18474. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18475. /** mag = linear and min = nearest and mip = linear */
  18476. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18477. /** mag = linear and min = linear and mip = none */
  18478. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18479. /** mag = linear and min = nearest and mip = none */
  18480. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18481. /** Explicit coordinates mode */
  18482. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18483. /** Spherical coordinates mode */
  18484. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18485. /** Planar coordinates mode */
  18486. Engine.TEXTURE_PLANAR_MODE = 2;
  18487. /** Cubic coordinates mode */
  18488. Engine.TEXTURE_CUBIC_MODE = 3;
  18489. /** Projection coordinates mode */
  18490. Engine.TEXTURE_PROJECTION_MODE = 4;
  18491. /** Skybox coordinates mode */
  18492. Engine.TEXTURE_SKYBOX_MODE = 5;
  18493. /** Inverse Cubic coordinates mode */
  18494. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18495. /** Equirectangular coordinates mode */
  18496. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18497. /** Equirectangular Fixed coordinates mode */
  18498. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18499. /** Equirectangular Fixed Mirrored coordinates mode */
  18500. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18501. // Texture rescaling mode
  18502. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18503. Engine.SCALEMODE_FLOOR = 1;
  18504. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18505. Engine.SCALEMODE_NEAREST = 2;
  18506. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18507. Engine.SCALEMODE_CEILING = 3;
  18508. // Updatable statics so stick with vars here
  18509. /**
  18510. * Gets or sets the epsilon value used by collision engine
  18511. */
  18512. Engine.CollisionsEpsilon = 0.001;
  18513. /**
  18514. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18515. */
  18516. Engine.CodeRepository = "src/";
  18517. /**
  18518. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18519. */
  18520. Engine.ShadersRepository = "src/Shaders/";
  18521. return Engine;
  18522. }());
  18523. BABYLON.Engine = Engine;
  18524. })(BABYLON || (BABYLON = {}));
  18525. //# sourceMappingURL=babylon.engine.js.map
  18526. var BABYLON;
  18527. (function (BABYLON) {
  18528. /**
  18529. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18530. */
  18531. var Node = /** @class */ (function () {
  18532. /**
  18533. * Creates a new Node
  18534. * @param name the name and id to be given to this node
  18535. * @param scene the scene this node will be added to
  18536. */
  18537. function Node(name, scene) {
  18538. if (scene === void 0) { scene = null; }
  18539. /**
  18540. * Gets or sets a string used to store user defined state for the node
  18541. */
  18542. this.state = "";
  18543. /**
  18544. * Gets or sets an object used to store user defined information for the node
  18545. */
  18546. this.metadata = null;
  18547. /**
  18548. * Gets or sets a boolean used to define if the node must be serialized
  18549. */
  18550. this.doNotSerialize = false;
  18551. /** @hidden */
  18552. this._isDisposed = false;
  18553. /**
  18554. * Gets a list of Animations associated with the node
  18555. */
  18556. this.animations = new Array();
  18557. this._ranges = {};
  18558. this._isEnabled = true;
  18559. this._isParentEnabled = true;
  18560. this._isReady = true;
  18561. /** @hidden */
  18562. this._currentRenderId = -1;
  18563. this._parentRenderId = -1;
  18564. this._childRenderId = -1;
  18565. /** @hidden */
  18566. this._worldMatrix = BABYLON.Matrix.Identity();
  18567. /** @hidden */
  18568. this._worldMatrixDeterminant = 0;
  18569. /** @hidden */
  18570. this._sceneRootNodesIndex = -1;
  18571. this._animationPropertiesOverride = null;
  18572. /**
  18573. * An event triggered when the mesh is disposed
  18574. */
  18575. this.onDisposeObservable = new BABYLON.Observable();
  18576. // Behaviors
  18577. this._behaviors = new Array();
  18578. this.name = name;
  18579. this.id = name;
  18580. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18581. this.uniqueId = this._scene.getUniqueId();
  18582. this._initCache();
  18583. this.addToSceneRootNodes();
  18584. }
  18585. /**
  18586. * Add a new node constructor
  18587. * @param type defines the type name of the node to construct
  18588. * @param constructorFunc defines the constructor function
  18589. */
  18590. Node.AddNodeConstructor = function (type, constructorFunc) {
  18591. this._NodeConstructors[type] = constructorFunc;
  18592. };
  18593. /**
  18594. * Returns a node constructor based on type name
  18595. * @param type defines the type name
  18596. * @param name defines the new node name
  18597. * @param scene defines the hosting scene
  18598. * @param options defines optional options to transmit to constructors
  18599. * @returns the new constructor or null
  18600. */
  18601. Node.Construct = function (type, name, scene, options) {
  18602. var constructorFunc = this._NodeConstructors[type];
  18603. if (!constructorFunc) {
  18604. return null;
  18605. }
  18606. return constructorFunc(name, scene, options);
  18607. };
  18608. /**
  18609. * Gets a boolean indicating if the node has been disposed
  18610. * @returns true if the node was disposed
  18611. */
  18612. Node.prototype.isDisposed = function () {
  18613. return this._isDisposed;
  18614. };
  18615. Object.defineProperty(Node.prototype, "parent", {
  18616. get: function () {
  18617. return this._parentNode;
  18618. },
  18619. /**
  18620. * Gets or sets the parent of the node
  18621. */
  18622. set: function (parent) {
  18623. if (this._parentNode === parent) {
  18624. return;
  18625. }
  18626. var previousParentNode = this._parentNode;
  18627. // Remove self from list of children of parent
  18628. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18629. var index = this._parentNode._children.indexOf(this);
  18630. if (index !== -1) {
  18631. this._parentNode._children.splice(index, 1);
  18632. }
  18633. if (!parent) {
  18634. this.addToSceneRootNodes();
  18635. }
  18636. }
  18637. // Store new parent
  18638. this._parentNode = parent;
  18639. // Add as child to new parent
  18640. if (this._parentNode) {
  18641. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18642. this._parentNode._children = new Array();
  18643. }
  18644. this._parentNode._children.push(this);
  18645. if (!previousParentNode) {
  18646. this.removeFromSceneRootNodes();
  18647. }
  18648. }
  18649. // Enabled state
  18650. this._syncParentEnabledState();
  18651. },
  18652. enumerable: true,
  18653. configurable: true
  18654. });
  18655. Node.prototype.addToSceneRootNodes = function () {
  18656. if (this._sceneRootNodesIndex === -1) {
  18657. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18658. this._scene.rootNodes.push(this);
  18659. }
  18660. };
  18661. Node.prototype.removeFromSceneRootNodes = function () {
  18662. if (this._sceneRootNodesIndex !== -1) {
  18663. var rootNodes = this._scene.rootNodes;
  18664. var lastIdx = rootNodes.length - 1;
  18665. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18666. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18667. this._scene.rootNodes.pop();
  18668. this._sceneRootNodesIndex = -1;
  18669. }
  18670. };
  18671. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18672. /**
  18673. * Gets or sets the animation properties override
  18674. */
  18675. get: function () {
  18676. if (!this._animationPropertiesOverride) {
  18677. return this._scene.animationPropertiesOverride;
  18678. }
  18679. return this._animationPropertiesOverride;
  18680. },
  18681. set: function (value) {
  18682. this._animationPropertiesOverride = value;
  18683. },
  18684. enumerable: true,
  18685. configurable: true
  18686. });
  18687. /**
  18688. * Gets a string idenfifying the name of the class
  18689. * @returns "Node" string
  18690. */
  18691. Node.prototype.getClassName = function () {
  18692. return "Node";
  18693. };
  18694. Object.defineProperty(Node.prototype, "onDispose", {
  18695. /**
  18696. * Sets a callback that will be raised when the node will be disposed
  18697. */
  18698. set: function (callback) {
  18699. if (this._onDisposeObserver) {
  18700. this.onDisposeObservable.remove(this._onDisposeObserver);
  18701. }
  18702. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18703. },
  18704. enumerable: true,
  18705. configurable: true
  18706. });
  18707. /**
  18708. * Gets the scene of the node
  18709. * @returns a scene
  18710. */
  18711. Node.prototype.getScene = function () {
  18712. return this._scene;
  18713. };
  18714. /**
  18715. * Gets the engine of the node
  18716. * @returns a Engine
  18717. */
  18718. Node.prototype.getEngine = function () {
  18719. return this._scene.getEngine();
  18720. };
  18721. /**
  18722. * Attach a behavior to the node
  18723. * @see http://doc.babylonjs.com/features/behaviour
  18724. * @param behavior defines the behavior to attach
  18725. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18726. * @returns the current Node
  18727. */
  18728. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18729. var _this = this;
  18730. if (attachImmediately === void 0) { attachImmediately = false; }
  18731. var index = this._behaviors.indexOf(behavior);
  18732. if (index !== -1) {
  18733. return this;
  18734. }
  18735. behavior.init();
  18736. if (this._scene.isLoading && !attachImmediately) {
  18737. // We defer the attach when the scene will be loaded
  18738. this._scene.onDataLoadedObservable.addOnce(function () {
  18739. behavior.attach(_this);
  18740. });
  18741. }
  18742. else {
  18743. behavior.attach(this);
  18744. }
  18745. this._behaviors.push(behavior);
  18746. return this;
  18747. };
  18748. /**
  18749. * Remove an attached behavior
  18750. * @see http://doc.babylonjs.com/features/behaviour
  18751. * @param behavior defines the behavior to attach
  18752. * @returns the current Node
  18753. */
  18754. Node.prototype.removeBehavior = function (behavior) {
  18755. var index = this._behaviors.indexOf(behavior);
  18756. if (index === -1) {
  18757. return this;
  18758. }
  18759. this._behaviors[index].detach();
  18760. this._behaviors.splice(index, 1);
  18761. return this;
  18762. };
  18763. Object.defineProperty(Node.prototype, "behaviors", {
  18764. /**
  18765. * Gets the list of attached behaviors
  18766. * @see http://doc.babylonjs.com/features/behaviour
  18767. */
  18768. get: function () {
  18769. return this._behaviors;
  18770. },
  18771. enumerable: true,
  18772. configurable: true
  18773. });
  18774. /**
  18775. * Gets an attached behavior by name
  18776. * @param name defines the name of the behavior to look for
  18777. * @see http://doc.babylonjs.com/features/behaviour
  18778. * @returns null if behavior was not found else the requested behavior
  18779. */
  18780. Node.prototype.getBehaviorByName = function (name) {
  18781. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  18782. var behavior = _a[_i];
  18783. if (behavior.name === name) {
  18784. return behavior;
  18785. }
  18786. }
  18787. return null;
  18788. };
  18789. /**
  18790. * Returns the latest update of the World matrix
  18791. * @returns a Matrix
  18792. */
  18793. Node.prototype.getWorldMatrix = function () {
  18794. if (this._currentRenderId !== this._scene.getRenderId()) {
  18795. this.computeWorldMatrix();
  18796. }
  18797. return this._worldMatrix;
  18798. };
  18799. /** @hidden */
  18800. Node.prototype._getWorldMatrixDeterminant = function () {
  18801. return this._worldMatrixDeterminant;
  18802. };
  18803. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  18804. /**
  18805. * Returns directly the latest state of the mesh World matrix.
  18806. * A Matrix is returned.
  18807. */
  18808. get: function () {
  18809. return this._worldMatrix;
  18810. },
  18811. enumerable: true,
  18812. configurable: true
  18813. });
  18814. // override it in derived class if you add new variables to the cache
  18815. // and call the parent class method
  18816. /** @hidden */
  18817. Node.prototype._initCache = function () {
  18818. this._cache = {};
  18819. this._cache.parent = undefined;
  18820. };
  18821. /** @hidden */
  18822. Node.prototype.updateCache = function (force) {
  18823. if (!force && this.isSynchronized()) {
  18824. return;
  18825. }
  18826. this._cache.parent = this.parent;
  18827. this._updateCache();
  18828. };
  18829. // override it in derived class if you add new variables to the cache
  18830. // and call the parent class method if !ignoreParentClass
  18831. /** @hidden */
  18832. Node.prototype._updateCache = function (ignoreParentClass) {
  18833. };
  18834. // override it in derived class if you add new variables to the cache
  18835. /** @hidden */
  18836. Node.prototype._isSynchronized = function () {
  18837. return true;
  18838. };
  18839. /** @hidden */
  18840. Node.prototype._markSyncedWithParent = function () {
  18841. if (this._parentNode) {
  18842. this._parentRenderId = this._parentNode._childRenderId;
  18843. }
  18844. };
  18845. /** @hidden */
  18846. Node.prototype.isSynchronizedWithParent = function () {
  18847. if (!this._parentNode) {
  18848. return true;
  18849. }
  18850. if (this._parentRenderId !== this._parentNode._childRenderId) {
  18851. return false;
  18852. }
  18853. return this._parentNode.isSynchronized();
  18854. };
  18855. /** @hidden */
  18856. Node.prototype.isSynchronized = function () {
  18857. if (this._cache.parent != this._parentNode) {
  18858. this._cache.parent = this._parentNode;
  18859. return false;
  18860. }
  18861. if (this._parentNode && !this.isSynchronizedWithParent()) {
  18862. return false;
  18863. }
  18864. return this._isSynchronized();
  18865. };
  18866. /**
  18867. * Is this node ready to be used/rendered
  18868. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  18869. * @return true if the node is ready
  18870. */
  18871. Node.prototype.isReady = function (completeCheck) {
  18872. if (completeCheck === void 0) { completeCheck = false; }
  18873. return this._isReady;
  18874. };
  18875. /**
  18876. * Is this node enabled?
  18877. * 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
  18878. * @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
  18879. * @return whether this node (and its parent) is enabled
  18880. */
  18881. Node.prototype.isEnabled = function (checkAncestors) {
  18882. if (checkAncestors === void 0) { checkAncestors = true; }
  18883. if (checkAncestors === false) {
  18884. return this._isEnabled;
  18885. }
  18886. if (!this._isEnabled) {
  18887. return false;
  18888. }
  18889. return this._isParentEnabled;
  18890. };
  18891. /** @hidden */
  18892. Node.prototype._syncParentEnabledState = function () {
  18893. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  18894. if (this._children) {
  18895. this._children.forEach(function (c) {
  18896. c._syncParentEnabledState(); // Force children to update accordingly
  18897. });
  18898. }
  18899. };
  18900. /**
  18901. * Set the enabled state of this node
  18902. * @param value defines the new enabled state
  18903. */
  18904. Node.prototype.setEnabled = function (value) {
  18905. this._isEnabled = value;
  18906. this._syncParentEnabledState();
  18907. };
  18908. /**
  18909. * Is this node a descendant of the given node?
  18910. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  18911. * @param ancestor defines the parent node to inspect
  18912. * @returns a boolean indicating if this node is a descendant of the given node
  18913. */
  18914. Node.prototype.isDescendantOf = function (ancestor) {
  18915. if (this.parent) {
  18916. if (this.parent === ancestor) {
  18917. return true;
  18918. }
  18919. return this.parent.isDescendantOf(ancestor);
  18920. }
  18921. return false;
  18922. };
  18923. /** @hidden */
  18924. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  18925. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  18926. if (!this._children) {
  18927. return;
  18928. }
  18929. for (var index = 0; index < this._children.length; index++) {
  18930. var item = this._children[index];
  18931. if (!predicate || predicate(item)) {
  18932. results.push(item);
  18933. }
  18934. if (!directDescendantsOnly) {
  18935. item._getDescendants(results, false, predicate);
  18936. }
  18937. }
  18938. };
  18939. /**
  18940. * Will return all nodes that have this node as ascendant
  18941. * @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
  18942. * @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
  18943. * @return all children nodes of all types
  18944. */
  18945. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  18946. var results = new Array();
  18947. this._getDescendants(results, directDescendantsOnly, predicate);
  18948. return results;
  18949. };
  18950. /**
  18951. * Get all child-meshes of this node
  18952. * @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
  18953. * @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
  18954. * @returns an array of AbstractMesh
  18955. */
  18956. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  18957. var results = [];
  18958. this._getDescendants(results, directDescendantsOnly, function (node) {
  18959. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  18960. });
  18961. return results;
  18962. };
  18963. /**
  18964. * Get all child-transformNodes of this node
  18965. * @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
  18966. * @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
  18967. * @returns an array of TransformNode
  18968. */
  18969. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  18970. var results = [];
  18971. this._getDescendants(results, directDescendantsOnly, function (node) {
  18972. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  18973. });
  18974. return results;
  18975. };
  18976. /**
  18977. * Get all direct children of this node
  18978. * @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
  18979. * @returns an array of Node
  18980. */
  18981. Node.prototype.getChildren = function (predicate) {
  18982. return this.getDescendants(true, predicate);
  18983. };
  18984. /** @hidden */
  18985. Node.prototype._setReady = function (state) {
  18986. if (state === this._isReady) {
  18987. return;
  18988. }
  18989. if (!state) {
  18990. this._isReady = false;
  18991. return;
  18992. }
  18993. if (this.onReady) {
  18994. this.onReady(this);
  18995. }
  18996. this._isReady = true;
  18997. };
  18998. /**
  18999. * Get an animation by name
  19000. * @param name defines the name of the animation to look for
  19001. * @returns null if not found else the requested animation
  19002. */
  19003. Node.prototype.getAnimationByName = function (name) {
  19004. for (var i = 0; i < this.animations.length; i++) {
  19005. var animation = this.animations[i];
  19006. if (animation.name === name) {
  19007. return animation;
  19008. }
  19009. }
  19010. return null;
  19011. };
  19012. /**
  19013. * Creates an animation range for this node
  19014. * @param name defines the name of the range
  19015. * @param from defines the starting key
  19016. * @param to defines the end key
  19017. */
  19018. Node.prototype.createAnimationRange = function (name, from, to) {
  19019. // check name not already in use
  19020. if (!this._ranges[name]) {
  19021. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19022. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19023. if (this.animations[i]) {
  19024. this.animations[i].createRange(name, from, to);
  19025. }
  19026. }
  19027. }
  19028. };
  19029. /**
  19030. * Delete a specific animation range
  19031. * @param name defines the name of the range to delete
  19032. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19033. */
  19034. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19035. if (deleteFrames === void 0) { deleteFrames = true; }
  19036. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19037. if (this.animations[i]) {
  19038. this.animations[i].deleteRange(name, deleteFrames);
  19039. }
  19040. }
  19041. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19042. };
  19043. /**
  19044. * Get an animation range by name
  19045. * @param name defines the name of the animation range to look for
  19046. * @returns null if not found else the requested animation range
  19047. */
  19048. Node.prototype.getAnimationRange = function (name) {
  19049. return this._ranges[name];
  19050. };
  19051. /**
  19052. * Will start the animation sequence
  19053. * @param name defines the range frames for animation sequence
  19054. * @param loop defines if the animation should loop (false by default)
  19055. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19056. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19057. * @returns the object created for this animation. If range does not exist, it will return null
  19058. */
  19059. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19060. var range = this.getAnimationRange(name);
  19061. if (!range) {
  19062. return null;
  19063. }
  19064. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19065. };
  19066. /**
  19067. * Serialize animation ranges into a JSON compatible object
  19068. * @returns serialization object
  19069. */
  19070. Node.prototype.serializeAnimationRanges = function () {
  19071. var serializationRanges = [];
  19072. for (var name in this._ranges) {
  19073. var localRange = this._ranges[name];
  19074. if (!localRange) {
  19075. continue;
  19076. }
  19077. var range = {};
  19078. range.name = name;
  19079. range.from = localRange.from;
  19080. range.to = localRange.to;
  19081. serializationRanges.push(range);
  19082. }
  19083. return serializationRanges;
  19084. };
  19085. /**
  19086. * Computes the world matrix of the node
  19087. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19088. * @returns the world matrix
  19089. */
  19090. Node.prototype.computeWorldMatrix = function (force) {
  19091. if (!this._worldMatrix) {
  19092. this._worldMatrix = BABYLON.Matrix.Identity();
  19093. }
  19094. return this._worldMatrix;
  19095. };
  19096. /**
  19097. * Releases resources associated with this node.
  19098. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19099. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19100. */
  19101. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19102. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19103. if (!doNotRecurse) {
  19104. var nodes = this.getDescendants(true);
  19105. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19106. var node = nodes_1[_i];
  19107. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19108. }
  19109. }
  19110. else {
  19111. var transformNodes = this.getChildTransformNodes(true);
  19112. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19113. var transformNode = transformNodes_1[_a];
  19114. transformNode.parent = null;
  19115. transformNode.computeWorldMatrix(true);
  19116. }
  19117. }
  19118. if (!this.parent) {
  19119. this.removeFromSceneRootNodes();
  19120. }
  19121. else {
  19122. this.parent = null;
  19123. }
  19124. // Callback
  19125. this.onDisposeObservable.notifyObservers(this);
  19126. this.onDisposeObservable.clear();
  19127. // Behaviors
  19128. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19129. var behavior = _c[_b];
  19130. behavior.detach();
  19131. }
  19132. this._behaviors = [];
  19133. this._isDisposed = true;
  19134. };
  19135. /**
  19136. * Parse animation range data from a serialization object and store them into a given node
  19137. * @param node defines where to store the animation ranges
  19138. * @param parsedNode defines the serialization object to read data from
  19139. * @param scene defines the hosting scene
  19140. */
  19141. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19142. if (parsedNode.ranges) {
  19143. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19144. var data = parsedNode.ranges[index];
  19145. node.createAnimationRange(data.name, data.from, data.to);
  19146. }
  19147. }
  19148. };
  19149. Node._NodeConstructors = {};
  19150. __decorate([
  19151. BABYLON.serialize()
  19152. ], Node.prototype, "name", void 0);
  19153. __decorate([
  19154. BABYLON.serialize()
  19155. ], Node.prototype, "id", void 0);
  19156. __decorate([
  19157. BABYLON.serialize()
  19158. ], Node.prototype, "uniqueId", void 0);
  19159. __decorate([
  19160. BABYLON.serialize()
  19161. ], Node.prototype, "state", void 0);
  19162. __decorate([
  19163. BABYLON.serialize()
  19164. ], Node.prototype, "metadata", void 0);
  19165. return Node;
  19166. }());
  19167. BABYLON.Node = Node;
  19168. })(BABYLON || (BABYLON = {}));
  19169. //# sourceMappingURL=babylon.node.js.map
  19170. var BABYLON;
  19171. (function (BABYLON) {
  19172. /**
  19173. * Class used to store bounding sphere information
  19174. */
  19175. var BoundingSphere = /** @class */ (function () {
  19176. /**
  19177. * Creates a new bounding sphere
  19178. * @param min defines the minimum vector (in local space)
  19179. * @param max defines the maximum vector (in local space)
  19180. * @param worldMatrix defines the new world matrix
  19181. */
  19182. function BoundingSphere(min, max, worldMatrix) {
  19183. /**
  19184. * Gets the center of the bounding sphere in local space
  19185. */
  19186. this.center = BABYLON.Vector3.Zero();
  19187. /**
  19188. * Gets the center of the bounding sphere in world space
  19189. */
  19190. this.centerWorld = BABYLON.Vector3.Zero();
  19191. /**
  19192. * Gets the minimum vector in local space
  19193. */
  19194. this.minimum = BABYLON.Vector3.Zero();
  19195. /**
  19196. * Gets the maximum vector in local space
  19197. */
  19198. this.maximum = BABYLON.Vector3.Zero();
  19199. this.reConstruct(min, max, worldMatrix);
  19200. }
  19201. /**
  19202. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19203. * @param min defines the new minimum vector (in local space)
  19204. * @param max defines the new maximum vector (in local space)
  19205. * @param worldMatrix defines the new world matrix
  19206. */
  19207. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19208. this.minimum.copyFrom(min);
  19209. this.maximum.copyFrom(max);
  19210. var distance = BABYLON.Vector3.Distance(min, max);
  19211. max.addToRef(min, this.center).scaleInPlace(0.5);
  19212. this.radius = distance * 0.5;
  19213. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19214. };
  19215. /**
  19216. * Scale the current bounding sphere by applying a scale factor
  19217. * @param factor defines the scale factor to apply
  19218. * @returns the current bounding box
  19219. */
  19220. BoundingSphere.prototype.scale = function (factor) {
  19221. var newRadius = this.radius * factor;
  19222. var tmpVectors = BoundingSphere.TmpVector3;
  19223. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19224. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19225. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19226. this.reConstruct(min, max, this._worldMatrix);
  19227. return this;
  19228. };
  19229. /**
  19230. * Gets the world matrix of the bounding box
  19231. * @returns a matrix
  19232. */
  19233. BoundingSphere.prototype.getWorldMatrix = function () {
  19234. return this._worldMatrix;
  19235. };
  19236. // Methods
  19237. /** @hidden */
  19238. BoundingSphere.prototype._update = function (worldMatrix) {
  19239. if (!worldMatrix.isIdentity()) {
  19240. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19241. var tempVector = BoundingSphere.TmpVector3[0];
  19242. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19243. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19244. }
  19245. else {
  19246. this.centerWorld.copyFrom(this.center);
  19247. this.radiusWorld = this.radius;
  19248. }
  19249. };
  19250. /**
  19251. * Tests if the bounding sphere is intersecting the frustum planes
  19252. * @param frustumPlanes defines the frustum planes to test
  19253. * @returns true if there is an intersection
  19254. */
  19255. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19256. for (var i = 0; i < 6; i++) {
  19257. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19258. return false;
  19259. }
  19260. }
  19261. return true;
  19262. };
  19263. /**
  19264. * Tests if a point is inside the bounding sphere
  19265. * @param point defines the point to test
  19266. * @returns true if the point is inside the bounding sphere
  19267. */
  19268. BoundingSphere.prototype.intersectsPoint = function (point) {
  19269. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19270. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19271. return false;
  19272. }
  19273. return true;
  19274. };
  19275. // Statics
  19276. /**
  19277. * Checks if two sphere intersct
  19278. * @param sphere0 sphere 0
  19279. * @param sphere1 sphere 1
  19280. * @returns true if the speres intersect
  19281. */
  19282. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19283. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19284. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19285. if (radiusSum * radiusSum < squareDistance) {
  19286. return false;
  19287. }
  19288. return true;
  19289. };
  19290. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19291. return BoundingSphere;
  19292. }());
  19293. BABYLON.BoundingSphere = BoundingSphere;
  19294. })(BABYLON || (BABYLON = {}));
  19295. //# sourceMappingURL=babylon.boundingSphere.js.map
  19296. var BABYLON;
  19297. (function (BABYLON) {
  19298. /**
  19299. * Class used to store bounding box information
  19300. */
  19301. var BoundingBox = /** @class */ (function () {
  19302. /**
  19303. * Creates a new bounding box
  19304. * @param min defines the minimum vector (in local space)
  19305. * @param max defines the maximum vector (in local space)
  19306. * @param worldMatrix defines the new world matrix
  19307. */
  19308. function BoundingBox(min, max, worldMatrix) {
  19309. /**
  19310. * Gets the 8 vectors representing the bounding box in local space
  19311. */
  19312. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19313. /**
  19314. * Gets the center of the bounding box in local space
  19315. */
  19316. this.center = BABYLON.Vector3.Zero();
  19317. /**
  19318. * Gets the center of the bounding box in world space
  19319. */
  19320. this.centerWorld = BABYLON.Vector3.Zero();
  19321. /**
  19322. * Gets the extend size in local space
  19323. */
  19324. this.extendSize = BABYLON.Vector3.Zero();
  19325. /**
  19326. * Gets the extend size in world space
  19327. */
  19328. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19329. /**
  19330. * Gets the OBB (object bounding box) directions
  19331. */
  19332. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19333. /**
  19334. * Gets the 8 vectors representing the bounding box in world space
  19335. */
  19336. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19337. /**
  19338. * Gets the minimum vector in world space
  19339. */
  19340. this.minimumWorld = BABYLON.Vector3.Zero();
  19341. /**
  19342. * Gets the maximum vector in world space
  19343. */
  19344. this.maximumWorld = BABYLON.Vector3.Zero();
  19345. /**
  19346. * Gets the minimum vector in local space
  19347. */
  19348. this.minimum = BABYLON.Vector3.Zero();
  19349. /**
  19350. * Gets the maximum vector in local space
  19351. */
  19352. this.maximum = BABYLON.Vector3.Zero();
  19353. this.reConstruct(min, max, worldMatrix);
  19354. }
  19355. // Methods
  19356. /**
  19357. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19358. * @param min defines the new minimum vector (in local space)
  19359. * @param max defines the new maximum vector (in local space)
  19360. * @param worldMatrix defines the new world matrix
  19361. */
  19362. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19363. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19364. var vectors = this.vectors;
  19365. this.minimum.copyFromFloats(minX, minY, minZ);
  19366. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19367. vectors[0].copyFromFloats(minX, minY, minZ);
  19368. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19369. vectors[2].copyFromFloats(maxX, minY, minZ);
  19370. vectors[3].copyFromFloats(minX, maxY, minZ);
  19371. vectors[4].copyFromFloats(minX, minY, maxZ);
  19372. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19373. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19374. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19375. // OBB
  19376. max.addToRef(min, this.center).scaleInPlace(0.5);
  19377. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19378. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19379. };
  19380. /**
  19381. * Scale the current bounding box by applying a scale factor
  19382. * @param factor defines the scale factor to apply
  19383. * @returns the current bounding box
  19384. */
  19385. BoundingBox.prototype.scale = function (factor) {
  19386. var tmpVectors = BoundingBox.TmpVector3;
  19387. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19388. var len = diff.length();
  19389. diff.normalizeFromLength(len);
  19390. var distance = len * factor;
  19391. var newRadius = diff.scaleInPlace(distance * 0.5);
  19392. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19393. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19394. this.reConstruct(min, max, this._worldMatrix);
  19395. return this;
  19396. };
  19397. /**
  19398. * Gets the world matrix of the bounding box
  19399. * @returns a matrix
  19400. */
  19401. BoundingBox.prototype.getWorldMatrix = function () {
  19402. return this._worldMatrix;
  19403. };
  19404. /** @hidden */
  19405. BoundingBox.prototype._update = function (world) {
  19406. var minWorld = this.minimumWorld;
  19407. var maxWorld = this.maximumWorld;
  19408. var directions = this.directions;
  19409. var vectorsWorld = this.vectorsWorld;
  19410. var vectors = this.vectors;
  19411. if (!world.isIdentity()) {
  19412. minWorld.setAll(Number.MAX_VALUE);
  19413. maxWorld.setAll(-Number.MAX_VALUE);
  19414. for (var index = 0; index < 8; ++index) {
  19415. var v = vectorsWorld[index];
  19416. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19417. minWorld.minimizeInPlace(v);
  19418. maxWorld.maximizeInPlace(v);
  19419. }
  19420. // Extend
  19421. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19422. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19423. }
  19424. else {
  19425. minWorld.copyFrom(this.minimum);
  19426. maxWorld.copyFrom(this.maximum);
  19427. for (var index = 0; index < 8; ++index) {
  19428. vectorsWorld[index].copyFrom(vectors[index]);
  19429. }
  19430. // Extend
  19431. this.extendSizeWorld.copyFrom(this.extendSize);
  19432. this.centerWorld.copyFrom(this.center);
  19433. }
  19434. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19435. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19436. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19437. this._worldMatrix = world;
  19438. };
  19439. /**
  19440. * Tests if the bounding box is intersecting the frustum planes
  19441. * @param frustumPlanes defines the frustum planes to test
  19442. * @returns true if there is an intersection
  19443. */
  19444. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19445. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19446. };
  19447. /**
  19448. * Tests if the bounding box is entirely inside the frustum planes
  19449. * @param frustumPlanes defines the frustum planes to test
  19450. * @returns true if there is an inclusion
  19451. */
  19452. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19453. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19454. };
  19455. /**
  19456. * Tests if a point is inside the bounding box
  19457. * @param point defines the point to test
  19458. * @returns true if the point is inside the bounding box
  19459. */
  19460. BoundingBox.prototype.intersectsPoint = function (point) {
  19461. var min = this.minimumWorld;
  19462. var max = this.maximumWorld;
  19463. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19464. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19465. var delta = -BABYLON.Epsilon;
  19466. if (maxX - pointX < delta || delta > pointX - minX) {
  19467. return false;
  19468. }
  19469. if (maxY - pointY < delta || delta > pointY - minY) {
  19470. return false;
  19471. }
  19472. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19473. return false;
  19474. }
  19475. return true;
  19476. };
  19477. /**
  19478. * Tests if the bounding box intersects with a bounding sphere
  19479. * @param sphere defines the sphere to test
  19480. * @returns true if there is an intersection
  19481. */
  19482. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19483. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19484. };
  19485. /**
  19486. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19487. * @param min defines the min vector to use
  19488. * @param max defines the max vector to use
  19489. * @returns true if there is an intersection
  19490. */
  19491. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19492. var myMin = this.minimumWorld;
  19493. var myMax = this.maximumWorld;
  19494. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19495. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19496. if (myMaxX < minX || myMinX > maxX) {
  19497. return false;
  19498. }
  19499. if (myMaxY < minY || myMinY > maxY) {
  19500. return false;
  19501. }
  19502. if (myMaxZ < minZ || myMinZ > maxZ) {
  19503. return false;
  19504. }
  19505. return true;
  19506. };
  19507. // Statics
  19508. /**
  19509. * Tests if two bounding boxes are intersections
  19510. * @param box0 defines the first box to test
  19511. * @param box1 defines the second box to test
  19512. * @returns true if there is an intersection
  19513. */
  19514. BoundingBox.Intersects = function (box0, box1) {
  19515. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19516. };
  19517. /**
  19518. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19519. * @param minPoint defines the minimum vector of the bounding box
  19520. * @param maxPoint defines the maximum vector of the bounding box
  19521. * @param sphereCenter defines the sphere center
  19522. * @param sphereRadius defines the sphere radius
  19523. * @returns true if there is an intersection
  19524. */
  19525. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19526. var vector = BoundingBox.TmpVector3[0];
  19527. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19528. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19529. return (num <= (sphereRadius * sphereRadius));
  19530. };
  19531. /**
  19532. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19533. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19534. * @param frustumPlanes defines the frustum planes to test
  19535. * @return true if there is an inclusion
  19536. */
  19537. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19538. for (var p = 0; p < 6; ++p) {
  19539. var frustumPlane = frustumPlanes[p];
  19540. for (var i = 0; i < 8; ++i) {
  19541. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19542. return false;
  19543. }
  19544. }
  19545. }
  19546. return true;
  19547. };
  19548. /**
  19549. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19550. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19551. * @param frustumPlanes defines the frustum planes to test
  19552. * @return true if there is an intersection
  19553. */
  19554. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19555. for (var p = 0; p < 6; ++p) {
  19556. var canReturnFalse = true;
  19557. var frustumPlane = frustumPlanes[p];
  19558. for (var i = 0; i < 8; ++i) {
  19559. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19560. canReturnFalse = false;
  19561. break;
  19562. }
  19563. }
  19564. if (canReturnFalse) {
  19565. return false;
  19566. }
  19567. }
  19568. return true;
  19569. };
  19570. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19571. return BoundingBox;
  19572. }());
  19573. BABYLON.BoundingBox = BoundingBox;
  19574. })(BABYLON || (BABYLON = {}));
  19575. //# sourceMappingURL=babylon.boundingBox.js.map
  19576. var BABYLON;
  19577. (function (BABYLON) {
  19578. var _result0 = { min: 0, max: 0 };
  19579. var _result1 = { min: 0, max: 0 };
  19580. var computeBoxExtents = function (axis, box, result) {
  19581. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19582. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19583. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19584. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19585. var r = r0 + r1 + r2;
  19586. result.min = p - r;
  19587. result.max = p + r;
  19588. };
  19589. var axisOverlap = function (axis, box0, box1) {
  19590. computeBoxExtents(axis, box0, _result0);
  19591. computeBoxExtents(axis, box1, _result1);
  19592. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19593. };
  19594. /**
  19595. * Info for a bounding data of a mesh
  19596. */
  19597. var BoundingInfo = /** @class */ (function () {
  19598. /**
  19599. * Constructs bounding info
  19600. * @param minimum min vector of the bounding box/sphere
  19601. * @param maximum max vector of the bounding box/sphere
  19602. * @param worldMatrix defines the new world matrix
  19603. */
  19604. function BoundingInfo(minimum, maximum, worldMatrix) {
  19605. this._isLocked = false;
  19606. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19607. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19608. }
  19609. /**
  19610. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19611. * @param min defines the new minimum vector (in local space)
  19612. * @param max defines the new maximum vector (in local space)
  19613. * @param worldMatrix defines the new world matrix
  19614. */
  19615. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19616. this.boundingBox.reConstruct(min, max, worldMatrix);
  19617. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19618. };
  19619. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19620. /**
  19621. * min vector of the bounding box/sphere
  19622. */
  19623. get: function () {
  19624. return this.boundingBox.minimum;
  19625. },
  19626. enumerable: true,
  19627. configurable: true
  19628. });
  19629. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19630. /**
  19631. * max vector of the bounding box/sphere
  19632. */
  19633. get: function () {
  19634. return this.boundingBox.maximum;
  19635. },
  19636. enumerable: true,
  19637. configurable: true
  19638. });
  19639. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19640. /**
  19641. * If the info is locked and won't be updated to avoid perf overhead
  19642. */
  19643. get: function () {
  19644. return this._isLocked;
  19645. },
  19646. set: function (value) {
  19647. this._isLocked = value;
  19648. },
  19649. enumerable: true,
  19650. configurable: true
  19651. });
  19652. // Methods
  19653. /**
  19654. * Updates the bounding sphere and box
  19655. * @param world world matrix to be used to update
  19656. */
  19657. BoundingInfo.prototype.update = function (world) {
  19658. if (this._isLocked) {
  19659. return;
  19660. }
  19661. this.boundingBox._update(world);
  19662. this.boundingSphere._update(world);
  19663. };
  19664. /**
  19665. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19666. * @param center New center of the bounding info
  19667. * @param extend New extend of the bounding info
  19668. * @returns the current bounding info
  19669. */
  19670. BoundingInfo.prototype.centerOn = function (center, extend) {
  19671. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19672. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19673. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19674. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19675. return this;
  19676. };
  19677. /**
  19678. * Scale the current bounding info by applying a scale factor
  19679. * @param factor defines the scale factor to apply
  19680. * @returns the current bounding info
  19681. */
  19682. BoundingInfo.prototype.scale = function (factor) {
  19683. this.boundingBox.scale(factor);
  19684. this.boundingSphere.scale(factor);
  19685. return this;
  19686. };
  19687. /**
  19688. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19689. * @param frustumPlanes defines the frustum to test
  19690. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19691. * @returns true if the bounding info is in the frustum planes
  19692. */
  19693. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19694. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19695. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19696. return false;
  19697. }
  19698. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19699. return true;
  19700. }
  19701. return this.boundingBox.isInFrustum(frustumPlanes);
  19702. };
  19703. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19704. /**
  19705. * Gets the world distance between the min and max points of the bounding box
  19706. */
  19707. get: function () {
  19708. var boundingBox = this.boundingBox;
  19709. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19710. return diag.length();
  19711. },
  19712. enumerable: true,
  19713. configurable: true
  19714. });
  19715. /**
  19716. * Checks if a cullable object (mesh...) is in the camera frustum
  19717. * Unlike isInFrustum this cheks the full bounding box
  19718. * @param frustumPlanes Camera near/planes
  19719. * @returns true if the object is in frustum otherwise false
  19720. */
  19721. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19722. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19723. };
  19724. /** @hidden */
  19725. BoundingInfo.prototype._checkCollision = function (collider) {
  19726. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19727. };
  19728. /**
  19729. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19730. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19731. * @param point the point to check intersection with
  19732. * @returns if the point intersects
  19733. */
  19734. BoundingInfo.prototype.intersectsPoint = function (point) {
  19735. if (!this.boundingSphere.centerWorld) {
  19736. return false;
  19737. }
  19738. if (!this.boundingSphere.intersectsPoint(point)) {
  19739. return false;
  19740. }
  19741. if (!this.boundingBox.intersectsPoint(point)) {
  19742. return false;
  19743. }
  19744. return true;
  19745. };
  19746. /**
  19747. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19748. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19749. * @param boundingInfo the bounding info to check intersection with
  19750. * @param precise if the intersection should be done using OBB
  19751. * @returns if the bounding info intersects
  19752. */
  19753. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19754. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19755. return false;
  19756. }
  19757. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19758. return false;
  19759. }
  19760. if (!precise) {
  19761. return true;
  19762. }
  19763. var box0 = this.boundingBox;
  19764. var box1 = boundingInfo.boundingBox;
  19765. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19766. return false;
  19767. }
  19768. if (!axisOverlap(box0.directions[1], box0, box1)) {
  19769. return false;
  19770. }
  19771. if (!axisOverlap(box0.directions[2], box0, box1)) {
  19772. return false;
  19773. }
  19774. if (!axisOverlap(box1.directions[0], box0, box1)) {
  19775. return false;
  19776. }
  19777. if (!axisOverlap(box1.directions[1], box0, box1)) {
  19778. return false;
  19779. }
  19780. if (!axisOverlap(box1.directions[2], box0, box1)) {
  19781. return false;
  19782. }
  19783. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  19784. return false;
  19785. }
  19786. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  19787. return false;
  19788. }
  19789. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  19790. return false;
  19791. }
  19792. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  19793. return false;
  19794. }
  19795. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  19796. return false;
  19797. }
  19798. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  19799. return false;
  19800. }
  19801. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  19802. return false;
  19803. }
  19804. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  19805. return false;
  19806. }
  19807. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  19808. return false;
  19809. }
  19810. return true;
  19811. };
  19812. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  19813. return BoundingInfo;
  19814. }());
  19815. BABYLON.BoundingInfo = BoundingInfo;
  19816. })(BABYLON || (BABYLON = {}));
  19817. //# sourceMappingURL=babylon.boundingInfo.js.map
  19818. var BABYLON;
  19819. (function (BABYLON) {
  19820. /**
  19821. * 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.
  19822. * @see https://doc.babylonjs.com/how_to/transformnode
  19823. */
  19824. var TransformNode = /** @class */ (function (_super) {
  19825. __extends(TransformNode, _super);
  19826. function TransformNode(name, scene, isPure) {
  19827. if (scene === void 0) { scene = null; }
  19828. if (isPure === void 0) { isPure = true; }
  19829. var _this = _super.call(this, name, scene) || this;
  19830. _this._forward = new BABYLON.Vector3(0, 0, 1);
  19831. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  19832. _this._up = new BABYLON.Vector3(0, 1, 0);
  19833. _this._right = new BABYLON.Vector3(1, 0, 0);
  19834. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  19835. // Properties
  19836. _this._position = BABYLON.Vector3.Zero();
  19837. _this._rotation = BABYLON.Vector3.Zero();
  19838. _this._scaling = BABYLON.Vector3.One();
  19839. _this._isDirty = false;
  19840. /**
  19841. * Set the billboard mode. Default is 0.
  19842. *
  19843. * | Value | Type | Description |
  19844. * | --- | --- | --- |
  19845. * | 0 | BILLBOARDMODE_NONE | |
  19846. * | 1 | BILLBOARDMODE_X | |
  19847. * | 2 | BILLBOARDMODE_Y | |
  19848. * | 4 | BILLBOARDMODE_Z | |
  19849. * | 7 | BILLBOARDMODE_ALL | |
  19850. *
  19851. */
  19852. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  19853. /**
  19854. * 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
  19855. */
  19856. _this.scalingDeterminant = 1;
  19857. /**
  19858. * Sets the distance of the object to max, often used by skybox
  19859. */
  19860. _this.infiniteDistance = false;
  19861. /**
  19862. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  19863. * By default the system will update normals to compensate
  19864. */
  19865. _this.ignoreNonUniformScaling = false;
  19866. _this._localWorld = BABYLON.Matrix.Zero();
  19867. _this._absolutePosition = BABYLON.Vector3.Zero();
  19868. _this._pivotMatrix = BABYLON.Matrix.Identity();
  19869. _this._postMultiplyPivotMatrix = false;
  19870. _this._isWorldMatrixFrozen = false;
  19871. /** @hidden */
  19872. _this._indexInSceneTransformNodesArray = -1;
  19873. /**
  19874. * An event triggered after the world matrix is updated
  19875. */
  19876. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  19877. _this._nonUniformScaling = false;
  19878. if (isPure) {
  19879. _this.getScene().addTransformNode(_this);
  19880. }
  19881. return _this;
  19882. }
  19883. /**
  19884. * Gets a string identifying the name of the class
  19885. * @returns "TransformNode" string
  19886. */
  19887. TransformNode.prototype.getClassName = function () {
  19888. return "TransformNode";
  19889. };
  19890. Object.defineProperty(TransformNode.prototype, "position", {
  19891. /**
  19892. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  19893. */
  19894. get: function () {
  19895. return this._position;
  19896. },
  19897. set: function (newPosition) {
  19898. this._position = newPosition;
  19899. this._isDirty = true;
  19900. },
  19901. enumerable: true,
  19902. configurable: true
  19903. });
  19904. Object.defineProperty(TransformNode.prototype, "rotation", {
  19905. /**
  19906. * 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)).
  19907. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  19908. */
  19909. get: function () {
  19910. return this._rotation;
  19911. },
  19912. set: function (newRotation) {
  19913. this._rotation = newRotation;
  19914. this._isDirty = true;
  19915. },
  19916. enumerable: true,
  19917. configurable: true
  19918. });
  19919. Object.defineProperty(TransformNode.prototype, "scaling", {
  19920. /**
  19921. * 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)).
  19922. */
  19923. get: function () {
  19924. return this._scaling;
  19925. },
  19926. set: function (newScaling) {
  19927. this._scaling = newScaling;
  19928. this._isDirty = true;
  19929. },
  19930. enumerable: true,
  19931. configurable: true
  19932. });
  19933. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  19934. /**
  19935. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  19936. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  19937. */
  19938. get: function () {
  19939. return this._rotationQuaternion;
  19940. },
  19941. set: function (quaternion) {
  19942. this._rotationQuaternion = quaternion;
  19943. //reset the rotation vector.
  19944. if (quaternion) {
  19945. this.rotation.setAll(0.0);
  19946. }
  19947. },
  19948. enumerable: true,
  19949. configurable: true
  19950. });
  19951. Object.defineProperty(TransformNode.prototype, "forward", {
  19952. /**
  19953. * The forward direction of that transform in world space.
  19954. */
  19955. get: function () {
  19956. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  19957. },
  19958. enumerable: true,
  19959. configurable: true
  19960. });
  19961. Object.defineProperty(TransformNode.prototype, "up", {
  19962. /**
  19963. * The up direction of that transform in world space.
  19964. */
  19965. get: function () {
  19966. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  19967. },
  19968. enumerable: true,
  19969. configurable: true
  19970. });
  19971. Object.defineProperty(TransformNode.prototype, "right", {
  19972. /**
  19973. * The right direction of that transform in world space.
  19974. */
  19975. get: function () {
  19976. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  19977. },
  19978. enumerable: true,
  19979. configurable: true
  19980. });
  19981. /**
  19982. * Copies the parameter passed Matrix into the mesh Pose matrix.
  19983. * @param matrix the matrix to copy the pose from
  19984. * @returns this TransformNode.
  19985. */
  19986. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  19987. this._poseMatrix.copyFrom(matrix);
  19988. return this;
  19989. };
  19990. /**
  19991. * Returns the mesh Pose matrix.
  19992. * @returns the pose matrix
  19993. */
  19994. TransformNode.prototype.getPoseMatrix = function () {
  19995. return this._poseMatrix;
  19996. };
  19997. /** @hidden */
  19998. TransformNode.prototype._isSynchronized = function () {
  19999. if (this._isDirty) {
  20000. return false;
  20001. }
  20002. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20003. return false;
  20004. }
  20005. if (this._cache.pivotMatrixUpdated) {
  20006. return false;
  20007. }
  20008. if (this.infiniteDistance) {
  20009. return false;
  20010. }
  20011. if (!this._cache.position.equals(this._position)) {
  20012. return false;
  20013. }
  20014. if (this._rotationQuaternion) {
  20015. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20016. return false;
  20017. }
  20018. }
  20019. if (!this._cache.rotation.equals(this._rotation)) {
  20020. return false;
  20021. }
  20022. if (!this._cache.scaling.equals(this._scaling)) {
  20023. return false;
  20024. }
  20025. return true;
  20026. };
  20027. /** @hidden */
  20028. TransformNode.prototype._initCache = function () {
  20029. _super.prototype._initCache.call(this);
  20030. this._cache.localMatrixUpdated = false;
  20031. this._cache.position = BABYLON.Vector3.Zero();
  20032. this._cache.scaling = BABYLON.Vector3.Zero();
  20033. this._cache.rotation = BABYLON.Vector3.Zero();
  20034. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20035. this._cache.billboardMode = -1;
  20036. };
  20037. /**
  20038. * Flag the transform node as dirty (Forcing it to update everything)
  20039. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20040. * @returns this transform node
  20041. */
  20042. TransformNode.prototype.markAsDirty = function (property) {
  20043. if (property === "rotation") {
  20044. this.rotationQuaternion = null;
  20045. }
  20046. this._currentRenderId = Number.MAX_VALUE;
  20047. this._isDirty = true;
  20048. return this;
  20049. };
  20050. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20051. /**
  20052. * Returns the current mesh absolute position.
  20053. * Returns a Vector3.
  20054. */
  20055. get: function () {
  20056. return this._absolutePosition;
  20057. },
  20058. enumerable: true,
  20059. configurable: true
  20060. });
  20061. /**
  20062. * Sets a new matrix to apply before all other transformation
  20063. * @param matrix defines the transform matrix
  20064. * @returns the current TransformNode
  20065. */
  20066. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20067. return this.setPivotMatrix(matrix, false);
  20068. };
  20069. /**
  20070. * Sets a new pivot matrix to the current node
  20071. * @param matrix defines the new pivot matrix to use
  20072. * @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
  20073. * @returns the current TransformNode
  20074. */
  20075. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20076. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20077. this._pivotMatrix.copyFrom(matrix);
  20078. this._cache.pivotMatrixUpdated = true;
  20079. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20080. if (this._postMultiplyPivotMatrix) {
  20081. if (!this._pivotMatrixInverse) {
  20082. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20083. }
  20084. else {
  20085. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20086. }
  20087. }
  20088. return this;
  20089. };
  20090. /**
  20091. * Returns the mesh pivot matrix.
  20092. * Default : Identity.
  20093. * @returns the matrix
  20094. */
  20095. TransformNode.prototype.getPivotMatrix = function () {
  20096. return this._pivotMatrix;
  20097. };
  20098. /**
  20099. * Prevents the World matrix to be computed any longer.
  20100. * @returns the TransformNode.
  20101. */
  20102. TransformNode.prototype.freezeWorldMatrix = function () {
  20103. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20104. this.computeWorldMatrix(true);
  20105. this._isWorldMatrixFrozen = true;
  20106. return this;
  20107. };
  20108. /**
  20109. * Allows back the World matrix computation.
  20110. * @returns the TransformNode.
  20111. */
  20112. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20113. this._isWorldMatrixFrozen = false;
  20114. this.computeWorldMatrix(true);
  20115. return this;
  20116. };
  20117. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20118. /**
  20119. * True if the World matrix has been frozen.
  20120. */
  20121. get: function () {
  20122. return this._isWorldMatrixFrozen;
  20123. },
  20124. enumerable: true,
  20125. configurable: true
  20126. });
  20127. /**
  20128. * Retuns the mesh absolute position in the World.
  20129. * @returns a Vector3.
  20130. */
  20131. TransformNode.prototype.getAbsolutePosition = function () {
  20132. this.computeWorldMatrix();
  20133. return this._absolutePosition;
  20134. };
  20135. /**
  20136. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20137. * @param absolutePosition the absolute position to set
  20138. * @returns the TransformNode.
  20139. */
  20140. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20141. if (!absolutePosition) {
  20142. return this;
  20143. }
  20144. var absolutePositionX;
  20145. var absolutePositionY;
  20146. var absolutePositionZ;
  20147. if (absolutePosition.x === undefined) {
  20148. if (arguments.length < 3) {
  20149. return this;
  20150. }
  20151. absolutePositionX = arguments[0];
  20152. absolutePositionY = arguments[1];
  20153. absolutePositionZ = arguments[2];
  20154. }
  20155. else {
  20156. absolutePositionX = absolutePosition.x;
  20157. absolutePositionY = absolutePosition.y;
  20158. absolutePositionZ = absolutePosition.z;
  20159. }
  20160. if (this.parent) {
  20161. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20162. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20163. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20164. }
  20165. else {
  20166. this.position.x = absolutePositionX;
  20167. this.position.y = absolutePositionY;
  20168. this.position.z = absolutePositionZ;
  20169. }
  20170. return this;
  20171. };
  20172. /**
  20173. * Sets the mesh position in its local space.
  20174. * @param vector3 the position to set in localspace
  20175. * @returns the TransformNode.
  20176. */
  20177. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20178. this.computeWorldMatrix();
  20179. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localWorld);
  20180. return this;
  20181. };
  20182. /**
  20183. * Returns the mesh position in the local space from the current World matrix values.
  20184. * @returns a new Vector3.
  20185. */
  20186. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20187. this.computeWorldMatrix();
  20188. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20189. this._localWorld.invertToRef(invLocalWorldMatrix);
  20190. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20191. };
  20192. /**
  20193. * Translates the mesh along the passed Vector3 in its local space.
  20194. * @param vector3 the distance to translate in localspace
  20195. * @returns the TransformNode.
  20196. */
  20197. TransformNode.prototype.locallyTranslate = function (vector3) {
  20198. this.computeWorldMatrix(true);
  20199. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localWorld);
  20200. return this;
  20201. };
  20202. /**
  20203. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20204. * @param targetPoint the position (must be in same space as current mesh) to look at
  20205. * @param yawCor optional yaw (y-axis) correction in radians
  20206. * @param pitchCor optional pitch (x-axis) correction in radians
  20207. * @param rollCor optional roll (z-axis) correction in radians
  20208. * @param space the choosen space of the target
  20209. * @returns the TransformNode.
  20210. */
  20211. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20212. if (yawCor === void 0) { yawCor = 0; }
  20213. if (pitchCor === void 0) { pitchCor = 0; }
  20214. if (rollCor === void 0) { rollCor = 0; }
  20215. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20216. var dv = TransformNode._lookAtVectorCache;
  20217. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20218. targetPoint.subtractToRef(pos, dv);
  20219. var yaw = -Math.atan2(dv.z, dv.x) - Math.PI / 2;
  20220. var len = Math.sqrt(dv.x * dv.x + dv.z * dv.z);
  20221. var pitch = Math.atan2(dv.y, len);
  20222. if (this.rotationQuaternion) {
  20223. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20224. }
  20225. else {
  20226. this.rotation.x = pitch + pitchCor;
  20227. this.rotation.y = yaw + yawCor;
  20228. this.rotation.z = rollCor;
  20229. }
  20230. return this;
  20231. };
  20232. /**
  20233. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20234. * This Vector3 is expressed in the World space.
  20235. * @param localAxis axis to rotate
  20236. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20237. */
  20238. TransformNode.prototype.getDirection = function (localAxis) {
  20239. var result = BABYLON.Vector3.Zero();
  20240. this.getDirectionToRef(localAxis, result);
  20241. return result;
  20242. };
  20243. /**
  20244. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20245. * localAxis is expressed in the mesh local space.
  20246. * result is computed in the Wordl space from the mesh World matrix.
  20247. * @param localAxis axis to rotate
  20248. * @param result the resulting transformnode
  20249. * @returns this TransformNode.
  20250. */
  20251. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20252. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20253. return this;
  20254. };
  20255. /**
  20256. * Sets a new pivot point to the current node
  20257. * @param point defines the new pivot point to use
  20258. * @param space defines if the point is in world or local space (local by default)
  20259. * @returns the current TransformNode
  20260. */
  20261. TransformNode.prototype.setPivotPoint = function (point, space) {
  20262. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20263. if (this.getScene().getRenderId() == 0) {
  20264. this.computeWorldMatrix(true);
  20265. }
  20266. var wm = this.getWorldMatrix();
  20267. if (space == BABYLON.Space.WORLD) {
  20268. var tmat = BABYLON.Tmp.Matrix[0];
  20269. wm.invertToRef(tmat);
  20270. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20271. }
  20272. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20273. };
  20274. /**
  20275. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20276. * @returns the pivot point
  20277. */
  20278. TransformNode.prototype.getPivotPoint = function () {
  20279. var point = BABYLON.Vector3.Zero();
  20280. this.getPivotPointToRef(point);
  20281. return point;
  20282. };
  20283. /**
  20284. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20285. * @param result the vector3 to store the result
  20286. * @returns this TransformNode.
  20287. */
  20288. TransformNode.prototype.getPivotPointToRef = function (result) {
  20289. result.x = -this._pivotMatrix.m[12];
  20290. result.y = -this._pivotMatrix.m[13];
  20291. result.z = -this._pivotMatrix.m[14];
  20292. return this;
  20293. };
  20294. /**
  20295. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20296. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20297. */
  20298. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20299. var point = BABYLON.Vector3.Zero();
  20300. this.getAbsolutePivotPointToRef(point);
  20301. return point;
  20302. };
  20303. /**
  20304. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20305. * @param result vector3 to store the result
  20306. * @returns this TransformNode.
  20307. */
  20308. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20309. result.x = this._pivotMatrix.m[12];
  20310. result.y = this._pivotMatrix.m[13];
  20311. result.z = this._pivotMatrix.m[14];
  20312. this.getPivotPointToRef(result);
  20313. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20314. return this;
  20315. };
  20316. /**
  20317. * Defines the passed node as the parent of the current node.
  20318. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20319. * @param node the node ot set as the parent
  20320. * @returns this TransformNode.
  20321. */
  20322. TransformNode.prototype.setParent = function (node) {
  20323. if (!node && !this.parent) {
  20324. return this;
  20325. }
  20326. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20327. var position = BABYLON.Tmp.Vector3[0];
  20328. var scale = BABYLON.Tmp.Vector3[1];
  20329. if (!node) {
  20330. if (this.parent && this.parent.computeWorldMatrix) {
  20331. this.parent.computeWorldMatrix(true);
  20332. }
  20333. this.computeWorldMatrix(true);
  20334. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20335. }
  20336. else {
  20337. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20338. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20339. this.computeWorldMatrix(true);
  20340. node.computeWorldMatrix(true);
  20341. node.getWorldMatrix().invertToRef(invParentMatrix);
  20342. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20343. diffMatrix.decompose(scale, quatRotation, position);
  20344. }
  20345. if (this.rotationQuaternion) {
  20346. this.rotationQuaternion.copyFrom(quatRotation);
  20347. }
  20348. else {
  20349. quatRotation.toEulerAnglesToRef(this.rotation);
  20350. }
  20351. this.scaling.copyFrom(scale);
  20352. this.position.copyFrom(position);
  20353. this.parent = node;
  20354. return this;
  20355. };
  20356. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20357. /**
  20358. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20359. */
  20360. get: function () {
  20361. return this._nonUniformScaling;
  20362. },
  20363. enumerable: true,
  20364. configurable: true
  20365. });
  20366. /** @hidden */
  20367. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20368. if (this._nonUniformScaling === value) {
  20369. return false;
  20370. }
  20371. this._nonUniformScaling = value;
  20372. return true;
  20373. };
  20374. /**
  20375. * Attach the current TransformNode to another TransformNode associated with a bone
  20376. * @param bone Bone affecting the TransformNode
  20377. * @param affectedTransformNode TransformNode associated with the bone
  20378. * @returns this object
  20379. */
  20380. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20381. this._transformToBoneReferal = affectedTransformNode;
  20382. this.parent = bone;
  20383. if (bone.getWorldMatrix().determinant() < 0) {
  20384. this.scalingDeterminant *= -1;
  20385. }
  20386. return this;
  20387. };
  20388. /**
  20389. * Detach the transform node if its associated with a bone
  20390. * @returns this object
  20391. */
  20392. TransformNode.prototype.detachFromBone = function () {
  20393. if (!this.parent) {
  20394. return this;
  20395. }
  20396. if (this.parent.getWorldMatrix().determinant() < 0) {
  20397. this.scalingDeterminant *= -1;
  20398. }
  20399. this._transformToBoneReferal = null;
  20400. this.parent = null;
  20401. return this;
  20402. };
  20403. /**
  20404. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20405. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20406. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20407. * The passed axis is also normalized.
  20408. * @param axis the axis to rotate around
  20409. * @param amount the amount to rotate in radians
  20410. * @param space Space to rotate in (Default: local)
  20411. * @returns the TransformNode.
  20412. */
  20413. TransformNode.prototype.rotate = function (axis, amount, space) {
  20414. axis.normalize();
  20415. if (!this.rotationQuaternion) {
  20416. this.rotationQuaternion = this.rotation.toQuaternion();
  20417. this.rotation.setAll(0);
  20418. }
  20419. var rotationQuaternion;
  20420. if (!space || space === BABYLON.Space.LOCAL) {
  20421. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20422. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20423. }
  20424. else {
  20425. if (this.parent) {
  20426. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20427. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20428. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20429. }
  20430. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20431. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20432. }
  20433. return this;
  20434. };
  20435. /**
  20436. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20437. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20438. * The passed axis is also normalized. .
  20439. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20440. * @param point the point to rotate around
  20441. * @param axis the axis to rotate around
  20442. * @param amount the amount to rotate in radians
  20443. * @returns the TransformNode
  20444. */
  20445. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20446. axis.normalize();
  20447. if (!this.rotationQuaternion) {
  20448. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20449. this.rotation.setAll(0);
  20450. }
  20451. var tmpVector = BABYLON.Tmp.Vector3[0];
  20452. var finalScale = BABYLON.Tmp.Vector3[1];
  20453. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20454. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20455. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20456. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20457. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20458. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20459. point.subtractToRef(this.position, tmpVector);
  20460. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20461. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20462. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20463. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20464. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20465. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20466. this.position.addInPlace(finalTranslation);
  20467. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20468. return this;
  20469. };
  20470. /**
  20471. * Translates the mesh along the axis vector for the passed distance in the given space.
  20472. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20473. * @param axis the axis to translate in
  20474. * @param distance the distance to translate
  20475. * @param space Space to rotate in (Default: local)
  20476. * @returns the TransformNode.
  20477. */
  20478. TransformNode.prototype.translate = function (axis, distance, space) {
  20479. var displacementVector = axis.scale(distance);
  20480. if (!space || space === BABYLON.Space.LOCAL) {
  20481. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20482. this.setPositionWithLocalVector(tempV3);
  20483. }
  20484. else {
  20485. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20486. }
  20487. return this;
  20488. };
  20489. /**
  20490. * Adds a rotation step to the mesh current rotation.
  20491. * x, y, z are Euler angles expressed in radians.
  20492. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20493. * This means this rotation is made in the mesh local space only.
  20494. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20495. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20496. * ```javascript
  20497. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20498. * ```
  20499. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20500. * 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.
  20501. * @param x Rotation to add
  20502. * @param y Rotation to add
  20503. * @param z Rotation to add
  20504. * @returns the TransformNode.
  20505. */
  20506. TransformNode.prototype.addRotation = function (x, y, z) {
  20507. var rotationQuaternion;
  20508. if (this.rotationQuaternion) {
  20509. rotationQuaternion = this.rotationQuaternion;
  20510. }
  20511. else {
  20512. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20513. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20514. }
  20515. var accumulation = BABYLON.Tmp.Quaternion[0];
  20516. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20517. rotationQuaternion.multiplyInPlace(accumulation);
  20518. if (!this.rotationQuaternion) {
  20519. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20520. }
  20521. return this;
  20522. };
  20523. /**
  20524. * Computes the world matrix of the node
  20525. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20526. * @returns the world matrix
  20527. */
  20528. TransformNode.prototype.computeWorldMatrix = function (force) {
  20529. if (this._isWorldMatrixFrozen) {
  20530. return this._worldMatrix;
  20531. }
  20532. if (!force && this.isSynchronized()) {
  20533. this._currentRenderId = this.getScene().getRenderId();
  20534. return this._worldMatrix;
  20535. }
  20536. this._updateCache();
  20537. this._cache.position.copyFrom(this.position);
  20538. this._cache.scaling.copyFrom(this.scaling);
  20539. this._cache.pivotMatrixUpdated = false;
  20540. this._cache.billboardMode = this.billboardMode;
  20541. this._currentRenderId = this.getScene().getRenderId();
  20542. this._childRenderId = this.getScene().getRenderId();
  20543. this._isDirty = false;
  20544. // Scaling
  20545. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20546. // Rotation
  20547. //rotate, if quaternion is set and rotation was used
  20548. if (this.rotationQuaternion) {
  20549. var len = this.rotation.length();
  20550. if (len) {
  20551. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20552. this.rotation.copyFromFloats(0, 0, 0);
  20553. }
  20554. }
  20555. if (this.rotationQuaternion) {
  20556. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20557. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20558. }
  20559. else {
  20560. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20561. this._cache.rotation.copyFrom(this.rotation);
  20562. }
  20563. // Translation
  20564. var camera = this.getScene().activeCamera;
  20565. if (this.infiniteDistance && !this.parent && camera) {
  20566. var cameraWorldMatrix = camera.getWorldMatrix();
  20567. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20568. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20569. }
  20570. else {
  20571. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20572. }
  20573. // Composing transformations
  20574. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20575. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20576. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20577. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20578. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20579. // Need to decompose each rotation here
  20580. var currentPosition = BABYLON.Tmp.Vector3[3];
  20581. if (this.parent && this.parent.getWorldMatrix) {
  20582. if (this._transformToBoneReferal) {
  20583. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20584. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20585. }
  20586. else {
  20587. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20588. }
  20589. }
  20590. else {
  20591. currentPosition.copyFrom(this.position);
  20592. }
  20593. currentPosition.subtractInPlace(camera.globalPosition);
  20594. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20595. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20596. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20597. }
  20598. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20599. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20600. }
  20601. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20602. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20603. }
  20604. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20605. }
  20606. else {
  20607. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20608. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20609. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20610. }
  20611. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20612. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20613. }
  20614. // Post multiply inverse of pivotMatrix
  20615. if (this._postMultiplyPivotMatrix) {
  20616. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20617. }
  20618. // Local world
  20619. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localWorld);
  20620. // Parent
  20621. if (this.parent && this.parent.getWorldMatrix) {
  20622. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20623. if (this._transformToBoneReferal) {
  20624. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20625. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20626. }
  20627. else {
  20628. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20629. }
  20630. this._localWorld.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20631. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20632. this._worldMatrix.copyFrom(this._localWorld);
  20633. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20634. }
  20635. else {
  20636. if (this._transformToBoneReferal) {
  20637. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20638. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20639. }
  20640. else {
  20641. this._localWorld.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20642. }
  20643. }
  20644. this._markSyncedWithParent();
  20645. }
  20646. else {
  20647. this._worldMatrix.copyFrom(this._localWorld);
  20648. }
  20649. // Normal matrix
  20650. if (!this.ignoreNonUniformScaling) {
  20651. if (this.scaling.isNonUniform) {
  20652. this._updateNonUniformScalingState(true);
  20653. }
  20654. else if (this.parent && this.parent._nonUniformScaling) {
  20655. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20656. }
  20657. else {
  20658. this._updateNonUniformScalingState(false);
  20659. }
  20660. }
  20661. else {
  20662. this._updateNonUniformScalingState(false);
  20663. }
  20664. this._afterComputeWorldMatrix();
  20665. // Absolute position
  20666. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20667. // Callbacks
  20668. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20669. if (!this._poseMatrix) {
  20670. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20671. }
  20672. // Cache the determinant
  20673. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20674. return this._worldMatrix;
  20675. };
  20676. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20677. };
  20678. /**
  20679. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20680. * @param func callback function to add
  20681. *
  20682. * @returns the TransformNode.
  20683. */
  20684. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20685. this.onAfterWorldMatrixUpdateObservable.add(func);
  20686. return this;
  20687. };
  20688. /**
  20689. * Removes a registered callback function.
  20690. * @param func callback function to remove
  20691. * @returns the TransformNode.
  20692. */
  20693. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20694. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20695. return this;
  20696. };
  20697. /**
  20698. * Clone the current transform node
  20699. * @param name Name of the new clone
  20700. * @param newParent New parent for the clone
  20701. * @param doNotCloneChildren Do not clone children hierarchy
  20702. * @returns the new transform node
  20703. */
  20704. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  20705. var _this = this;
  20706. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  20707. result.name = name;
  20708. result.id = name;
  20709. if (newParent) {
  20710. result.parent = newParent;
  20711. }
  20712. if (!doNotCloneChildren) {
  20713. // Children
  20714. var directDescendants = this.getDescendants(true);
  20715. for (var index = 0; index < directDescendants.length; index++) {
  20716. var child = directDescendants[index];
  20717. if (child.clone) {
  20718. child.clone(name + "." + child.name, result);
  20719. }
  20720. }
  20721. }
  20722. return result;
  20723. };
  20724. /**
  20725. * Serializes the objects information.
  20726. * @param currentSerializationObject defines the object to serialize in
  20727. * @returns the serialized object
  20728. */
  20729. TransformNode.prototype.serialize = function (currentSerializationObject) {
  20730. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  20731. serializationObject.type = this.getClassName();
  20732. // Parent
  20733. if (this.parent) {
  20734. serializationObject.parentId = this.parent.id;
  20735. }
  20736. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  20737. serializationObject.tags = BABYLON.Tags.GetTags(this);
  20738. }
  20739. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  20740. serializationObject.isEnabled = this.isEnabled();
  20741. // Parent
  20742. if (this.parent) {
  20743. serializationObject.parentId = this.parent.id;
  20744. }
  20745. return serializationObject;
  20746. };
  20747. // Statics
  20748. /**
  20749. * Returns a new TransformNode object parsed from the source provided.
  20750. * @param parsedTransformNode is the source.
  20751. * @param scene the scne the object belongs to
  20752. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  20753. * @returns a new TransformNode object parsed from the source provided.
  20754. */
  20755. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  20756. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  20757. if (BABYLON.Tags) {
  20758. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  20759. }
  20760. if (parsedTransformNode.localMatrix) {
  20761. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  20762. }
  20763. else if (parsedTransformNode.pivotMatrix) {
  20764. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  20765. }
  20766. transformNode.setEnabled(parsedTransformNode.isEnabled);
  20767. // Parent
  20768. if (parsedTransformNode.parentId) {
  20769. transformNode._waitingParentId = parsedTransformNode.parentId;
  20770. }
  20771. return transformNode;
  20772. };
  20773. /**
  20774. * Releases resources associated with this transform node.
  20775. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  20776. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  20777. */
  20778. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  20779. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  20780. // Animations
  20781. this.getScene().stopAnimation(this);
  20782. // Remove from scene
  20783. this.getScene().removeTransformNode(this);
  20784. this.onAfterWorldMatrixUpdateObservable.clear();
  20785. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  20786. };
  20787. // Statics
  20788. /**
  20789. * Object will not rotate to face the camera
  20790. */
  20791. TransformNode.BILLBOARDMODE_NONE = 0;
  20792. /**
  20793. * Object will rotate to face the camera but only on the x axis
  20794. */
  20795. TransformNode.BILLBOARDMODE_X = 1;
  20796. /**
  20797. * Object will rotate to face the camera but only on the y axis
  20798. */
  20799. TransformNode.BILLBOARDMODE_Y = 2;
  20800. /**
  20801. * Object will rotate to face the camera but only on the z axis
  20802. */
  20803. TransformNode.BILLBOARDMODE_Z = 4;
  20804. /**
  20805. * Object will rotate to face the camera
  20806. */
  20807. TransformNode.BILLBOARDMODE_ALL = 7;
  20808. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  20809. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  20810. __decorate([
  20811. BABYLON.serializeAsVector3("position")
  20812. ], TransformNode.prototype, "_position", void 0);
  20813. __decorate([
  20814. BABYLON.serializeAsVector3("rotation")
  20815. ], TransformNode.prototype, "_rotation", void 0);
  20816. __decorate([
  20817. BABYLON.serializeAsQuaternion("rotationQuaternion")
  20818. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  20819. __decorate([
  20820. BABYLON.serializeAsVector3("scaling")
  20821. ], TransformNode.prototype, "_scaling", void 0);
  20822. __decorate([
  20823. BABYLON.serialize()
  20824. ], TransformNode.prototype, "billboardMode", void 0);
  20825. __decorate([
  20826. BABYLON.serialize()
  20827. ], TransformNode.prototype, "scalingDeterminant", void 0);
  20828. __decorate([
  20829. BABYLON.serialize()
  20830. ], TransformNode.prototype, "infiniteDistance", void 0);
  20831. __decorate([
  20832. BABYLON.serialize()
  20833. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  20834. return TransformNode;
  20835. }(BABYLON.Node));
  20836. BABYLON.TransformNode = TransformNode;
  20837. })(BABYLON || (BABYLON = {}));
  20838. //# sourceMappingURL=babylon.transformNode.js.map
  20839. var BABYLON;
  20840. (function (BABYLON) {
  20841. /** @hidden */
  20842. var _FacetDataStorage = /** @class */ (function () {
  20843. function _FacetDataStorage() {
  20844. this.facetNb = 0; // facet number
  20845. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  20846. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  20847. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  20848. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  20849. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  20850. this.subDiv = {
  20851. max: 1,
  20852. X: 1,
  20853. Y: 1,
  20854. Z: 1
  20855. };
  20856. this.facetDepthSort = false; // is the facet depth sort to be computed
  20857. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  20858. }
  20859. return _FacetDataStorage;
  20860. }());
  20861. /**
  20862. * Class used to store all common mesh properties
  20863. */
  20864. var AbstractMesh = /** @class */ (function (_super) {
  20865. __extends(AbstractMesh, _super);
  20866. // Constructor
  20867. /**
  20868. * Creates a new AbstractMesh
  20869. * @param name defines the name of the mesh
  20870. * @param scene defines the hosting scene
  20871. */
  20872. function AbstractMesh(name, scene) {
  20873. if (scene === void 0) { scene = null; }
  20874. var _this = _super.call(this, name, scene, false) || this;
  20875. _this._facetData = new _FacetDataStorage();
  20876. /** Gets ot sets the culling strategy to use to find visible meshes */
  20877. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  20878. // Events
  20879. /**
  20880. * An event triggered when this mesh collides with another one
  20881. */
  20882. _this.onCollideObservable = new BABYLON.Observable();
  20883. /**
  20884. * An event triggered when the collision's position changes
  20885. */
  20886. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  20887. /**
  20888. * An event triggered when material is changed
  20889. */
  20890. _this.onMaterialChangedObservable = new BABYLON.Observable();
  20891. // Properties
  20892. /**
  20893. * Gets or sets the orientation for POV movement & rotation
  20894. */
  20895. _this.definedFacingForward = true;
  20896. _this._visibility = 1.0;
  20897. /** Gets or sets the alpha index used to sort transparent meshes
  20898. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  20899. */
  20900. _this.alphaIndex = Number.MAX_VALUE;
  20901. /**
  20902. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  20903. */
  20904. _this.isVisible = true;
  20905. /**
  20906. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  20907. */
  20908. _this.isPickable = true;
  20909. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  20910. _this.showSubMeshesBoundingBox = false;
  20911. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  20912. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  20913. */
  20914. _this.isBlocker = false;
  20915. /**
  20916. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  20917. */
  20918. _this.enablePointerMoveEvents = false;
  20919. /**
  20920. * Specifies the rendering group id for this mesh (0 by default)
  20921. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  20922. */
  20923. _this.renderingGroupId = 0;
  20924. _this._receiveShadows = false;
  20925. /** Defines color to use when rendering outline */
  20926. _this.outlineColor = BABYLON.Color3.Red();
  20927. /** Define width to use when rendering outline */
  20928. _this.outlineWidth = 0.02;
  20929. /** Defines color to use when rendering overlay */
  20930. _this.overlayColor = BABYLON.Color3.Red();
  20931. /** Defines alpha to use when rendering overlay */
  20932. _this.overlayAlpha = 0.5;
  20933. _this._hasVertexAlpha = false;
  20934. _this._useVertexColors = true;
  20935. _this._computeBonesUsingShaders = true;
  20936. _this._numBoneInfluencers = 4;
  20937. _this._applyFog = true;
  20938. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  20939. _this.useOctreeForRenderingSelection = true;
  20940. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  20941. _this.useOctreeForPicking = true;
  20942. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  20943. _this.useOctreeForCollisions = true;
  20944. _this._layerMask = 0x0FFFFFFF;
  20945. /**
  20946. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  20947. */
  20948. _this.alwaysSelectAsActiveMesh = false;
  20949. /**
  20950. * Gets or sets the current action manager
  20951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  20952. */
  20953. _this.actionManager = null;
  20954. // Collisions
  20955. _this._checkCollisions = false;
  20956. _this._collisionMask = -1;
  20957. _this._collisionGroup = -1;
  20958. /**
  20959. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  20960. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20961. */
  20962. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  20963. /**
  20964. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  20965. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  20966. */
  20967. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  20968. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20969. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  20970. // Edges
  20971. /**
  20972. * Defines edge width used when edgesRenderer is enabled
  20973. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20974. */
  20975. _this.edgesWidth = 1;
  20976. /**
  20977. * Defines edge color used when edgesRenderer is enabled
  20978. * @see https://www.babylonjs-playground.com/#10OJSG#13
  20979. */
  20980. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  20981. /** @hidden */
  20982. _this._renderId = 0;
  20983. /** @hidden */
  20984. _this._intersectionsInProgress = new Array();
  20985. /** @hidden */
  20986. _this._unIndexed = false;
  20987. /** @hidden */
  20988. _this._lightSources = new Array();
  20989. /**
  20990. * An event triggered when the mesh is rebuilt.
  20991. */
  20992. _this.onRebuildObservable = new BABYLON.Observable();
  20993. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  20994. if (collidedMesh === void 0) { collidedMesh = null; }
  20995. //TODO move this to the collision coordinator!
  20996. if (_this.getScene().workerCollisions) {
  20997. newPosition.multiplyInPlace(_this._collider._radius);
  20998. }
  20999. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21000. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21001. _this.position.addInPlace(_this._diffPositionForCollisions);
  21002. }
  21003. if (collidedMesh) {
  21004. _this.onCollideObservable.notifyObservers(collidedMesh);
  21005. }
  21006. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21007. };
  21008. _this.getScene().addMesh(_this);
  21009. _this._resyncLightSources();
  21010. return _this;
  21011. }
  21012. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21013. /**
  21014. * No billboard
  21015. */
  21016. get: function () {
  21017. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21018. },
  21019. enumerable: true,
  21020. configurable: true
  21021. });
  21022. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21023. /** Billboard on X axis */
  21024. get: function () {
  21025. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21026. },
  21027. enumerable: true,
  21028. configurable: true
  21029. });
  21030. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21031. /** Billboard on Y axis */
  21032. get: function () {
  21033. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21034. },
  21035. enumerable: true,
  21036. configurable: true
  21037. });
  21038. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21039. /** Billboard on Z axis */
  21040. get: function () {
  21041. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21042. },
  21043. enumerable: true,
  21044. configurable: true
  21045. });
  21046. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21047. /** Billboard on all axes */
  21048. get: function () {
  21049. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21050. },
  21051. enumerable: true,
  21052. configurable: true
  21053. });
  21054. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21055. /**
  21056. * Gets the number of facets in the mesh
  21057. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21058. */
  21059. get: function () {
  21060. return this._facetData.facetNb;
  21061. },
  21062. enumerable: true,
  21063. configurable: true
  21064. });
  21065. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21066. /**
  21067. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21068. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21069. */
  21070. get: function () {
  21071. return this._facetData.partitioningSubdivisions;
  21072. },
  21073. set: function (nb) {
  21074. this._facetData.partitioningSubdivisions = nb;
  21075. },
  21076. enumerable: true,
  21077. configurable: true
  21078. });
  21079. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21080. /**
  21081. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21082. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21083. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21084. */
  21085. get: function () {
  21086. return this._facetData.partitioningBBoxRatio;
  21087. },
  21088. set: function (ratio) {
  21089. this._facetData.partitioningBBoxRatio = ratio;
  21090. },
  21091. enumerable: true,
  21092. configurable: true
  21093. });
  21094. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21095. /**
  21096. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21097. * Works only for updatable meshes.
  21098. * Doesn't work with multi-materials
  21099. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21100. */
  21101. get: function () {
  21102. return this._facetData.facetDepthSort;
  21103. },
  21104. set: function (sort) {
  21105. this._facetData.facetDepthSort = sort;
  21106. },
  21107. enumerable: true,
  21108. configurable: true
  21109. });
  21110. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21111. /**
  21112. * The location (Vector3) where the facet depth sort must be computed from.
  21113. * By default, the active camera position.
  21114. * Used only when facet depth sort is enabled
  21115. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21116. */
  21117. get: function () {
  21118. return this._facetData.facetDepthSortFrom;
  21119. },
  21120. set: function (location) {
  21121. this._facetData.facetDepthSortFrom = location;
  21122. },
  21123. enumerable: true,
  21124. configurable: true
  21125. });
  21126. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21127. /**
  21128. * gets a boolean indicating if facetData is enabled
  21129. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21130. */
  21131. get: function () {
  21132. return this._facetData.facetDataEnabled;
  21133. },
  21134. enumerable: true,
  21135. configurable: true
  21136. });
  21137. /** @hidden */
  21138. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21139. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21140. return false;
  21141. }
  21142. this._markSubMeshesAsMiscDirty();
  21143. return true;
  21144. };
  21145. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21146. /** Set a function to call when this mesh collides with another one */
  21147. set: function (callback) {
  21148. if (this._onCollideObserver) {
  21149. this.onCollideObservable.remove(this._onCollideObserver);
  21150. }
  21151. this._onCollideObserver = this.onCollideObservable.add(callback);
  21152. },
  21153. enumerable: true,
  21154. configurable: true
  21155. });
  21156. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21157. /** Set a function to call when the collision's position changes */
  21158. set: function (callback) {
  21159. if (this._onCollisionPositionChangeObserver) {
  21160. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21161. }
  21162. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21163. },
  21164. enumerable: true,
  21165. configurable: true
  21166. });
  21167. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21168. /**
  21169. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21170. */
  21171. get: function () {
  21172. return this._visibility;
  21173. },
  21174. /**
  21175. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21176. */
  21177. set: function (value) {
  21178. if (this._visibility === value) {
  21179. return;
  21180. }
  21181. this._visibility = value;
  21182. this._markSubMeshesAsMiscDirty();
  21183. },
  21184. enumerable: true,
  21185. configurable: true
  21186. });
  21187. Object.defineProperty(AbstractMesh.prototype, "material", {
  21188. /** Gets or sets current material */
  21189. get: function () {
  21190. return this._material;
  21191. },
  21192. set: function (value) {
  21193. if (this._material === value) {
  21194. return;
  21195. }
  21196. // remove from material mesh map id needed
  21197. if (this._material && this._material.meshMap) {
  21198. this._material.meshMap[this.uniqueId] = undefined;
  21199. }
  21200. this._material = value;
  21201. if (value && value.meshMap) {
  21202. value.meshMap[this.uniqueId] = this;
  21203. }
  21204. if (this.onMaterialChangedObservable.hasObservers) {
  21205. this.onMaterialChangedObservable.notifyObservers(this);
  21206. }
  21207. if (!this.subMeshes) {
  21208. return;
  21209. }
  21210. this._unBindEffect();
  21211. },
  21212. enumerable: true,
  21213. configurable: true
  21214. });
  21215. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21216. /**
  21217. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21218. * @see http://doc.babylonjs.com/babylon101/shadows
  21219. */
  21220. get: function () {
  21221. return this._receiveShadows;
  21222. },
  21223. set: function (value) {
  21224. if (this._receiveShadows === value) {
  21225. return;
  21226. }
  21227. this._receiveShadows = value;
  21228. this._markSubMeshesAsLightDirty();
  21229. },
  21230. enumerable: true,
  21231. configurable: true
  21232. });
  21233. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21234. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21235. get: function () {
  21236. return this._hasVertexAlpha;
  21237. },
  21238. set: function (value) {
  21239. if (this._hasVertexAlpha === value) {
  21240. return;
  21241. }
  21242. this._hasVertexAlpha = value;
  21243. this._markSubMeshesAsAttributesDirty();
  21244. this._markSubMeshesAsMiscDirty();
  21245. },
  21246. enumerable: true,
  21247. configurable: true
  21248. });
  21249. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21250. /** 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) */
  21251. get: function () {
  21252. return this._useVertexColors;
  21253. },
  21254. set: function (value) {
  21255. if (this._useVertexColors === value) {
  21256. return;
  21257. }
  21258. this._useVertexColors = value;
  21259. this._markSubMeshesAsAttributesDirty();
  21260. },
  21261. enumerable: true,
  21262. configurable: true
  21263. });
  21264. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21265. /**
  21266. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21267. */
  21268. get: function () {
  21269. return this._computeBonesUsingShaders;
  21270. },
  21271. set: function (value) {
  21272. if (this._computeBonesUsingShaders === value) {
  21273. return;
  21274. }
  21275. this._computeBonesUsingShaders = value;
  21276. this._markSubMeshesAsAttributesDirty();
  21277. },
  21278. enumerable: true,
  21279. configurable: true
  21280. });
  21281. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21282. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21283. get: function () {
  21284. return this._numBoneInfluencers;
  21285. },
  21286. set: function (value) {
  21287. if (this._numBoneInfluencers === value) {
  21288. return;
  21289. }
  21290. this._numBoneInfluencers = value;
  21291. this._markSubMeshesAsAttributesDirty();
  21292. },
  21293. enumerable: true,
  21294. configurable: true
  21295. });
  21296. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21297. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21298. get: function () {
  21299. return this._applyFog;
  21300. },
  21301. set: function (value) {
  21302. if (this._applyFog === value) {
  21303. return;
  21304. }
  21305. this._applyFog = value;
  21306. this._markSubMeshesAsMiscDirty();
  21307. },
  21308. enumerable: true,
  21309. configurable: true
  21310. });
  21311. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21312. /**
  21313. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21314. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21315. */
  21316. get: function () {
  21317. return this._layerMask;
  21318. },
  21319. set: function (value) {
  21320. if (value === this._layerMask) {
  21321. return;
  21322. }
  21323. this._layerMask = value;
  21324. this._resyncLightSources();
  21325. },
  21326. enumerable: true,
  21327. configurable: true
  21328. });
  21329. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21330. /**
  21331. * Gets or sets a collision mask used to mask collisions (default is -1).
  21332. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21333. */
  21334. get: function () {
  21335. return this._collisionMask;
  21336. },
  21337. set: function (mask) {
  21338. this._collisionMask = !isNaN(mask) ? mask : -1;
  21339. },
  21340. enumerable: true,
  21341. configurable: true
  21342. });
  21343. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21344. /**
  21345. * Gets or sets the current collision group mask (-1 by default).
  21346. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21347. */
  21348. get: function () {
  21349. return this._collisionGroup;
  21350. },
  21351. set: function (mask) {
  21352. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21353. },
  21354. enumerable: true,
  21355. configurable: true
  21356. });
  21357. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21358. /** @hidden */
  21359. get: function () {
  21360. return null;
  21361. },
  21362. enumerable: true,
  21363. configurable: true
  21364. });
  21365. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21366. get: function () {
  21367. return this._skeleton;
  21368. },
  21369. /**
  21370. * Gets or sets a skeleton to apply skining transformations
  21371. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21372. */
  21373. set: function (value) {
  21374. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21375. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21376. }
  21377. if (value && value.needInitialSkinMatrix) {
  21378. value._registerMeshWithPoseMatrix(this);
  21379. }
  21380. this._skeleton = value;
  21381. if (!this._skeleton) {
  21382. this._bonesTransformMatrices = null;
  21383. }
  21384. this._markSubMeshesAsAttributesDirty();
  21385. },
  21386. enumerable: true,
  21387. configurable: true
  21388. });
  21389. /**
  21390. * Returns the string "AbstractMesh"
  21391. * @returns "AbstractMesh"
  21392. */
  21393. AbstractMesh.prototype.getClassName = function () {
  21394. return "AbstractMesh";
  21395. };
  21396. /**
  21397. * Gets a string representation of the current mesh
  21398. * @param fullDetails defines a boolean indicating if full details must be included
  21399. * @returns a string representation of the current mesh
  21400. */
  21401. AbstractMesh.prototype.toString = function (fullDetails) {
  21402. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21403. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21404. if (this._skeleton) {
  21405. ret += ", skeleton: " + this._skeleton.name;
  21406. }
  21407. if (fullDetails) {
  21408. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21409. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21410. }
  21411. return ret;
  21412. };
  21413. /** @hidden */
  21414. AbstractMesh.prototype._rebuild = function () {
  21415. this.onRebuildObservable.notifyObservers(this);
  21416. if (this._occlusionQuery) {
  21417. this._occlusionQuery = null;
  21418. }
  21419. if (!this.subMeshes) {
  21420. return;
  21421. }
  21422. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21423. var subMesh = _a[_i];
  21424. subMesh._rebuild();
  21425. }
  21426. };
  21427. /** @hidden */
  21428. AbstractMesh.prototype._resyncLightSources = function () {
  21429. this._lightSources.length = 0;
  21430. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21431. var light = _a[_i];
  21432. if (!light.isEnabled()) {
  21433. continue;
  21434. }
  21435. if (light.canAffectMesh(this)) {
  21436. this._lightSources.push(light);
  21437. }
  21438. }
  21439. this._markSubMeshesAsLightDirty();
  21440. };
  21441. /** @hidden */
  21442. AbstractMesh.prototype._resyncLighSource = function (light) {
  21443. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21444. var index = this._lightSources.indexOf(light);
  21445. if (index === -1) {
  21446. if (!isIn) {
  21447. return;
  21448. }
  21449. this._lightSources.push(light);
  21450. }
  21451. else {
  21452. if (isIn) {
  21453. return;
  21454. }
  21455. this._lightSources.splice(index, 1);
  21456. }
  21457. this._markSubMeshesAsLightDirty();
  21458. };
  21459. /** @hidden */
  21460. AbstractMesh.prototype._unBindEffect = function () {
  21461. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21462. var subMesh = _a[_i];
  21463. subMesh.setEffect(null);
  21464. }
  21465. };
  21466. /** @hidden */
  21467. AbstractMesh.prototype._removeLightSource = function (light) {
  21468. var index = this._lightSources.indexOf(light);
  21469. if (index === -1) {
  21470. return;
  21471. }
  21472. this._lightSources.splice(index, 1);
  21473. this._markSubMeshesAsLightDirty();
  21474. };
  21475. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21476. if (!this.subMeshes) {
  21477. return;
  21478. }
  21479. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21480. var subMesh = _a[_i];
  21481. if (subMesh._materialDefines) {
  21482. func(subMesh._materialDefines);
  21483. }
  21484. }
  21485. };
  21486. /** @hidden */
  21487. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21488. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21489. };
  21490. /** @hidden */
  21491. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21492. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21493. };
  21494. /** @hidden */
  21495. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21496. if (!this.subMeshes) {
  21497. return;
  21498. }
  21499. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21500. var subMesh = _a[_i];
  21501. var material = subMesh.getMaterial();
  21502. if (material) {
  21503. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21504. }
  21505. }
  21506. };
  21507. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21508. /**
  21509. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21510. */
  21511. get: function () {
  21512. return this._scaling;
  21513. },
  21514. set: function (newScaling) {
  21515. this._scaling = newScaling;
  21516. if (this.physicsImpostor) {
  21517. this.physicsImpostor.forceUpdate();
  21518. }
  21519. },
  21520. enumerable: true,
  21521. configurable: true
  21522. });
  21523. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21524. // Methods
  21525. /**
  21526. * Returns true if the mesh is blocked. Implemented by child classes
  21527. */
  21528. get: function () {
  21529. return false;
  21530. },
  21531. enumerable: true,
  21532. configurable: true
  21533. });
  21534. /**
  21535. * Returns the mesh itself by default. Implemented by child classes
  21536. * @param camera defines the camera to use to pick the right LOD level
  21537. * @returns the currentAbstractMesh
  21538. */
  21539. AbstractMesh.prototype.getLOD = function (camera) {
  21540. return this;
  21541. };
  21542. /**
  21543. * Returns 0 by default. Implemented by child classes
  21544. * @returns an integer
  21545. */
  21546. AbstractMesh.prototype.getTotalVertices = function () {
  21547. return 0;
  21548. };
  21549. /**
  21550. * Returns null by default. Implemented by child classes
  21551. * @returns null
  21552. */
  21553. AbstractMesh.prototype.getIndices = function () {
  21554. return null;
  21555. };
  21556. /**
  21557. * Returns the array of the requested vertex data kind. Implemented by child classes
  21558. * @param kind defines the vertex data kind to use
  21559. * @returns null
  21560. */
  21561. AbstractMesh.prototype.getVerticesData = function (kind) {
  21562. return null;
  21563. };
  21564. /**
  21565. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21566. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21567. * Note that a new underlying VertexBuffer object is created each call.
  21568. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21569. * @param kind defines vertex data kind:
  21570. * * BABYLON.VertexBuffer.PositionKind
  21571. * * BABYLON.VertexBuffer.UVKind
  21572. * * BABYLON.VertexBuffer.UV2Kind
  21573. * * BABYLON.VertexBuffer.UV3Kind
  21574. * * BABYLON.VertexBuffer.UV4Kind
  21575. * * BABYLON.VertexBuffer.UV5Kind
  21576. * * BABYLON.VertexBuffer.UV6Kind
  21577. * * BABYLON.VertexBuffer.ColorKind
  21578. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21579. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21580. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21581. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21582. * @param data defines the data source
  21583. * @param updatable defines if the data must be flagged as updatable (or static)
  21584. * @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
  21585. * @returns the current mesh
  21586. */
  21587. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21588. return this;
  21589. };
  21590. /**
  21591. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21592. * If the mesh has no geometry, it is simply returned as it is.
  21593. * @param kind defines vertex data kind:
  21594. * * BABYLON.VertexBuffer.PositionKind
  21595. * * BABYLON.VertexBuffer.UVKind
  21596. * * BABYLON.VertexBuffer.UV2Kind
  21597. * * BABYLON.VertexBuffer.UV3Kind
  21598. * * BABYLON.VertexBuffer.UV4Kind
  21599. * * BABYLON.VertexBuffer.UV5Kind
  21600. * * BABYLON.VertexBuffer.UV6Kind
  21601. * * BABYLON.VertexBuffer.ColorKind
  21602. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21603. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21604. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21605. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21606. * @param data defines the data source
  21607. * @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
  21608. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21609. * @returns the current mesh
  21610. */
  21611. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21612. return this;
  21613. };
  21614. /**
  21615. * Sets the mesh indices,
  21616. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21617. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21618. * @param totalVertices Defines the total number of vertices
  21619. * @returns the current mesh
  21620. */
  21621. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21622. return this;
  21623. };
  21624. /**
  21625. * Gets a boolean indicating if specific vertex data is present
  21626. * @param kind defines the vertex data kind to use
  21627. * @returns true is data kind is present
  21628. */
  21629. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21630. return false;
  21631. };
  21632. /**
  21633. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21634. * @returns a BoundingInfo
  21635. */
  21636. AbstractMesh.prototype.getBoundingInfo = function () {
  21637. if (this._masterMesh) {
  21638. return this._masterMesh.getBoundingInfo();
  21639. }
  21640. if (!this._boundingInfo) {
  21641. // this._boundingInfo is being created here
  21642. this._updateBoundingInfo();
  21643. }
  21644. // cannot be null.
  21645. return this._boundingInfo;
  21646. };
  21647. /**
  21648. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21649. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21650. * @returns the current mesh
  21651. */
  21652. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21653. if (includeDescendants === void 0) { includeDescendants = true; }
  21654. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21655. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21656. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21657. if (maxDimension === 0) {
  21658. return this;
  21659. }
  21660. var scale = 1 / maxDimension;
  21661. this.scaling.scaleInPlace(scale);
  21662. return this;
  21663. };
  21664. /**
  21665. * Overwrite the current bounding info
  21666. * @param boundingInfo defines the new bounding info
  21667. * @returns the current mesh
  21668. */
  21669. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21670. this._boundingInfo = boundingInfo;
  21671. return this;
  21672. };
  21673. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21674. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21675. get: function () {
  21676. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21677. },
  21678. enumerable: true,
  21679. configurable: true
  21680. });
  21681. /** @hidden */
  21682. AbstractMesh.prototype._preActivate = function () {
  21683. };
  21684. /** @hidden */
  21685. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21686. };
  21687. /** @hidden */
  21688. AbstractMesh.prototype._activate = function (renderId) {
  21689. this._renderId = renderId;
  21690. };
  21691. /**
  21692. * Gets the current world matrix
  21693. * @returns a Matrix
  21694. */
  21695. AbstractMesh.prototype.getWorldMatrix = function () {
  21696. if (this._masterMesh) {
  21697. return this._masterMesh.getWorldMatrix();
  21698. }
  21699. return _super.prototype.getWorldMatrix.call(this);
  21700. };
  21701. /** @hidden */
  21702. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  21703. if (this._masterMesh) {
  21704. return this._masterMesh._getWorldMatrixDeterminant();
  21705. }
  21706. return _super.prototype._getWorldMatrixDeterminant.call(this);
  21707. };
  21708. // ================================== Point of View Movement =================================
  21709. /**
  21710. * Perform relative position change from the point of view of behind the front of the mesh.
  21711. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21712. * Supports definition of mesh facing forward or backward
  21713. * @param amountRight defines the distance on the right axis
  21714. * @param amountUp defines the distance on the up axis
  21715. * @param amountForward defines the distance on the forward axis
  21716. * @returns the current mesh
  21717. */
  21718. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  21719. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  21720. return this;
  21721. };
  21722. /**
  21723. * Calculate relative position change from the point of view of behind the front of the mesh.
  21724. * This is performed taking into account the meshes current rotation, so you do not have to care.
  21725. * Supports definition of mesh facing forward or backward
  21726. * @param amountRight defines the distance on the right axis
  21727. * @param amountUp defines the distance on the up axis
  21728. * @param amountForward defines the distance on the forward axis
  21729. * @returns the new displacement vector
  21730. */
  21731. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  21732. var rotMatrix = new BABYLON.Matrix();
  21733. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  21734. rotQuaternion.toRotationMatrix(rotMatrix);
  21735. var translationDelta = BABYLON.Vector3.Zero();
  21736. var defForwardMult = this.definedFacingForward ? -1 : 1;
  21737. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  21738. return translationDelta;
  21739. };
  21740. // ================================== Point of View Rotation =================================
  21741. /**
  21742. * Perform relative rotation change from the point of view of behind the front of the mesh.
  21743. * Supports definition of mesh facing forward or backward
  21744. * @param flipBack defines the flip
  21745. * @param twirlClockwise defines the twirl
  21746. * @param tiltRight defines the tilt
  21747. * @returns the current mesh
  21748. */
  21749. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21750. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  21751. return this;
  21752. };
  21753. /**
  21754. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  21755. * Supports definition of mesh facing forward or backward.
  21756. * @param flipBack defines the flip
  21757. * @param twirlClockwise defines the twirl
  21758. * @param tiltRight defines the tilt
  21759. * @returns the new rotation vector
  21760. */
  21761. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  21762. var defForwardMult = this.definedFacingForward ? 1 : -1;
  21763. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  21764. };
  21765. /**
  21766. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  21767. * @param includeDescendants Include bounding info from descendants as well (true by default)
  21768. * @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
  21769. * @returns the new bounding vectors
  21770. */
  21771. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  21772. if (includeDescendants === void 0) { includeDescendants = true; }
  21773. if (predicate === void 0) { predicate = null; }
  21774. // Ensures that all world matrix will be recomputed.
  21775. this.getScene().incrementRenderId();
  21776. this.computeWorldMatrix(true);
  21777. var min;
  21778. var max;
  21779. var boundingInfo = this.getBoundingInfo();
  21780. if (!this.subMeshes) {
  21781. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  21782. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  21783. }
  21784. else {
  21785. min = boundingInfo.boundingBox.minimumWorld;
  21786. max = boundingInfo.boundingBox.maximumWorld;
  21787. }
  21788. if (includeDescendants) {
  21789. var descendants = this.getDescendants(false);
  21790. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  21791. var descendant = descendants_1[_i];
  21792. var childMesh = descendant;
  21793. childMesh.computeWorldMatrix(true);
  21794. // Filters meshes based on custom predicate function.
  21795. if (predicate && !predicate(childMesh)) {
  21796. continue;
  21797. }
  21798. //make sure we have the needed params to get mix and max
  21799. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  21800. continue;
  21801. }
  21802. var childBoundingInfo = childMesh.getBoundingInfo();
  21803. var boundingBox = childBoundingInfo.boundingBox;
  21804. var minBox = boundingBox.minimumWorld;
  21805. var maxBox = boundingBox.maximumWorld;
  21806. BABYLON.Tools.CheckExtends(minBox, min, max);
  21807. BABYLON.Tools.CheckExtends(maxBox, min, max);
  21808. }
  21809. }
  21810. return {
  21811. min: min,
  21812. max: max
  21813. };
  21814. };
  21815. /** @hidden */
  21816. AbstractMesh.prototype._updateBoundingInfo = function () {
  21817. if (this._boundingInfo) {
  21818. this._boundingInfo.update(this.worldMatrixFromCache);
  21819. }
  21820. else {
  21821. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, this.worldMatrixFromCache);
  21822. }
  21823. this._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  21824. return this;
  21825. };
  21826. /** @hidden */
  21827. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  21828. if (!this.subMeshes) {
  21829. return this;
  21830. }
  21831. var count = this.subMeshes.length;
  21832. for (var subIndex = 0; subIndex < count; subIndex++) {
  21833. var subMesh = this.subMeshes[subIndex];
  21834. if (count > 1 || !subMesh.IsGlobal) {
  21835. subMesh.updateBoundingInfo(matrix);
  21836. }
  21837. }
  21838. return this;
  21839. };
  21840. /** @hidden */
  21841. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  21842. // Bounding info
  21843. this._updateBoundingInfo();
  21844. };
  21845. /**
  21846. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  21847. * A mesh is in the frustum if its bounding box intersects the frustum
  21848. * @param frustumPlanes defines the frustum to test
  21849. * @returns true if the mesh is in the frustum planes
  21850. */
  21851. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  21852. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  21853. };
  21854. /**
  21855. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  21856. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  21857. * @param frustumPlanes defines the frustum to test
  21858. * @returns true if the mesh is completely in the frustum planes
  21859. */
  21860. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  21861. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  21862. };
  21863. /**
  21864. * True if the mesh intersects another mesh or a SolidParticle object
  21865. * @param mesh defines a target mesh or SolidParticle to test
  21866. * @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)
  21867. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  21868. * @returns true if there is an intersection
  21869. */
  21870. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  21871. if (precise === void 0) { precise = false; }
  21872. if (!this._boundingInfo || !mesh._boundingInfo) {
  21873. return false;
  21874. }
  21875. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  21876. return true;
  21877. }
  21878. if (includeDescendants) {
  21879. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  21880. var child = _a[_i];
  21881. if (child.intersectsMesh(mesh, precise, true)) {
  21882. return true;
  21883. }
  21884. }
  21885. }
  21886. return false;
  21887. };
  21888. /**
  21889. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  21890. * @param point defines the point to test
  21891. * @returns true if there is an intersection
  21892. */
  21893. AbstractMesh.prototype.intersectsPoint = function (point) {
  21894. if (!this._boundingInfo) {
  21895. return false;
  21896. }
  21897. return this._boundingInfo.intersectsPoint(point);
  21898. };
  21899. /**
  21900. * Gets the position of the current mesh in camera space
  21901. * @param camera defines the camera to use
  21902. * @returns a position
  21903. */
  21904. AbstractMesh.prototype.getPositionInCameraSpace = function (camera) {
  21905. if (camera === void 0) { camera = null; }
  21906. if (!camera) {
  21907. camera = this.getScene().activeCamera;
  21908. }
  21909. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  21910. };
  21911. /**
  21912. * Returns the distance from the mesh to the active camera
  21913. * @param camera defines the camera to use
  21914. * @returns the distance
  21915. */
  21916. AbstractMesh.prototype.getDistanceToCamera = function (camera) {
  21917. if (camera === void 0) { camera = null; }
  21918. if (!camera) {
  21919. camera = this.getScene().activeCamera;
  21920. }
  21921. return this.absolutePosition.subtract(camera.position).length();
  21922. };
  21923. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  21924. // Collisions
  21925. /**
  21926. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  21927. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21928. */
  21929. get: function () {
  21930. return this._checkCollisions;
  21931. },
  21932. set: function (collisionEnabled) {
  21933. this._checkCollisions = collisionEnabled;
  21934. if (this.getScene().workerCollisions) {
  21935. this.getScene().collisionCoordinator.onMeshUpdated(this);
  21936. }
  21937. },
  21938. enumerable: true,
  21939. configurable: true
  21940. });
  21941. Object.defineProperty(AbstractMesh.prototype, "collider", {
  21942. /**
  21943. * Gets Collider object used to compute collisions (not physics)
  21944. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21945. */
  21946. get: function () {
  21947. return this._collider;
  21948. },
  21949. enumerable: true,
  21950. configurable: true
  21951. });
  21952. /**
  21953. * Move the mesh using collision engine
  21954. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21955. * @param displacement defines the requested displacement vector
  21956. * @returns the current mesh
  21957. */
  21958. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  21959. var globalPosition = this.getAbsolutePosition();
  21960. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  21961. if (!this._collider) {
  21962. this._collider = new BABYLON.Collider();
  21963. }
  21964. this._collider._radius = this.ellipsoid;
  21965. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  21966. return this;
  21967. };
  21968. // Collisions
  21969. /** @hidden */
  21970. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  21971. this._generatePointsArray();
  21972. if (!this._positions) {
  21973. return this;
  21974. }
  21975. // Transformation
  21976. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  21977. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  21978. subMesh._lastColliderWorldVertices = [];
  21979. subMesh._trianglePlanes = [];
  21980. var start = subMesh.verticesStart;
  21981. var end = (subMesh.verticesStart + subMesh.verticesCount);
  21982. for (var i = start; i < end; i++) {
  21983. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  21984. }
  21985. }
  21986. // Collide
  21987. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  21988. if (collider.collisionFound) {
  21989. collider.collidedMesh = this;
  21990. }
  21991. return this;
  21992. };
  21993. /** @hidden */
  21994. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  21995. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  21996. var len = subMeshes.length;
  21997. for (var index = 0; index < len; index++) {
  21998. var subMesh = subMeshes.data[index];
  21999. // Bounding test
  22000. if (len > 1 && !subMesh._checkCollision(collider)) {
  22001. continue;
  22002. }
  22003. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22004. }
  22005. return this;
  22006. };
  22007. /** @hidden */
  22008. AbstractMesh.prototype._checkCollision = function (collider) {
  22009. // Bounding box test
  22010. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22011. return this;
  22012. }
  22013. // Transformation matrix
  22014. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22015. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22016. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22017. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22018. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22019. return this;
  22020. };
  22021. // Picking
  22022. /** @hidden */
  22023. AbstractMesh.prototype._generatePointsArray = function () {
  22024. return false;
  22025. };
  22026. /**
  22027. * Checks if the passed Ray intersects with the mesh
  22028. * @param ray defines the ray to use
  22029. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22030. * @returns the picking info
  22031. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22032. */
  22033. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22034. var pickingInfo = new BABYLON.PickingInfo();
  22035. var intersectionTreshold = this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22036. var boundingInfo = this._boundingInfo;
  22037. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionTreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionTreshold)) {
  22038. return pickingInfo;
  22039. }
  22040. if (!this._generatePointsArray()) {
  22041. return pickingInfo;
  22042. }
  22043. var intersectInfo = null;
  22044. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22045. var len = subMeshes.length;
  22046. for (var index = 0; index < len; index++) {
  22047. var subMesh = subMeshes.data[index];
  22048. // Bounding test
  22049. if (len > 1 && !subMesh.canIntersects(ray)) {
  22050. continue;
  22051. }
  22052. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22053. if (currentIntersectInfo) {
  22054. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22055. intersectInfo = currentIntersectInfo;
  22056. intersectInfo.subMeshId = index;
  22057. if (fastCheck) {
  22058. break;
  22059. }
  22060. }
  22061. }
  22062. }
  22063. if (intersectInfo) {
  22064. // Get picked point
  22065. var world = this.getWorldMatrix();
  22066. var worldOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, world);
  22067. var direction = ray.direction.scaleToRef(intersectInfo.distance, BABYLON.Tmp.Vector3[0]);
  22068. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22069. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22070. // Return result
  22071. pickingInfo.hit = true;
  22072. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22073. pickingInfo.pickedPoint = pickedPoint;
  22074. pickingInfo.pickedMesh = this;
  22075. pickingInfo.bu = intersectInfo.bu || 0;
  22076. pickingInfo.bv = intersectInfo.bv || 0;
  22077. pickingInfo.faceId = intersectInfo.faceId;
  22078. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22079. return pickingInfo;
  22080. }
  22081. return pickingInfo;
  22082. };
  22083. /**
  22084. * Clones the current mesh
  22085. * @param name defines the mesh name
  22086. * @param newParent defines the new mesh parent
  22087. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22088. * @returns the new mesh
  22089. */
  22090. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22091. return null;
  22092. };
  22093. /**
  22094. * Disposes all the submeshes of the current meshnp
  22095. * @returns the current mesh
  22096. */
  22097. AbstractMesh.prototype.releaseSubMeshes = function () {
  22098. if (this.subMeshes) {
  22099. while (this.subMeshes.length) {
  22100. this.subMeshes[0].dispose();
  22101. }
  22102. }
  22103. else {
  22104. this.subMeshes = new Array();
  22105. }
  22106. return this;
  22107. };
  22108. /**
  22109. * Releases resources associated with this abstract mesh.
  22110. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22111. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22112. */
  22113. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22114. var _this = this;
  22115. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22116. var index;
  22117. // Smart Array Retainers.
  22118. this.getScene().freeActiveMeshes();
  22119. this.getScene().freeRenderingGroups();
  22120. // Action manager
  22121. if (this.actionManager !== undefined && this.actionManager !== null) {
  22122. this.actionManager.dispose();
  22123. this.actionManager = null;
  22124. }
  22125. // Skeleton
  22126. this._skeleton = null;
  22127. // Intersections in progress
  22128. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22129. var other = this._intersectionsInProgress[index];
  22130. var pos = other._intersectionsInProgress.indexOf(this);
  22131. other._intersectionsInProgress.splice(pos, 1);
  22132. }
  22133. this._intersectionsInProgress = [];
  22134. // Lights
  22135. var lights = this.getScene().lights;
  22136. lights.forEach(function (light) {
  22137. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22138. if (meshIndex !== -1) {
  22139. light.includedOnlyMeshes.splice(meshIndex, 1);
  22140. }
  22141. meshIndex = light.excludedMeshes.indexOf(_this);
  22142. if (meshIndex !== -1) {
  22143. light.excludedMeshes.splice(meshIndex, 1);
  22144. }
  22145. // Shadow generators
  22146. var generator = light.getShadowGenerator();
  22147. if (generator) {
  22148. var shadowMap = generator.getShadowMap();
  22149. if (shadowMap && shadowMap.renderList) {
  22150. meshIndex = shadowMap.renderList.indexOf(_this);
  22151. if (meshIndex !== -1) {
  22152. shadowMap.renderList.splice(meshIndex, 1);
  22153. }
  22154. }
  22155. }
  22156. });
  22157. // SubMeshes
  22158. if (this.getClassName() !== "InstancedMesh") {
  22159. this.releaseSubMeshes();
  22160. }
  22161. // Query
  22162. var engine = this.getScene().getEngine();
  22163. if (this._occlusionQuery) {
  22164. this.isOcclusionQueryInProgress = false;
  22165. engine.deleteQuery(this._occlusionQuery);
  22166. this._occlusionQuery = null;
  22167. }
  22168. // Engine
  22169. engine.wipeCaches();
  22170. // Remove from scene
  22171. this.getScene().removeMesh(this);
  22172. if (disposeMaterialAndTextures) {
  22173. if (this.material) {
  22174. this.material.dispose(false, true);
  22175. }
  22176. }
  22177. if (!doNotRecurse) {
  22178. // Particles
  22179. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22180. if (this.getScene().particleSystems[index].emitter === this) {
  22181. this.getScene().particleSystems[index].dispose();
  22182. index--;
  22183. }
  22184. }
  22185. }
  22186. // facet data
  22187. if (this._facetData.facetDataEnabled) {
  22188. this.disableFacetData();
  22189. }
  22190. this.onAfterWorldMatrixUpdateObservable.clear();
  22191. this.onCollideObservable.clear();
  22192. this.onCollisionPositionChangeObservable.clear();
  22193. this.onRebuildObservable.clear();
  22194. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22195. };
  22196. /**
  22197. * Adds the passed mesh as a child to the current mesh
  22198. * @param mesh defines the child mesh
  22199. * @returns the current mesh
  22200. */
  22201. AbstractMesh.prototype.addChild = function (mesh) {
  22202. mesh.setParent(this);
  22203. return this;
  22204. };
  22205. /**
  22206. * Removes the passed mesh from the current mesh children list
  22207. * @param mesh defines the child mesh
  22208. * @returns the current mesh
  22209. */
  22210. AbstractMesh.prototype.removeChild = function (mesh) {
  22211. mesh.setParent(null);
  22212. return this;
  22213. };
  22214. // Facet data
  22215. /** @hidden */
  22216. AbstractMesh.prototype._initFacetData = function () {
  22217. var data = this._facetData;
  22218. if (!data.facetNormals) {
  22219. data.facetNormals = new Array();
  22220. }
  22221. if (!data.facetPositions) {
  22222. data.facetPositions = new Array();
  22223. }
  22224. if (!data.facetPartitioning) {
  22225. data.facetPartitioning = new Array();
  22226. }
  22227. data.facetNb = (this.getIndices().length / 3) | 0;
  22228. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22229. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22230. for (var f = 0; f < data.facetNb; f++) {
  22231. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22232. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22233. }
  22234. data.facetDataEnabled = true;
  22235. return this;
  22236. };
  22237. /**
  22238. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22239. * This method can be called within the render loop.
  22240. * 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
  22241. * @returns the current mesh
  22242. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22243. */
  22244. AbstractMesh.prototype.updateFacetData = function () {
  22245. var data = this._facetData;
  22246. if (!data.facetDataEnabled) {
  22247. this._initFacetData();
  22248. }
  22249. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22250. var indices = this.getIndices();
  22251. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22252. var bInfo = this.getBoundingInfo();
  22253. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22254. // init arrays, matrix and sort function on first call
  22255. data.facetDepthSortEnabled = true;
  22256. if (indices instanceof Uint16Array) {
  22257. data.depthSortedIndices = new Uint16Array(indices);
  22258. }
  22259. else if (indices instanceof Uint32Array) {
  22260. data.depthSortedIndices = new Uint32Array(indices);
  22261. }
  22262. else {
  22263. var needs32bits = false;
  22264. for (var i = 0; i < indices.length; i++) {
  22265. if (indices[i] > 65535) {
  22266. needs32bits = true;
  22267. break;
  22268. }
  22269. }
  22270. if (needs32bits) {
  22271. data.depthSortedIndices = new Uint32Array(indices);
  22272. }
  22273. else {
  22274. data.depthSortedIndices = new Uint16Array(indices);
  22275. }
  22276. }
  22277. data.facetDepthSortFunction = function (f1, f2) {
  22278. return (f2.sqDistance - f1.sqDistance);
  22279. };
  22280. if (!data.facetDepthSortFrom) {
  22281. var camera = this.getScene().activeCamera;
  22282. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22283. }
  22284. data.depthSortedFacets = [];
  22285. for (var f = 0; f < data.facetNb; f++) {
  22286. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22287. data.depthSortedFacets.push(depthSortedFacet);
  22288. }
  22289. data.invertedMatrix = BABYLON.Matrix.Identity();
  22290. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22291. }
  22292. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22293. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22294. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22295. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22296. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22297. data.subDiv.max = data.partitioningSubdivisions;
  22298. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22299. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22300. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22301. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22302. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22303. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22304. // set the parameters for ComputeNormals()
  22305. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22306. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22307. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22308. data.facetParameters.bInfo = bInfo;
  22309. data.facetParameters.bbSize = data.bbSize;
  22310. data.facetParameters.subDiv = data.subDiv;
  22311. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22312. data.facetParameters.depthSort = data.facetDepthSort;
  22313. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22314. this.computeWorldMatrix(true);
  22315. this._worldMatrix.invertToRef(data.invertedMatrix);
  22316. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22317. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22318. }
  22319. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22320. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22321. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22322. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22323. var l = (data.depthSortedIndices.length / 3) | 0;
  22324. for (var f = 0; f < l; f++) {
  22325. var sind = data.depthSortedFacets[f].ind;
  22326. data.depthSortedIndices[f * 3] = indices[sind];
  22327. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22328. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22329. }
  22330. this.updateIndices(data.depthSortedIndices);
  22331. }
  22332. return this;
  22333. };
  22334. /**
  22335. * Returns the facetLocalNormals array.
  22336. * The normals are expressed in the mesh local spac
  22337. * @returns an array of Vector3
  22338. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22339. */
  22340. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22341. if (!this._facetData.facetNormals) {
  22342. this.updateFacetData();
  22343. }
  22344. return this._facetData.facetNormals;
  22345. };
  22346. /**
  22347. * Returns the facetLocalPositions array.
  22348. * The facet positions are expressed in the mesh local space
  22349. * @returns an array of Vector3
  22350. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22351. */
  22352. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22353. if (!this._facetData.facetPositions) {
  22354. this.updateFacetData();
  22355. }
  22356. return this._facetData.facetPositions;
  22357. };
  22358. /**
  22359. * Returns the facetLocalPartioning array
  22360. * @returns an array of array of numbers
  22361. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22362. */
  22363. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22364. if (!this._facetData.facetPartitioning) {
  22365. this.updateFacetData();
  22366. }
  22367. return this._facetData.facetPartitioning;
  22368. };
  22369. /**
  22370. * Returns the i-th facet position in the world system.
  22371. * This method allocates a new Vector3 per call
  22372. * @param i defines the facet index
  22373. * @returns a new Vector3
  22374. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22375. */
  22376. AbstractMesh.prototype.getFacetPosition = function (i) {
  22377. var pos = BABYLON.Vector3.Zero();
  22378. this.getFacetPositionToRef(i, pos);
  22379. return pos;
  22380. };
  22381. /**
  22382. * Sets the reference Vector3 with the i-th facet position in the world system
  22383. * @param i defines the facet index
  22384. * @param ref defines the target vector
  22385. * @returns the current mesh
  22386. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22387. */
  22388. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22389. var localPos = (this.getFacetLocalPositions())[i];
  22390. var world = this.getWorldMatrix();
  22391. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22392. return this;
  22393. };
  22394. /**
  22395. * Returns the i-th facet normal in the world system.
  22396. * This method allocates a new Vector3 per call
  22397. * @param i defines the facet index
  22398. * @returns a new Vector3
  22399. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22400. */
  22401. AbstractMesh.prototype.getFacetNormal = function (i) {
  22402. var norm = BABYLON.Vector3.Zero();
  22403. this.getFacetNormalToRef(i, norm);
  22404. return norm;
  22405. };
  22406. /**
  22407. * Sets the reference Vector3 with the i-th facet normal in the world system
  22408. * @param i defines the facet index
  22409. * @param ref defines the target vector
  22410. * @returns the current mesh
  22411. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22412. */
  22413. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22414. var localNorm = (this.getFacetLocalNormals())[i];
  22415. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22416. return this;
  22417. };
  22418. /**
  22419. * 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)
  22420. * @param x defines x coordinate
  22421. * @param y defines y coordinate
  22422. * @param z defines z coordinate
  22423. * @returns the array of facet indexes
  22424. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22425. */
  22426. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22427. var bInfo = this.getBoundingInfo();
  22428. var data = this._facetData;
  22429. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22430. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22431. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22432. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22433. return null;
  22434. }
  22435. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22436. };
  22437. /**
  22438. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22439. * @param projected sets as the (x,y,z) world projection on the facet
  22440. * @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
  22441. * @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
  22442. * @param x defines x coordinate
  22443. * @param y defines y coordinate
  22444. * @param z defines z coordinate
  22445. * @returns the face index if found (or null instead)
  22446. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22447. */
  22448. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22449. if (checkFace === void 0) { checkFace = false; }
  22450. if (facing === void 0) { facing = true; }
  22451. var world = this.getWorldMatrix();
  22452. var invMat = BABYLON.Tmp.Matrix[5];
  22453. world.invertToRef(invMat);
  22454. var invVect = BABYLON.Tmp.Vector3[8];
  22455. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22456. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22457. if (projected) {
  22458. // tranform the local computed projected vector to world coordinates
  22459. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22460. }
  22461. return closest;
  22462. };
  22463. /**
  22464. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22465. * @param projected sets as the (x,y,z) local projection on the facet
  22466. * @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
  22467. * @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
  22468. * @param x defines x coordinate
  22469. * @param y defines y coordinate
  22470. * @param z defines z coordinate
  22471. * @returns the face index if found (or null instead)
  22472. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22473. */
  22474. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22475. if (checkFace === void 0) { checkFace = false; }
  22476. if (facing === void 0) { facing = true; }
  22477. var closest = null;
  22478. var tmpx = 0.0;
  22479. var tmpy = 0.0;
  22480. var tmpz = 0.0;
  22481. var d = 0.0; // tmp dot facet normal * facet position
  22482. var t0 = 0.0;
  22483. var projx = 0.0;
  22484. var projy = 0.0;
  22485. var projz = 0.0;
  22486. // Get all the facets in the same partitioning block than (x, y, z)
  22487. var facetPositions = this.getFacetLocalPositions();
  22488. var facetNormals = this.getFacetLocalNormals();
  22489. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22490. if (!facetsInBlock) {
  22491. return null;
  22492. }
  22493. // Get the closest facet to (x, y, z)
  22494. var shortest = Number.MAX_VALUE; // init distance vars
  22495. var tmpDistance = shortest;
  22496. var fib; // current facet in the block
  22497. var norm; // current facet normal
  22498. var p0; // current facet barycenter position
  22499. // loop on all the facets in the current partitioning block
  22500. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22501. fib = facetsInBlock[idx];
  22502. norm = facetNormals[fib];
  22503. p0 = facetPositions[fib];
  22504. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22505. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22506. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22507. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22508. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22509. projx = x + norm.x * t0;
  22510. projy = y + norm.y * t0;
  22511. projz = z + norm.z * t0;
  22512. tmpx = projx - x;
  22513. tmpy = projy - y;
  22514. tmpz = projz - z;
  22515. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22516. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22517. shortest = tmpDistance;
  22518. closest = fib;
  22519. if (projected) {
  22520. projected.x = projx;
  22521. projected.y = projy;
  22522. projected.z = projz;
  22523. }
  22524. }
  22525. }
  22526. }
  22527. return closest;
  22528. };
  22529. /**
  22530. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22531. * @returns the parameters
  22532. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22533. */
  22534. AbstractMesh.prototype.getFacetDataParameters = function () {
  22535. return this._facetData.facetParameters;
  22536. };
  22537. /**
  22538. * Disables the feature FacetData and frees the related memory
  22539. * @returns the current mesh
  22540. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22541. */
  22542. AbstractMesh.prototype.disableFacetData = function () {
  22543. if (this._facetData.facetDataEnabled) {
  22544. this._facetData.facetDataEnabled = false;
  22545. this._facetData.facetPositions = new Array();
  22546. this._facetData.facetNormals = new Array();
  22547. this._facetData.facetPartitioning = new Array();
  22548. this._facetData.facetParameters = null;
  22549. this._facetData.depthSortedIndices = new Uint32Array(0);
  22550. }
  22551. return this;
  22552. };
  22553. /**
  22554. * Updates the AbstractMesh indices array
  22555. * @param indices defines the data source
  22556. * @returns the current mesh
  22557. */
  22558. AbstractMesh.prototype.updateIndices = function (indices) {
  22559. return this;
  22560. };
  22561. /**
  22562. * Creates new normals data for the mesh
  22563. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22564. * @returns the current mesh
  22565. */
  22566. AbstractMesh.prototype.createNormals = function (updatable) {
  22567. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22568. var indices = this.getIndices();
  22569. var normals;
  22570. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22571. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22572. }
  22573. else {
  22574. normals = [];
  22575. }
  22576. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22577. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22578. return this;
  22579. };
  22580. /**
  22581. * Align the mesh with a normal
  22582. * @param normal defines the normal to use
  22583. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22584. * @returns the current mesh
  22585. */
  22586. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22587. if (!upDirection) {
  22588. upDirection = BABYLON.Axis.Y;
  22589. }
  22590. var axisX = BABYLON.Tmp.Vector3[0];
  22591. var axisZ = BABYLON.Tmp.Vector3[1];
  22592. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22593. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22594. if (this.rotationQuaternion) {
  22595. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22596. }
  22597. else {
  22598. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22599. }
  22600. return this;
  22601. };
  22602. /** @hidden */
  22603. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22604. return false;
  22605. };
  22606. /** No occlusion */
  22607. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22608. /** Occlusion set to optimisitic */
  22609. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22610. /** Occlusion set to strict */
  22611. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22612. /** Use an accurante occlusion algorithm */
  22613. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22614. /** Use a conservative occlusion algorithm */
  22615. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22616. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22617. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22618. /** Culling strategy with bounding sphere only and then frustum culling */
  22619. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22620. return AbstractMesh;
  22621. }(BABYLON.TransformNode));
  22622. BABYLON.AbstractMesh = AbstractMesh;
  22623. })(BABYLON || (BABYLON = {}));
  22624. //# sourceMappingURL=babylon.abstractMesh.js.map
  22625. var BABYLON;
  22626. (function (BABYLON) {
  22627. /**
  22628. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22629. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22630. * 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.
  22631. */
  22632. var Light = /** @class */ (function (_super) {
  22633. __extends(Light, _super);
  22634. /**
  22635. * Creates a Light object in the scene.
  22636. * Documentation : http://doc.babylonjs.com/tutorials/lights
  22637. * @param name The firendly name of the light
  22638. * @param scene The scene the light belongs too
  22639. */
  22640. function Light(name, scene) {
  22641. var _this = _super.call(this, name, scene) || this;
  22642. /**
  22643. * Diffuse gives the basic color to an object.
  22644. */
  22645. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  22646. /**
  22647. * Specular produces a highlight color on an object.
  22648. * Note: This is note affecting PBR materials.
  22649. */
  22650. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  22651. /**
  22652. * Defines the falloff type for this light. This lets overrriding how punctual light are
  22653. * falling off base on range or angle.
  22654. * This can be set to any values in Light.FALLOFF_x.
  22655. *
  22656. * Note: This is only usefull for PBR Materials at the moment. This could be extended if required to
  22657. * other types of materials.
  22658. */
  22659. _this.falloffType = Light.FALLOFF_DEFAULT;
  22660. /**
  22661. * Strength of the light.
  22662. * Note: By default it is define in the framework own unit.
  22663. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  22664. */
  22665. _this.intensity = 1.0;
  22666. _this._range = Number.MAX_VALUE;
  22667. _this._inverseSquaredRange = 0;
  22668. /**
  22669. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  22670. * of light.
  22671. */
  22672. _this._photometricScale = 1.0;
  22673. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  22674. _this._radius = 0.00001;
  22675. /**
  22676. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  22677. * exceeding the number allowed of the materials.
  22678. */
  22679. _this.renderPriority = 0;
  22680. _this._shadowEnabled = true;
  22681. _this._excludeWithLayerMask = 0;
  22682. _this._includeOnlyWithLayerMask = 0;
  22683. _this._lightmapMode = 0;
  22684. /**
  22685. * @hidden Internal use only.
  22686. */
  22687. _this._excludedMeshesIds = new Array();
  22688. /**
  22689. * @hidden Internal use only.
  22690. */
  22691. _this._includedOnlyMeshesIds = new Array();
  22692. _this.getScene().addLight(_this);
  22693. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  22694. _this._buildUniformLayout();
  22695. _this.includedOnlyMeshes = new Array();
  22696. _this.excludedMeshes = new Array();
  22697. _this._resyncMeshes();
  22698. return _this;
  22699. }
  22700. Object.defineProperty(Light.prototype, "range", {
  22701. /**
  22702. * Defines how far from the source the light is impacting in scene units.
  22703. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22704. */
  22705. get: function () {
  22706. return this._range;
  22707. },
  22708. /**
  22709. * Defines how far from the source the light is impacting in scene units.
  22710. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  22711. */
  22712. set: function (value) {
  22713. this._range = value;
  22714. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  22715. },
  22716. enumerable: true,
  22717. configurable: true
  22718. });
  22719. Object.defineProperty(Light.prototype, "intensityMode", {
  22720. /**
  22721. * Gets the photometric scale used to interpret the intensity.
  22722. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22723. */
  22724. get: function () {
  22725. return this._intensityMode;
  22726. },
  22727. /**
  22728. * Sets the photometric scale used to interpret the intensity.
  22729. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  22730. */
  22731. set: function (value) {
  22732. this._intensityMode = value;
  22733. this._computePhotometricScale();
  22734. },
  22735. enumerable: true,
  22736. configurable: true
  22737. });
  22738. Object.defineProperty(Light.prototype, "radius", {
  22739. /**
  22740. * Gets the light radius used by PBR Materials to simulate soft area lights.
  22741. */
  22742. get: function () {
  22743. return this._radius;
  22744. },
  22745. /**
  22746. * sets the light radius used by PBR Materials to simulate soft area lights.
  22747. */
  22748. set: function (value) {
  22749. this._radius = value;
  22750. this._computePhotometricScale();
  22751. },
  22752. enumerable: true,
  22753. configurable: true
  22754. });
  22755. Object.defineProperty(Light.prototype, "shadowEnabled", {
  22756. /**
  22757. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22758. * the current shadow generator.
  22759. */
  22760. get: function () {
  22761. return this._shadowEnabled;
  22762. },
  22763. /**
  22764. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  22765. * the current shadow generator.
  22766. */
  22767. set: function (value) {
  22768. if (this._shadowEnabled === value) {
  22769. return;
  22770. }
  22771. this._shadowEnabled = value;
  22772. this._markMeshesAsLightDirty();
  22773. },
  22774. enumerable: true,
  22775. configurable: true
  22776. });
  22777. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  22778. /**
  22779. * Gets the only meshes impacted by this light.
  22780. */
  22781. get: function () {
  22782. return this._includedOnlyMeshes;
  22783. },
  22784. /**
  22785. * Sets the only meshes impacted by this light.
  22786. */
  22787. set: function (value) {
  22788. this._includedOnlyMeshes = value;
  22789. this._hookArrayForIncludedOnly(value);
  22790. },
  22791. enumerable: true,
  22792. configurable: true
  22793. });
  22794. Object.defineProperty(Light.prototype, "excludedMeshes", {
  22795. /**
  22796. * Gets the meshes not impacted by this light.
  22797. */
  22798. get: function () {
  22799. return this._excludedMeshes;
  22800. },
  22801. /**
  22802. * Sets the meshes not impacted by this light.
  22803. */
  22804. set: function (value) {
  22805. this._excludedMeshes = value;
  22806. this._hookArrayForExcluded(value);
  22807. },
  22808. enumerable: true,
  22809. configurable: true
  22810. });
  22811. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  22812. /**
  22813. * Gets the layer id use to find what meshes are not impacted by the light.
  22814. * Inactive if 0
  22815. */
  22816. get: function () {
  22817. return this._excludeWithLayerMask;
  22818. },
  22819. /**
  22820. * Sets the layer id use to find what meshes are not impacted by the light.
  22821. * Inactive if 0
  22822. */
  22823. set: function (value) {
  22824. this._excludeWithLayerMask = value;
  22825. this._resyncMeshes();
  22826. },
  22827. enumerable: true,
  22828. configurable: true
  22829. });
  22830. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  22831. /**
  22832. * Gets the layer id use to find what meshes are impacted by the light.
  22833. * Inactive if 0
  22834. */
  22835. get: function () {
  22836. return this._includeOnlyWithLayerMask;
  22837. },
  22838. /**
  22839. * Sets the layer id use to find what meshes are impacted by the light.
  22840. * Inactive if 0
  22841. */
  22842. set: function (value) {
  22843. this._includeOnlyWithLayerMask = value;
  22844. this._resyncMeshes();
  22845. },
  22846. enumerable: true,
  22847. configurable: true
  22848. });
  22849. Object.defineProperty(Light.prototype, "lightmapMode", {
  22850. /**
  22851. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22852. */
  22853. get: function () {
  22854. return this._lightmapMode;
  22855. },
  22856. /**
  22857. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  22858. */
  22859. set: function (value) {
  22860. if (this._lightmapMode === value) {
  22861. return;
  22862. }
  22863. this._lightmapMode = value;
  22864. this._markMeshesAsLightDirty();
  22865. },
  22866. enumerable: true,
  22867. configurable: true
  22868. });
  22869. /**
  22870. * Returns the string "Light".
  22871. * @returns the class name
  22872. */
  22873. Light.prototype.getClassName = function () {
  22874. return "Light";
  22875. };
  22876. /**
  22877. * Converts the light information to a readable string for debug purpose.
  22878. * @param fullDetails Supports for multiple levels of logging within scene loading
  22879. * @returns the human readable light info
  22880. */
  22881. Light.prototype.toString = function (fullDetails) {
  22882. var ret = "Name: " + this.name;
  22883. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  22884. if (this.animations) {
  22885. for (var i = 0; i < this.animations.length; i++) {
  22886. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  22887. }
  22888. }
  22889. if (fullDetails) {
  22890. }
  22891. return ret;
  22892. };
  22893. /** @hidden */
  22894. Light.prototype._syncParentEnabledState = function () {
  22895. _super.prototype._syncParentEnabledState.call(this);
  22896. this._resyncMeshes();
  22897. };
  22898. /**
  22899. * Set the enabled state of this node.
  22900. * @param value - the new enabled state
  22901. */
  22902. Light.prototype.setEnabled = function (value) {
  22903. _super.prototype.setEnabled.call(this, value);
  22904. this._resyncMeshes();
  22905. };
  22906. /**
  22907. * Returns the Light associated shadow generator if any.
  22908. * @return the associated shadow generator.
  22909. */
  22910. Light.prototype.getShadowGenerator = function () {
  22911. return this._shadowGenerator;
  22912. };
  22913. /**
  22914. * Returns a Vector3, the absolute light position in the World.
  22915. * @returns the world space position of the light
  22916. */
  22917. Light.prototype.getAbsolutePosition = function () {
  22918. return BABYLON.Vector3.Zero();
  22919. };
  22920. /**
  22921. * Specifies if the light will affect the passed mesh.
  22922. * @param mesh The mesh to test against the light
  22923. * @return true the mesh is affected otherwise, false.
  22924. */
  22925. Light.prototype.canAffectMesh = function (mesh) {
  22926. if (!mesh) {
  22927. return true;
  22928. }
  22929. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  22930. return false;
  22931. }
  22932. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  22933. return false;
  22934. }
  22935. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  22936. return false;
  22937. }
  22938. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  22939. return false;
  22940. }
  22941. return true;
  22942. };
  22943. /**
  22944. * Sort function to order lights for rendering.
  22945. * @param a First Light object to compare to second.
  22946. * @param b Second Light object to compare first.
  22947. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  22948. */
  22949. Light.CompareLightsPriority = function (a, b) {
  22950. //shadow-casting lights have priority over non-shadow-casting lights
  22951. //the renderPrioirty is a secondary sort criterion
  22952. if (a.shadowEnabled !== b.shadowEnabled) {
  22953. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  22954. }
  22955. return b.renderPriority - a.renderPriority;
  22956. };
  22957. /**
  22958. * Releases resources associated with this node.
  22959. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22960. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22961. */
  22962. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22963. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22964. if (this._shadowGenerator) {
  22965. this._shadowGenerator.dispose();
  22966. this._shadowGenerator = null;
  22967. }
  22968. // Animations
  22969. this.getScene().stopAnimation(this);
  22970. // Remove from meshes
  22971. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  22972. var mesh = _a[_i];
  22973. mesh._removeLightSource(this);
  22974. }
  22975. this._uniformBuffer.dispose();
  22976. // Remove from scene
  22977. this.getScene().removeLight(this);
  22978. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22979. };
  22980. /**
  22981. * Returns the light type ID (integer).
  22982. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  22983. */
  22984. Light.prototype.getTypeID = function () {
  22985. return 0;
  22986. };
  22987. /**
  22988. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  22989. * @returns the scaled intensity in intensity mode unit
  22990. */
  22991. Light.prototype.getScaledIntensity = function () {
  22992. return this._photometricScale * this.intensity;
  22993. };
  22994. /**
  22995. * Returns a new Light object, named "name", from the current one.
  22996. * @param name The name of the cloned light
  22997. * @returns the new created light
  22998. */
  22999. Light.prototype.clone = function (name) {
  23000. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23001. if (!constructor) {
  23002. return null;
  23003. }
  23004. return BABYLON.SerializationHelper.Clone(constructor, this);
  23005. };
  23006. /**
  23007. * Serializes the current light into a Serialization object.
  23008. * @returns the serialized object.
  23009. */
  23010. Light.prototype.serialize = function () {
  23011. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23012. // Type
  23013. serializationObject.type = this.getTypeID();
  23014. // Parent
  23015. if (this.parent) {
  23016. serializationObject.parentId = this.parent.id;
  23017. }
  23018. // Inclusion / exclusions
  23019. if (this.excludedMeshes.length > 0) {
  23020. serializationObject.excludedMeshesIds = [];
  23021. this.excludedMeshes.forEach(function (mesh) {
  23022. serializationObject.excludedMeshesIds.push(mesh.id);
  23023. });
  23024. }
  23025. if (this.includedOnlyMeshes.length > 0) {
  23026. serializationObject.includedOnlyMeshesIds = [];
  23027. this.includedOnlyMeshes.forEach(function (mesh) {
  23028. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23029. });
  23030. }
  23031. // Animations
  23032. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23033. serializationObject.ranges = this.serializeAnimationRanges();
  23034. return serializationObject;
  23035. };
  23036. /**
  23037. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23038. * This new light is named "name" and added to the passed scene.
  23039. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23040. * @param name The friendly name of the light
  23041. * @param scene The scene the new light will belong to
  23042. * @returns the constructor function
  23043. */
  23044. Light.GetConstructorFromName = function (type, name, scene) {
  23045. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23046. if (constructorFunc) {
  23047. return constructorFunc;
  23048. }
  23049. // Default to no light for none present once.
  23050. return null;
  23051. };
  23052. /**
  23053. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23054. * @param parsedLight The JSON representation of the light
  23055. * @param scene The scene to create the parsed light in
  23056. * @returns the created light after parsing
  23057. */
  23058. Light.Parse = function (parsedLight, scene) {
  23059. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23060. if (!constructor) {
  23061. return null;
  23062. }
  23063. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23064. // Inclusion / exclusions
  23065. if (parsedLight.excludedMeshesIds) {
  23066. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23067. }
  23068. if (parsedLight.includedOnlyMeshesIds) {
  23069. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23070. }
  23071. // Parent
  23072. if (parsedLight.parentId) {
  23073. light._waitingParentId = parsedLight.parentId;
  23074. }
  23075. // Animations
  23076. if (parsedLight.animations) {
  23077. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23078. var parsedAnimation = parsedLight.animations[animationIndex];
  23079. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23080. }
  23081. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23082. }
  23083. if (parsedLight.autoAnimate) {
  23084. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23085. }
  23086. return light;
  23087. };
  23088. Light.prototype._hookArrayForExcluded = function (array) {
  23089. var _this = this;
  23090. var oldPush = array.push;
  23091. array.push = function () {
  23092. var items = [];
  23093. for (var _i = 0; _i < arguments.length; _i++) {
  23094. items[_i] = arguments[_i];
  23095. }
  23096. var result = oldPush.apply(array, items);
  23097. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23098. var item = items_1[_a];
  23099. item._resyncLighSource(_this);
  23100. }
  23101. return result;
  23102. };
  23103. var oldSplice = array.splice;
  23104. array.splice = function (index, deleteCount) {
  23105. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23106. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23107. var item = deleted_1[_i];
  23108. item._resyncLighSource(_this);
  23109. }
  23110. return deleted;
  23111. };
  23112. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23113. var item = array_1[_i];
  23114. item._resyncLighSource(this);
  23115. }
  23116. };
  23117. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23118. var _this = this;
  23119. var oldPush = array.push;
  23120. array.push = function () {
  23121. var items = [];
  23122. for (var _i = 0; _i < arguments.length; _i++) {
  23123. items[_i] = arguments[_i];
  23124. }
  23125. var result = oldPush.apply(array, items);
  23126. _this._resyncMeshes();
  23127. return result;
  23128. };
  23129. var oldSplice = array.splice;
  23130. array.splice = function (index, deleteCount) {
  23131. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23132. _this._resyncMeshes();
  23133. return deleted;
  23134. };
  23135. this._resyncMeshes();
  23136. };
  23137. Light.prototype._resyncMeshes = function () {
  23138. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23139. var mesh = _a[_i];
  23140. mesh._resyncLighSource(this);
  23141. }
  23142. };
  23143. /**
  23144. * Forces the meshes to update their light related information in their rendering used effects
  23145. * @hidden Internal Use Only
  23146. */
  23147. Light.prototype._markMeshesAsLightDirty = function () {
  23148. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23149. var mesh = _a[_i];
  23150. if (mesh._lightSources.indexOf(this) !== -1) {
  23151. mesh._markSubMeshesAsLightDirty();
  23152. }
  23153. }
  23154. };
  23155. /**
  23156. * Recomputes the cached photometric scale if needed.
  23157. */
  23158. Light.prototype._computePhotometricScale = function () {
  23159. this._photometricScale = this._getPhotometricScale();
  23160. this.getScene().resetCachedMaterial();
  23161. };
  23162. /**
  23163. * Returns the Photometric Scale according to the light type and intensity mode.
  23164. */
  23165. Light.prototype._getPhotometricScale = function () {
  23166. var photometricScale = 0.0;
  23167. var lightTypeID = this.getTypeID();
  23168. //get photometric mode
  23169. var photometricMode = this.intensityMode;
  23170. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23171. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23172. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23173. }
  23174. else {
  23175. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23176. }
  23177. }
  23178. //compute photometric scale
  23179. switch (lightTypeID) {
  23180. case Light.LIGHTTYPEID_POINTLIGHT:
  23181. case Light.LIGHTTYPEID_SPOTLIGHT:
  23182. switch (photometricMode) {
  23183. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23184. photometricScale = 1.0 / (4.0 * Math.PI);
  23185. break;
  23186. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23187. photometricScale = 1.0;
  23188. break;
  23189. case Light.INTENSITYMODE_LUMINANCE:
  23190. photometricScale = this.radius * this.radius;
  23191. break;
  23192. }
  23193. break;
  23194. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23195. switch (photometricMode) {
  23196. case Light.INTENSITYMODE_ILLUMINANCE:
  23197. photometricScale = 1.0;
  23198. break;
  23199. case Light.INTENSITYMODE_LUMINANCE:
  23200. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23201. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23202. var apexAngleRadians = this.radius;
  23203. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23204. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23205. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23206. photometricScale = solidAngle;
  23207. break;
  23208. }
  23209. break;
  23210. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23211. // No fall off in hemisperic light.
  23212. photometricScale = 1.0;
  23213. break;
  23214. }
  23215. return photometricScale;
  23216. };
  23217. /**
  23218. * Reorder the light in the scene according to their defined priority.
  23219. * @hidden Internal Use Only
  23220. */
  23221. Light.prototype._reorderLightsInScene = function () {
  23222. var scene = this.getScene();
  23223. if (this._renderPriority != 0) {
  23224. scene.requireLightSorting = true;
  23225. }
  23226. this.getScene().sortLightsByPriority();
  23227. };
  23228. /**
  23229. * Falloff Default: light is falling off following the material specification:
  23230. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23231. */
  23232. Light.FALLOFF_DEFAULT = 0;
  23233. /**
  23234. * Falloff Physical: light is falling off following the inverse squared distance law.
  23235. */
  23236. Light.FALLOFF_PHYSICAL = 1;
  23237. /**
  23238. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23239. * to enhance interoperability with other engines.
  23240. */
  23241. Light.FALLOFF_GLTF = 2;
  23242. /**
  23243. * Falloff Standard: light is falling off like in the standard material
  23244. * to enhance interoperability with other materials.
  23245. */
  23246. Light.FALLOFF_STANDARD = 3;
  23247. //lightmapMode Consts
  23248. /**
  23249. * If every light affecting the material is in this lightmapMode,
  23250. * material.lightmapTexture adds or multiplies
  23251. * (depends on material.useLightmapAsShadowmap)
  23252. * after every other light calculations.
  23253. */
  23254. Light.LIGHTMAP_DEFAULT = 0;
  23255. /**
  23256. * material.lightmapTexture as only diffuse lighting from this light
  23257. * adds only specular lighting from this light
  23258. * adds dynamic shadows
  23259. */
  23260. Light.LIGHTMAP_SPECULAR = 1;
  23261. /**
  23262. * material.lightmapTexture as only lighting
  23263. * no light calculation from this light
  23264. * only adds dynamic shadows from this light
  23265. */
  23266. Light.LIGHTMAP_SHADOWSONLY = 2;
  23267. // Intensity Mode Consts
  23268. /**
  23269. * Each light type uses the default quantity according to its type:
  23270. * point/spot lights use luminous intensity
  23271. * directional lights use illuminance
  23272. */
  23273. Light.INTENSITYMODE_AUTOMATIC = 0;
  23274. /**
  23275. * lumen (lm)
  23276. */
  23277. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23278. /**
  23279. * candela (lm/sr)
  23280. */
  23281. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23282. /**
  23283. * lux (lm/m^2)
  23284. */
  23285. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23286. /**
  23287. * nit (cd/m^2)
  23288. */
  23289. Light.INTENSITYMODE_LUMINANCE = 4;
  23290. // Light types ids const.
  23291. /**
  23292. * Light type const id of the point light.
  23293. */
  23294. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23295. /**
  23296. * Light type const id of the directional light.
  23297. */
  23298. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23299. /**
  23300. * Light type const id of the spot light.
  23301. */
  23302. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23303. /**
  23304. * Light type const id of the hemispheric light.
  23305. */
  23306. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23307. __decorate([
  23308. BABYLON.serializeAsColor3()
  23309. ], Light.prototype, "diffuse", void 0);
  23310. __decorate([
  23311. BABYLON.serializeAsColor3()
  23312. ], Light.prototype, "specular", void 0);
  23313. __decorate([
  23314. BABYLON.serialize()
  23315. ], Light.prototype, "falloffType", void 0);
  23316. __decorate([
  23317. BABYLON.serialize()
  23318. ], Light.prototype, "intensity", void 0);
  23319. __decorate([
  23320. BABYLON.serialize()
  23321. ], Light.prototype, "range", null);
  23322. __decorate([
  23323. BABYLON.serialize()
  23324. ], Light.prototype, "intensityMode", null);
  23325. __decorate([
  23326. BABYLON.serialize()
  23327. ], Light.prototype, "radius", null);
  23328. __decorate([
  23329. BABYLON.serialize()
  23330. ], Light.prototype, "_renderPriority", void 0);
  23331. __decorate([
  23332. BABYLON.expandToProperty("_reorderLightsInScene")
  23333. ], Light.prototype, "renderPriority", void 0);
  23334. __decorate([
  23335. BABYLON.serialize("shadowEnabled")
  23336. ], Light.prototype, "_shadowEnabled", void 0);
  23337. __decorate([
  23338. BABYLON.serialize("excludeWithLayerMask")
  23339. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23340. __decorate([
  23341. BABYLON.serialize("includeOnlyWithLayerMask")
  23342. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23343. __decorate([
  23344. BABYLON.serialize("lightmapMode")
  23345. ], Light.prototype, "_lightmapMode", void 0);
  23346. return Light;
  23347. }(BABYLON.Node));
  23348. BABYLON.Light = Light;
  23349. })(BABYLON || (BABYLON = {}));
  23350. //# sourceMappingURL=babylon.light.js.map
  23351. var BABYLON;
  23352. (function (BABYLON) {
  23353. /**
  23354. * This is the base class of all the camera used in the application.
  23355. * @see http://doc.babylonjs.com/features/cameras
  23356. */
  23357. var Camera = /** @class */ (function (_super) {
  23358. __extends(Camera, _super);
  23359. /**
  23360. * Instantiates a new camera object.
  23361. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23362. * @see http://doc.babylonjs.com/features/cameras
  23363. * @param name Defines the name of the camera in the scene
  23364. * @param position Defines the position of the camera
  23365. * @param scene Defines the scene the camera belongs too
  23366. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23367. */
  23368. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23369. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23370. var _this = _super.call(this, name, scene) || this;
  23371. /**
  23372. * The vector the camera should consider as up.
  23373. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23374. */
  23375. _this.upVector = BABYLON.Vector3.Up();
  23376. /**
  23377. * Define the current limit on the left side for an orthographic camera
  23378. * In scene unit
  23379. */
  23380. _this.orthoLeft = null;
  23381. /**
  23382. * Define the current limit on the right side for an orthographic camera
  23383. * In scene unit
  23384. */
  23385. _this.orthoRight = null;
  23386. /**
  23387. * Define the current limit on the bottom side for an orthographic camera
  23388. * In scene unit
  23389. */
  23390. _this.orthoBottom = null;
  23391. /**
  23392. * Define the current limit on the top side for an orthographic camera
  23393. * In scene unit
  23394. */
  23395. _this.orthoTop = null;
  23396. /**
  23397. * Field Of View is set in Radians. (default is 0.8)
  23398. */
  23399. _this.fov = 0.8;
  23400. /**
  23401. * Define the minimum distance the camera can see from.
  23402. * This is important to note that the depth buffer are not infinite and the closer it starts
  23403. * the more your scene might encounter depth fighting issue.
  23404. */
  23405. _this.minZ = 1;
  23406. /**
  23407. * Define the maximum distance the camera can see to.
  23408. * This is important to note that the depth buffer are not infinite and the further it end
  23409. * the more your scene might encounter depth fighting issue.
  23410. */
  23411. _this.maxZ = 10000.0;
  23412. /**
  23413. * Define the default inertia of the camera.
  23414. * This helps giving a smooth feeling to the camera movement.
  23415. */
  23416. _this.inertia = 0.9;
  23417. /**
  23418. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23419. */
  23420. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23421. /**
  23422. * Define wether the camera is intermediate.
  23423. * This is usefull to not present the output directly to the screen in case of rig without post process for instance
  23424. */
  23425. _this.isIntermediate = false;
  23426. /**
  23427. * Define the viewport of the camera.
  23428. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23429. */
  23430. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23431. /**
  23432. * Restricts the camera to viewing objects with the same layerMask.
  23433. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23434. */
  23435. _this.layerMask = 0x0FFFFFFF;
  23436. /**
  23437. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23438. */
  23439. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23440. /**
  23441. * Rig mode of the camera.
  23442. * This is usefull to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23443. * This is normally controlled byt the camera themselves as internal use.
  23444. */
  23445. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23446. /**
  23447. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  23448. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23449. * else in the scene.
  23450. */
  23451. _this.customRenderTargets = new Array();
  23452. /**
  23453. * When set, the camera will render to this render target instead of the default canvas
  23454. */
  23455. _this.outputRenderTarget = null;
  23456. /**
  23457. * Observable triggered when the camera view matrix has changed.
  23458. */
  23459. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23460. /**
  23461. * Observable triggered when the camera Projection matrix has changed.
  23462. */
  23463. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23464. /**
  23465. * Observable triggered when the inputs have been processed.
  23466. */
  23467. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23468. /**
  23469. * Observable triggered when reset has been called and applied to the camera.
  23470. */
  23471. _this.onRestoreStateObservable = new BABYLON.Observable();
  23472. /** @hidden */
  23473. _this._rigCameras = new Array();
  23474. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23475. /** @hidden */
  23476. _this._skipRendering = false;
  23477. /** @hidden */
  23478. _this._projectionMatrix = new BABYLON.Matrix();
  23479. /** @hidden */
  23480. _this._postProcesses = new Array();
  23481. /** @hidden */
  23482. _this._activeMeshes = new BABYLON.SmartArray(256);
  23483. _this._globalPosition = BABYLON.Vector3.Zero();
  23484. /** hidden */
  23485. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23486. _this._doNotComputeProjectionMatrix = false;
  23487. _this._transformMatrix = BABYLON.Matrix.Zero();
  23488. _this._refreshFrustumPlanes = true;
  23489. _this.getScene().addCamera(_this);
  23490. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23491. _this.getScene().activeCamera = _this;
  23492. }
  23493. _this.position = position;
  23494. return _this;
  23495. }
  23496. /**
  23497. * Store current camera state (fov, position, etc..)
  23498. * @returns the camera
  23499. */
  23500. Camera.prototype.storeState = function () {
  23501. this._stateStored = true;
  23502. this._storedFov = this.fov;
  23503. return this;
  23504. };
  23505. /**
  23506. * Restores the camera state values if it has been stored. You must call storeState() first
  23507. */
  23508. Camera.prototype._restoreStateValues = function () {
  23509. if (!this._stateStored) {
  23510. return false;
  23511. }
  23512. this.fov = this._storedFov;
  23513. return true;
  23514. };
  23515. /**
  23516. * Restored camera state. You must call storeState() first.
  23517. * @returns true if restored and false otherwise
  23518. */
  23519. Camera.prototype.restoreState = function () {
  23520. if (this._restoreStateValues()) {
  23521. this.onRestoreStateObservable.notifyObservers(this);
  23522. return true;
  23523. }
  23524. return false;
  23525. };
  23526. /**
  23527. * Gets the class name of the camera.
  23528. * @returns the class name
  23529. */
  23530. Camera.prototype.getClassName = function () {
  23531. return "Camera";
  23532. };
  23533. /**
  23534. * Gets a string representation of the camera usefull for debug purpose.
  23535. * @param fullDetails Defines that a more verboe level of logging is required
  23536. * @returns the string representation
  23537. */
  23538. Camera.prototype.toString = function (fullDetails) {
  23539. var ret = "Name: " + this.name;
  23540. ret += ", type: " + this.getClassName();
  23541. if (this.animations) {
  23542. for (var i = 0; i < this.animations.length; i++) {
  23543. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23544. }
  23545. }
  23546. if (fullDetails) {
  23547. }
  23548. return ret;
  23549. };
  23550. Object.defineProperty(Camera.prototype, "globalPosition", {
  23551. /**
  23552. * Gets the current world space position of the camera.
  23553. */
  23554. get: function () {
  23555. return this._globalPosition;
  23556. },
  23557. enumerable: true,
  23558. configurable: true
  23559. });
  23560. /**
  23561. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23562. * @returns the active meshe list
  23563. */
  23564. Camera.prototype.getActiveMeshes = function () {
  23565. return this._activeMeshes;
  23566. };
  23567. /**
  23568. * Check wether a mesh is part of the current active mesh list of the camera
  23569. * @param mesh Defines the mesh to check
  23570. * @returns true if active, false otherwise
  23571. */
  23572. Camera.prototype.isActiveMesh = function (mesh) {
  23573. return (this._activeMeshes.indexOf(mesh) !== -1);
  23574. };
  23575. /**
  23576. * Is this camera ready to be used/rendered
  23577. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23578. * @return true if the camera is ready
  23579. */
  23580. Camera.prototype.isReady = function (completeCheck) {
  23581. if (completeCheck === void 0) { completeCheck = false; }
  23582. if (completeCheck) {
  23583. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23584. var pp = _a[_i];
  23585. if (pp && !pp.isReady()) {
  23586. return false;
  23587. }
  23588. }
  23589. }
  23590. return _super.prototype.isReady.call(this, completeCheck);
  23591. };
  23592. /** @hidden */
  23593. Camera.prototype._initCache = function () {
  23594. _super.prototype._initCache.call(this);
  23595. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23596. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23597. this._cache.mode = undefined;
  23598. this._cache.minZ = undefined;
  23599. this._cache.maxZ = undefined;
  23600. this._cache.fov = undefined;
  23601. this._cache.fovMode = undefined;
  23602. this._cache.aspectRatio = undefined;
  23603. this._cache.orthoLeft = undefined;
  23604. this._cache.orthoRight = undefined;
  23605. this._cache.orthoBottom = undefined;
  23606. this._cache.orthoTop = undefined;
  23607. this._cache.renderWidth = undefined;
  23608. this._cache.renderHeight = undefined;
  23609. };
  23610. /** @hidden */
  23611. Camera.prototype._updateCache = function (ignoreParentClass) {
  23612. if (!ignoreParentClass) {
  23613. _super.prototype._updateCache.call(this);
  23614. }
  23615. this._cache.position.copyFrom(this.position);
  23616. this._cache.upVector.copyFrom(this.upVector);
  23617. };
  23618. /** @hidden */
  23619. Camera.prototype._isSynchronized = function () {
  23620. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23621. };
  23622. /** @hidden */
  23623. Camera.prototype._isSynchronizedViewMatrix = function () {
  23624. if (!_super.prototype._isSynchronized.call(this)) {
  23625. return false;
  23626. }
  23627. return this._cache.position.equals(this.position)
  23628. && this._cache.upVector.equals(this.upVector)
  23629. && this.isSynchronizedWithParent();
  23630. };
  23631. /** @hidden */
  23632. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23633. var check = this._cache.mode === this.mode
  23634. && this._cache.minZ === this.minZ
  23635. && this._cache.maxZ === this.maxZ;
  23636. if (!check) {
  23637. return false;
  23638. }
  23639. var engine = this.getEngine();
  23640. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23641. check = this._cache.fov === this.fov
  23642. && this._cache.fovMode === this.fovMode
  23643. && this._cache.aspectRatio === engine.getAspectRatio(this);
  23644. }
  23645. else {
  23646. check = this._cache.orthoLeft === this.orthoLeft
  23647. && this._cache.orthoRight === this.orthoRight
  23648. && this._cache.orthoBottom === this.orthoBottom
  23649. && this._cache.orthoTop === this.orthoTop
  23650. && this._cache.renderWidth === engine.getRenderWidth()
  23651. && this._cache.renderHeight === engine.getRenderHeight();
  23652. }
  23653. return check;
  23654. };
  23655. /**
  23656. * Attach the input controls to a specific dom element to get the input from.
  23657. * @param element Defines the element the controls should be listened from
  23658. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  23659. */
  23660. Camera.prototype.attachControl = function (element, noPreventDefault) {
  23661. };
  23662. /**
  23663. * Detach the current controls from the specified dom element.
  23664. * @param element Defines the element to stop listening the inputs from
  23665. */
  23666. Camera.prototype.detachControl = function (element) {
  23667. };
  23668. /**
  23669. * Update the camera state according to the different inputs gathered during the frame.
  23670. */
  23671. Camera.prototype.update = function () {
  23672. this._checkInputs();
  23673. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23674. this._updateRigCameras();
  23675. }
  23676. };
  23677. /** @hidden */
  23678. Camera.prototype._checkInputs = function () {
  23679. this.onAfterCheckInputsObservable.notifyObservers(this);
  23680. };
  23681. Object.defineProperty(Camera.prototype, "rigCameras", {
  23682. /** @hidden */
  23683. get: function () {
  23684. return this._rigCameras;
  23685. },
  23686. enumerable: true,
  23687. configurable: true
  23688. });
  23689. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  23690. /**
  23691. * Gets the post process used by the rig cameras
  23692. */
  23693. get: function () {
  23694. return this._rigPostProcess;
  23695. },
  23696. enumerable: true,
  23697. configurable: true
  23698. });
  23699. /**
  23700. * Internal, gets the first post proces.
  23701. * @returns the first post process to be run on this camera.
  23702. */
  23703. Camera.prototype._getFirstPostProcess = function () {
  23704. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  23705. if (this._postProcesses[ppIndex] !== null) {
  23706. return this._postProcesses[ppIndex];
  23707. }
  23708. }
  23709. return null;
  23710. };
  23711. Camera.prototype._cascadePostProcessesToRigCams = function () {
  23712. // invalidate framebuffer
  23713. var firstPostProcess = this._getFirstPostProcess();
  23714. if (firstPostProcess) {
  23715. firstPostProcess.markTextureDirty();
  23716. }
  23717. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  23718. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  23719. var cam = this._rigCameras[i];
  23720. var rigPostProcess = cam._rigPostProcess;
  23721. // for VR rig, there does not have to be a post process
  23722. if (rigPostProcess) {
  23723. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  23724. if (isPass) {
  23725. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  23726. cam.isIntermediate = this._postProcesses.length === 0;
  23727. }
  23728. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  23729. rigPostProcess.markTextureDirty();
  23730. }
  23731. else {
  23732. cam._postProcesses = this._postProcesses.slice(0);
  23733. }
  23734. }
  23735. };
  23736. /**
  23737. * Attach a post process to the camera.
  23738. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23739. * @param postProcess The post process to attach to the camera
  23740. * @param insertAt The position of the post process in case several of them are in use in the scene
  23741. * @returns the position the post process has been inserted at
  23742. */
  23743. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  23744. if (insertAt === void 0) { insertAt = null; }
  23745. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  23746. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  23747. return 0;
  23748. }
  23749. if (insertAt == null || insertAt < 0) {
  23750. this._postProcesses.push(postProcess);
  23751. }
  23752. else if (this._postProcesses[insertAt] === null) {
  23753. this._postProcesses[insertAt] = postProcess;
  23754. }
  23755. else {
  23756. this._postProcesses.splice(insertAt, 0, postProcess);
  23757. }
  23758. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23759. return this._postProcesses.indexOf(postProcess);
  23760. };
  23761. /**
  23762. * Detach a post process to the camera.
  23763. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  23764. * @param postProcess The post process to detach from the camera
  23765. */
  23766. Camera.prototype.detachPostProcess = function (postProcess) {
  23767. var idx = this._postProcesses.indexOf(postProcess);
  23768. if (idx !== -1) {
  23769. this._postProcesses[idx] = null;
  23770. }
  23771. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  23772. };
  23773. /**
  23774. * Gets the current world matrix of the camera
  23775. */
  23776. Camera.prototype.getWorldMatrix = function () {
  23777. if (this._isSynchronizedViewMatrix()) {
  23778. return this._worldMatrix;
  23779. }
  23780. // Getting the the view matrix will also compute the world matrix.
  23781. this.getViewMatrix();
  23782. return this._worldMatrix;
  23783. };
  23784. /** @hidden */
  23785. Camera.prototype._getViewMatrix = function () {
  23786. return BABYLON.Matrix.Identity();
  23787. };
  23788. /**
  23789. * Gets the current view matrix of the camera.
  23790. * @param force forces the camera to recompute the matrix without looking at the cached state
  23791. * @returns the view matrix
  23792. */
  23793. Camera.prototype.getViewMatrix = function (force) {
  23794. if (!force && this._isSynchronizedViewMatrix()) {
  23795. return this._computedViewMatrix;
  23796. }
  23797. this.updateCache();
  23798. this._computedViewMatrix = this._getViewMatrix();
  23799. this._currentRenderId = this.getScene().getRenderId();
  23800. this._childRenderId = this._currentRenderId;
  23801. this._refreshFrustumPlanes = true;
  23802. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  23803. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  23804. }
  23805. this.onViewMatrixChangedObservable.notifyObservers(this);
  23806. this._computedViewMatrix.invertToRef(this._worldMatrix);
  23807. return this._computedViewMatrix;
  23808. };
  23809. /**
  23810. * Freeze the projection matrix.
  23811. * It will prevent the cache check of the camera projection compute and can speed up perf
  23812. * if no parameter of the camera are meant to change
  23813. * @param projection Defines manually a projection if necessary
  23814. */
  23815. Camera.prototype.freezeProjectionMatrix = function (projection) {
  23816. this._doNotComputeProjectionMatrix = true;
  23817. if (projection !== undefined) {
  23818. this._projectionMatrix = projection;
  23819. }
  23820. };
  23821. /**
  23822. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  23823. */
  23824. Camera.prototype.unfreezeProjectionMatrix = function () {
  23825. this._doNotComputeProjectionMatrix = false;
  23826. };
  23827. /**
  23828. * Gets the current projection matrix of the camera.
  23829. * @param force forces the camera to recompute the matrix without looking at the cached state
  23830. * @returns the projection matrix
  23831. */
  23832. Camera.prototype.getProjectionMatrix = function (force) {
  23833. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  23834. return this._projectionMatrix;
  23835. }
  23836. // Cache
  23837. this._cache.mode = this.mode;
  23838. this._cache.minZ = this.minZ;
  23839. this._cache.maxZ = this.maxZ;
  23840. // Matrix
  23841. this._refreshFrustumPlanes = true;
  23842. var engine = this.getEngine();
  23843. var scene = this.getScene();
  23844. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  23845. this._cache.fov = this.fov;
  23846. this._cache.fovMode = this.fovMode;
  23847. this._cache.aspectRatio = engine.getAspectRatio(this);
  23848. if (this.minZ <= 0) {
  23849. this.minZ = 0.1;
  23850. }
  23851. if (scene.useRightHandedSystem) {
  23852. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23853. }
  23854. else {
  23855. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  23856. }
  23857. }
  23858. else {
  23859. var halfWidth = engine.getRenderWidth() / 2.0;
  23860. var halfHeight = engine.getRenderHeight() / 2.0;
  23861. if (scene.useRightHandedSystem) {
  23862. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23863. }
  23864. else {
  23865. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  23866. }
  23867. this._cache.orthoLeft = this.orthoLeft;
  23868. this._cache.orthoRight = this.orthoRight;
  23869. this._cache.orthoBottom = this.orthoBottom;
  23870. this._cache.orthoTop = this.orthoTop;
  23871. this._cache.renderWidth = engine.getRenderWidth();
  23872. this._cache.renderHeight = engine.getRenderHeight();
  23873. }
  23874. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  23875. return this._projectionMatrix;
  23876. };
  23877. /**
  23878. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  23879. * @returns a Matrix
  23880. */
  23881. Camera.prototype.getTransformationMatrix = function () {
  23882. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  23883. return this._transformMatrix;
  23884. };
  23885. Camera.prototype._updateFrustumPlanes = function () {
  23886. if (!this._refreshFrustumPlanes) {
  23887. return;
  23888. }
  23889. this.getTransformationMatrix();
  23890. if (!this._frustumPlanes) {
  23891. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  23892. }
  23893. else {
  23894. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  23895. }
  23896. this._refreshFrustumPlanes = false;
  23897. };
  23898. /**
  23899. * Checks if a cullable object (mesh...) is in the camera frustum
  23900. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  23901. * @param target The object to check
  23902. * @returns true if the object is in frustum otherwise false
  23903. */
  23904. Camera.prototype.isInFrustum = function (target) {
  23905. this._updateFrustumPlanes();
  23906. return target.isInFrustum(this._frustumPlanes);
  23907. };
  23908. /**
  23909. * Checks if a cullable object (mesh...) is in the camera frustum
  23910. * Unlike isInFrustum this cheks the full bounding box
  23911. * @param target The object to check
  23912. * @returns true if the object is in frustum otherwise false
  23913. */
  23914. Camera.prototype.isCompletelyInFrustum = function (target) {
  23915. this._updateFrustumPlanes();
  23916. return target.isCompletelyInFrustum(this._frustumPlanes);
  23917. };
  23918. /**
  23919. * Gets a ray in the forward direction from the camera.
  23920. * @param length Defines the length of the ray to create
  23921. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  23922. * @param origin Defines the start point of the ray which defaults to the camera position
  23923. * @returns the forward ray
  23924. */
  23925. Camera.prototype.getForwardRay = function (length, transform, origin) {
  23926. if (length === void 0) { length = 100; }
  23927. if (!transform) {
  23928. transform = this.getWorldMatrix();
  23929. }
  23930. if (!origin) {
  23931. origin = this.position;
  23932. }
  23933. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  23934. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  23935. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  23936. return new BABYLON.Ray(origin, direction, length);
  23937. };
  23938. /**
  23939. * Releases resources associated with this node.
  23940. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23941. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23942. */
  23943. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23944. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23945. // Observables
  23946. this.onViewMatrixChangedObservable.clear();
  23947. this.onProjectionMatrixChangedObservable.clear();
  23948. this.onAfterCheckInputsObservable.clear();
  23949. this.onRestoreStateObservable.clear();
  23950. // Inputs
  23951. if (this.inputs) {
  23952. this.inputs.clear();
  23953. }
  23954. // Animations
  23955. this.getScene().stopAnimation(this);
  23956. // Remove from scene
  23957. this.getScene().removeCamera(this);
  23958. while (this._rigCameras.length > 0) {
  23959. var camera = this._rigCameras.pop();
  23960. if (camera) {
  23961. camera.dispose();
  23962. }
  23963. }
  23964. // Postprocesses
  23965. if (this._rigPostProcess) {
  23966. this._rigPostProcess.dispose(this);
  23967. this._rigPostProcess = null;
  23968. this._postProcesses = [];
  23969. }
  23970. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  23971. this._rigPostProcess = null;
  23972. this._postProcesses = [];
  23973. }
  23974. else {
  23975. var i = this._postProcesses.length;
  23976. while (--i >= 0) {
  23977. var postProcess = this._postProcesses[i];
  23978. if (postProcess) {
  23979. postProcess.dispose(this);
  23980. }
  23981. }
  23982. }
  23983. // Render targets
  23984. var i = this.customRenderTargets.length;
  23985. while (--i >= 0) {
  23986. this.customRenderTargets[i].dispose();
  23987. }
  23988. this.customRenderTargets = [];
  23989. // Active Meshes
  23990. this._activeMeshes.dispose();
  23991. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23992. };
  23993. Object.defineProperty(Camera.prototype, "leftCamera", {
  23994. /**
  23995. * Gets the left camera of a rig setup in case of Rigged Camera
  23996. */
  23997. get: function () {
  23998. if (this._rigCameras.length < 1) {
  23999. return null;
  24000. }
  24001. return this._rigCameras[0];
  24002. },
  24003. enumerable: true,
  24004. configurable: true
  24005. });
  24006. Object.defineProperty(Camera.prototype, "rightCamera", {
  24007. /**
  24008. * Gets the right camera of a rig setup in case of Rigged Camera
  24009. */
  24010. get: function () {
  24011. if (this._rigCameras.length < 2) {
  24012. return null;
  24013. }
  24014. return this._rigCameras[1];
  24015. },
  24016. enumerable: true,
  24017. configurable: true
  24018. });
  24019. /**
  24020. * Gets the left camera target of a rig setup in case of Rigged Camera
  24021. * @returns the target position
  24022. */
  24023. Camera.prototype.getLeftTarget = function () {
  24024. if (this._rigCameras.length < 1) {
  24025. return null;
  24026. }
  24027. return this._rigCameras[0].getTarget();
  24028. };
  24029. /**
  24030. * Gets the right camera target of a rig setup in case of Rigged Camera
  24031. * @returns the target position
  24032. */
  24033. Camera.prototype.getRightTarget = function () {
  24034. if (this._rigCameras.length < 2) {
  24035. return null;
  24036. }
  24037. return this._rigCameras[1].getTarget();
  24038. };
  24039. /**
  24040. * @hidden
  24041. */
  24042. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24043. if (this.cameraRigMode === mode) {
  24044. return;
  24045. }
  24046. while (this._rigCameras.length > 0) {
  24047. var camera = this._rigCameras.pop();
  24048. if (camera) {
  24049. camera.dispose();
  24050. }
  24051. }
  24052. this.cameraRigMode = mode;
  24053. this._cameraRigParams = {};
  24054. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24055. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24056. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24057. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24058. // create the rig cameras, unless none
  24059. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24060. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24061. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24062. if (leftCamera && rightCamera) {
  24063. this._rigCameras.push(leftCamera);
  24064. this._rigCameras.push(rightCamera);
  24065. }
  24066. }
  24067. switch (this.cameraRigMode) {
  24068. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24069. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24070. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24071. break;
  24072. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24073. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24074. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24075. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24076. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24077. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24078. break;
  24079. case Camera.RIG_MODE_VR:
  24080. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24081. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24082. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24083. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24084. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24085. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24086. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24087. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24088. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24089. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24090. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24091. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24092. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24093. if (metrics.compensateDistortion) {
  24094. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24095. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24096. }
  24097. break;
  24098. case Camera.RIG_MODE_WEBVR:
  24099. if (rigParams.vrDisplay) {
  24100. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24101. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24102. //Left eye
  24103. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24104. this._rigCameras[0].setCameraRigParameter("left", true);
  24105. //leaving this for future reference
  24106. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24107. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24108. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24109. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24110. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24111. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24112. this._rigCameras[0].parent = this;
  24113. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24114. //Right eye
  24115. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24116. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24117. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24118. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24119. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24120. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24121. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24122. this._rigCameras[1].parent = this;
  24123. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24124. if (Camera.UseAlternateWebVRRendering) {
  24125. this._rigCameras[1]._skipRendering = true;
  24126. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24127. }
  24128. }
  24129. break;
  24130. }
  24131. this._cascadePostProcessesToRigCams();
  24132. this.update();
  24133. };
  24134. Camera.prototype._getVRProjectionMatrix = function () {
  24135. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24136. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24137. return this._projectionMatrix;
  24138. };
  24139. Camera.prototype._updateCameraRotationMatrix = function () {
  24140. //Here for WebVR
  24141. };
  24142. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24143. //Here for WebVR
  24144. };
  24145. /**
  24146. * This function MUST be overwritten by the different WebVR cameras available.
  24147. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24148. */
  24149. Camera.prototype._getWebVRProjectionMatrix = function () {
  24150. return BABYLON.Matrix.Identity();
  24151. };
  24152. /**
  24153. * This function MUST be overwritten by the different WebVR cameras available.
  24154. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24155. */
  24156. Camera.prototype._getWebVRViewMatrix = function () {
  24157. return BABYLON.Matrix.Identity();
  24158. };
  24159. /** @hidden */
  24160. Camera.prototype.setCameraRigParameter = function (name, value) {
  24161. if (!this._cameraRigParams) {
  24162. this._cameraRigParams = {};
  24163. }
  24164. this._cameraRigParams[name] = value;
  24165. //provisionnally:
  24166. if (name === "interaxialDistance") {
  24167. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24168. }
  24169. };
  24170. /**
  24171. * needs to be overridden by children so sub has required properties to be copied
  24172. * @hidden
  24173. */
  24174. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24175. return null;
  24176. };
  24177. /**
  24178. * May need to be overridden by children
  24179. * @hidden
  24180. */
  24181. Camera.prototype._updateRigCameras = function () {
  24182. for (var i = 0; i < this._rigCameras.length; i++) {
  24183. this._rigCameras[i].minZ = this.minZ;
  24184. this._rigCameras[i].maxZ = this.maxZ;
  24185. this._rigCameras[i].fov = this.fov;
  24186. }
  24187. // only update viewport when ANAGLYPH
  24188. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24189. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24190. }
  24191. };
  24192. /** @hidden */
  24193. Camera.prototype._setupInputs = function () {
  24194. };
  24195. /**
  24196. * Serialiaze the camera setup to a json represention
  24197. * @returns the JSON representation
  24198. */
  24199. Camera.prototype.serialize = function () {
  24200. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24201. // Type
  24202. serializationObject.type = this.getClassName();
  24203. // Parent
  24204. if (this.parent) {
  24205. serializationObject.parentId = this.parent.id;
  24206. }
  24207. if (this.inputs) {
  24208. this.inputs.serialize(serializationObject);
  24209. }
  24210. // Animations
  24211. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24212. serializationObject.ranges = this.serializeAnimationRanges();
  24213. return serializationObject;
  24214. };
  24215. /**
  24216. * Clones the current camera.
  24217. * @param name The cloned camera name
  24218. * @returns the cloned camera
  24219. */
  24220. Camera.prototype.clone = function (name) {
  24221. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24222. };
  24223. /**
  24224. * Gets the direction of the camera relative to a given local axis.
  24225. * @param localAxis Defines the reference axis to provide a relative direction.
  24226. * @return the direction
  24227. */
  24228. Camera.prototype.getDirection = function (localAxis) {
  24229. var result = BABYLON.Vector3.Zero();
  24230. this.getDirectionToRef(localAxis, result);
  24231. return result;
  24232. };
  24233. /**
  24234. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24235. * @param localAxis Defines the reference axis to provide a relative direction.
  24236. * @param result Defines the vector to store the result in
  24237. */
  24238. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24239. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24240. };
  24241. /**
  24242. * Gets a camera constructor for a given camera type
  24243. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24244. * @param name The name of the camera the result will be able to instantiate
  24245. * @param scene The scene the result will construct the camera in
  24246. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24247. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24248. * @returns a factory method to construc the camera
  24249. */
  24250. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24251. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24252. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24253. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24254. interaxial_distance: interaxial_distance,
  24255. isStereoscopicSideBySide: isStereoscopicSideBySide
  24256. });
  24257. if (constructorFunc) {
  24258. return constructorFunc;
  24259. }
  24260. // Default to universal camera
  24261. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24262. };
  24263. /**
  24264. * Compute the world matrix of the camera.
  24265. * @returns the camera workd matrix
  24266. */
  24267. Camera.prototype.computeWorldMatrix = function () {
  24268. return this.getWorldMatrix();
  24269. };
  24270. /**
  24271. * Parse a JSON and creates the camera from the parsed information
  24272. * @param parsedCamera The JSON to parse
  24273. * @param scene The scene to instantiate the camera in
  24274. * @returns the newly constructed camera
  24275. */
  24276. Camera.Parse = function (parsedCamera, scene) {
  24277. var type = parsedCamera.type;
  24278. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24279. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24280. // Parent
  24281. if (parsedCamera.parentId) {
  24282. camera._waitingParentId = parsedCamera.parentId;
  24283. }
  24284. //If camera has an input manager, let it parse inputs settings
  24285. if (camera.inputs) {
  24286. camera.inputs.parse(parsedCamera);
  24287. camera._setupInputs();
  24288. }
  24289. if (camera.setPosition) { // need to force position
  24290. camera.position.copyFromFloats(0, 0, 0);
  24291. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24292. }
  24293. // Target
  24294. if (parsedCamera.target) {
  24295. if (camera.setTarget) {
  24296. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24297. }
  24298. }
  24299. // Apply 3d rig, when found
  24300. if (parsedCamera.cameraRigMode) {
  24301. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24302. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24303. }
  24304. // Animations
  24305. if (parsedCamera.animations) {
  24306. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24307. var parsedAnimation = parsedCamera.animations[animationIndex];
  24308. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24309. }
  24310. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24311. }
  24312. if (parsedCamera.autoAnimate) {
  24313. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24314. }
  24315. return camera;
  24316. };
  24317. /**
  24318. * This is the default projection mode used by the cameras.
  24319. * It helps recreating a feeling of perspective and better appreciate depth.
  24320. * This is the best way to simulate real life cameras.
  24321. */
  24322. Camera.PERSPECTIVE_CAMERA = 0;
  24323. /**
  24324. * This helps creating camera with an orthographic mode.
  24325. * 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.
  24326. */
  24327. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24328. /**
  24329. * This is the default FOV mode for perspective cameras.
  24330. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24331. */
  24332. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24333. /**
  24334. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24335. */
  24336. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24337. /**
  24338. * This specifies ther is no need for a camera rig.
  24339. * Basically only one eye is rendered corresponding to the camera.
  24340. */
  24341. Camera.RIG_MODE_NONE = 0;
  24342. /**
  24343. * Simulates a camera Rig with one blue eye and one red eye.
  24344. * This can be use with 3d blue and red glasses.
  24345. */
  24346. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24347. /**
  24348. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24349. */
  24350. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24351. /**
  24352. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24353. */
  24354. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24355. /**
  24356. * Defines that both eyes of the camera will be rendered over under each other.
  24357. */
  24358. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24359. /**
  24360. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24361. */
  24362. Camera.RIG_MODE_VR = 20;
  24363. /**
  24364. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24365. */
  24366. Camera.RIG_MODE_WEBVR = 21;
  24367. /**
  24368. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24369. */
  24370. Camera.RIG_MODE_CUSTOM = 22;
  24371. /**
  24372. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24373. */
  24374. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24375. /**
  24376. * @hidden
  24377. * Might be removed once multiview will be a thing
  24378. */
  24379. Camera.UseAlternateWebVRRendering = false;
  24380. __decorate([
  24381. BABYLON.serializeAsVector3()
  24382. ], Camera.prototype, "position", void 0);
  24383. __decorate([
  24384. BABYLON.serializeAsVector3()
  24385. ], Camera.prototype, "upVector", void 0);
  24386. __decorate([
  24387. BABYLON.serialize()
  24388. ], Camera.prototype, "orthoLeft", void 0);
  24389. __decorate([
  24390. BABYLON.serialize()
  24391. ], Camera.prototype, "orthoRight", void 0);
  24392. __decorate([
  24393. BABYLON.serialize()
  24394. ], Camera.prototype, "orthoBottom", void 0);
  24395. __decorate([
  24396. BABYLON.serialize()
  24397. ], Camera.prototype, "orthoTop", void 0);
  24398. __decorate([
  24399. BABYLON.serialize()
  24400. ], Camera.prototype, "fov", void 0);
  24401. __decorate([
  24402. BABYLON.serialize()
  24403. ], Camera.prototype, "minZ", void 0);
  24404. __decorate([
  24405. BABYLON.serialize()
  24406. ], Camera.prototype, "maxZ", void 0);
  24407. __decorate([
  24408. BABYLON.serialize()
  24409. ], Camera.prototype, "inertia", void 0);
  24410. __decorate([
  24411. BABYLON.serialize()
  24412. ], Camera.prototype, "mode", void 0);
  24413. __decorate([
  24414. BABYLON.serialize()
  24415. ], Camera.prototype, "layerMask", void 0);
  24416. __decorate([
  24417. BABYLON.serialize()
  24418. ], Camera.prototype, "fovMode", void 0);
  24419. __decorate([
  24420. BABYLON.serialize()
  24421. ], Camera.prototype, "cameraRigMode", void 0);
  24422. __decorate([
  24423. BABYLON.serialize()
  24424. ], Camera.prototype, "interaxialDistance", void 0);
  24425. __decorate([
  24426. BABYLON.serialize()
  24427. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24428. return Camera;
  24429. }(BABYLON.Node));
  24430. BABYLON.Camera = Camera;
  24431. })(BABYLON || (BABYLON = {}));
  24432. //# sourceMappingURL=babylon.camera.js.map
  24433. var BABYLON;
  24434. (function (BABYLON) {
  24435. /**
  24436. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24437. * It is enable to manage the different groups as well as the different necessary sort functions.
  24438. * This should not be used directly aside of the few static configurations
  24439. */
  24440. var RenderingManager = /** @class */ (function () {
  24441. /**
  24442. * Instantiates a new rendering group for a particular scene
  24443. * @param scene Defines the scene the groups belongs to
  24444. */
  24445. function RenderingManager(scene) {
  24446. /**
  24447. * @hidden
  24448. */
  24449. this._useSceneAutoClearSetup = false;
  24450. this._renderingGroups = new Array();
  24451. this._autoClearDepthStencil = {};
  24452. this._customOpaqueSortCompareFn = {};
  24453. this._customAlphaTestSortCompareFn = {};
  24454. this._customTransparentSortCompareFn = {};
  24455. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24456. this._scene = scene;
  24457. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24458. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24459. }
  24460. }
  24461. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24462. if (depth === void 0) { depth = true; }
  24463. if (stencil === void 0) { stencil = true; }
  24464. if (this._depthStencilBufferAlreadyCleaned) {
  24465. return;
  24466. }
  24467. this._scene.getEngine().clear(null, false, depth, stencil);
  24468. this._depthStencilBufferAlreadyCleaned = true;
  24469. };
  24470. /**
  24471. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24472. * @hidden
  24473. */
  24474. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24475. // Update the observable context (not null as it only goes away on dispose)
  24476. var info = this._renderingGroupInfo;
  24477. info.scene = this._scene;
  24478. info.camera = this._scene.activeCamera;
  24479. // Dispatch sprites
  24480. if (this._scene.spriteManagers && renderSprites) {
  24481. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24482. var manager = this._scene.spriteManagers[index];
  24483. this.dispatchSprites(manager);
  24484. }
  24485. }
  24486. // Render
  24487. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24488. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24489. var renderingGroup = this._renderingGroups[index];
  24490. if (!renderingGroup) {
  24491. continue;
  24492. }
  24493. var renderingGroupMask = Math.pow(2, index);
  24494. info.renderingGroupId = index;
  24495. // Before Observable
  24496. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24497. // Clear depth/stencil if needed
  24498. if (RenderingManager.AUTOCLEAR) {
  24499. var autoClear = this._useSceneAutoClearSetup ?
  24500. this._scene.getAutoClearDepthStencilSetup(index) :
  24501. this._autoClearDepthStencil[index];
  24502. if (autoClear && autoClear.autoClear) {
  24503. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24504. }
  24505. }
  24506. // Render
  24507. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24508. var step = _a[_i];
  24509. step.action(index);
  24510. }
  24511. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24512. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24513. var step = _c[_b];
  24514. step.action(index);
  24515. }
  24516. // After Observable
  24517. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24518. }
  24519. };
  24520. /**
  24521. * Resets the different information of the group to prepare a new frame
  24522. * @hidden
  24523. */
  24524. RenderingManager.prototype.reset = function () {
  24525. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24526. var renderingGroup = this._renderingGroups[index];
  24527. if (renderingGroup) {
  24528. renderingGroup.prepare();
  24529. }
  24530. }
  24531. };
  24532. /**
  24533. * Dispose and release the group and its associated resources.
  24534. * @hidden
  24535. */
  24536. RenderingManager.prototype.dispose = function () {
  24537. this.freeRenderingGroups();
  24538. this._renderingGroups.length = 0;
  24539. this._renderingGroupInfo = null;
  24540. };
  24541. /**
  24542. * Clear the info related to rendering groups preventing retention points during dispose.
  24543. */
  24544. RenderingManager.prototype.freeRenderingGroups = function () {
  24545. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24546. var renderingGroup = this._renderingGroups[index];
  24547. if (renderingGroup) {
  24548. renderingGroup.dispose();
  24549. }
  24550. }
  24551. };
  24552. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24553. if (this._renderingGroups[renderingGroupId] === undefined) {
  24554. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24555. }
  24556. };
  24557. /**
  24558. * Add a sprite manager to the rendering manager in order to render it this frame.
  24559. * @param spriteManager Define the sprite manager to render
  24560. */
  24561. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24562. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24563. this._prepareRenderingGroup(renderingGroupId);
  24564. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24565. };
  24566. /**
  24567. * Add a particle system to the rendering manager in order to render it this frame.
  24568. * @param particleSystem Define the particle system to render
  24569. */
  24570. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24571. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24572. this._prepareRenderingGroup(renderingGroupId);
  24573. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24574. };
  24575. /**
  24576. * Add a submesh to the manager in order to render it this frame
  24577. * @param subMesh The submesh to dispatch
  24578. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24579. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24580. */
  24581. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24582. if (mesh === undefined) {
  24583. mesh = subMesh.getMesh();
  24584. }
  24585. var renderingGroupId = mesh.renderingGroupId || 0;
  24586. this._prepareRenderingGroup(renderingGroupId);
  24587. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24588. };
  24589. /**
  24590. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24591. * This allowed control for front to back rendering or reversly depending of the special needs.
  24592. *
  24593. * @param renderingGroupId The rendering group id corresponding to its index
  24594. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24595. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24596. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24597. */
  24598. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24599. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24600. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24601. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24602. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24603. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24604. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24605. if (this._renderingGroups[renderingGroupId]) {
  24606. var group = this._renderingGroups[renderingGroupId];
  24607. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24608. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24609. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24610. }
  24611. };
  24612. /**
  24613. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24614. *
  24615. * @param renderingGroupId The rendering group id corresponding to its index
  24616. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24617. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24618. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24619. */
  24620. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24621. if (depth === void 0) { depth = true; }
  24622. if (stencil === void 0) { stencil = true; }
  24623. this._autoClearDepthStencil[renderingGroupId] = {
  24624. autoClear: autoClearDepthStencil,
  24625. depth: depth,
  24626. stencil: stencil
  24627. };
  24628. };
  24629. /**
  24630. * Gets the current auto clear configuration for one rendering group of the rendering
  24631. * manager.
  24632. * @param index the rendering group index to get the information for
  24633. * @returns The auto clear setup for the requested rendering group
  24634. */
  24635. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24636. return this._autoClearDepthStencil[index];
  24637. };
  24638. /**
  24639. * The max id used for rendering groups (not included)
  24640. */
  24641. RenderingManager.MAX_RENDERINGGROUPS = 4;
  24642. /**
  24643. * The min id used for rendering groups (included)
  24644. */
  24645. RenderingManager.MIN_RENDERINGGROUPS = 0;
  24646. /**
  24647. * Used to globally prevent autoclearing scenes.
  24648. */
  24649. RenderingManager.AUTOCLEAR = true;
  24650. return RenderingManager;
  24651. }());
  24652. BABYLON.RenderingManager = RenderingManager;
  24653. })(BABYLON || (BABYLON = {}));
  24654. //# sourceMappingURL=babylon.renderingManager.js.map
  24655. var BABYLON;
  24656. (function (BABYLON) {
  24657. /**
  24658. * This represents the object necessary to create a rendering group.
  24659. * This is exclusively used and created by the rendering manager.
  24660. * To modify the behavior, you use the available helpers in your scene or meshes.
  24661. * @hidden
  24662. */
  24663. var RenderingGroup = /** @class */ (function () {
  24664. /**
  24665. * Creates a new rendering group.
  24666. * @param index The rendering group index
  24667. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  24668. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  24669. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  24670. */
  24671. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24672. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24673. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24674. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24675. this.index = index;
  24676. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  24677. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  24678. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  24679. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  24680. this._particleSystems = new BABYLON.SmartArray(256);
  24681. this._spriteManagers = new BABYLON.SmartArray(256);
  24682. this._edgesRenderers = new BABYLON.SmartArray(16);
  24683. this._scene = scene;
  24684. this.opaqueSortCompareFn = opaqueSortCompareFn;
  24685. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  24686. this.transparentSortCompareFn = transparentSortCompareFn;
  24687. }
  24688. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  24689. /**
  24690. * Set the opaque sort comparison function.
  24691. * If null the sub meshes will be render in the order they were created
  24692. */
  24693. set: function (value) {
  24694. this._opaqueSortCompareFn = value;
  24695. if (value) {
  24696. this._renderOpaque = this.renderOpaqueSorted;
  24697. }
  24698. else {
  24699. this._renderOpaque = RenderingGroup.renderUnsorted;
  24700. }
  24701. },
  24702. enumerable: true,
  24703. configurable: true
  24704. });
  24705. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  24706. /**
  24707. * Set the alpha test sort comparison function.
  24708. * If null the sub meshes will be render in the order they were created
  24709. */
  24710. set: function (value) {
  24711. this._alphaTestSortCompareFn = value;
  24712. if (value) {
  24713. this._renderAlphaTest = this.renderAlphaTestSorted;
  24714. }
  24715. else {
  24716. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  24717. }
  24718. },
  24719. enumerable: true,
  24720. configurable: true
  24721. });
  24722. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  24723. /**
  24724. * Set the transparent sort comparison function.
  24725. * If null the sub meshes will be render in the order they were created
  24726. */
  24727. set: function (value) {
  24728. if (value) {
  24729. this._transparentSortCompareFn = value;
  24730. }
  24731. else {
  24732. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  24733. }
  24734. this._renderTransparent = this.renderTransparentSorted;
  24735. },
  24736. enumerable: true,
  24737. configurable: true
  24738. });
  24739. /**
  24740. * Render all the sub meshes contained in the group.
  24741. * @param customRenderFunction Used to override the default render behaviour of the group.
  24742. * @returns true if rendered some submeshes.
  24743. */
  24744. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  24745. if (customRenderFunction) {
  24746. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  24747. return;
  24748. }
  24749. var engine = this._scene.getEngine();
  24750. // Depth only
  24751. if (this._depthOnlySubMeshes.length !== 0) {
  24752. engine.setColorWrite(false);
  24753. this._renderAlphaTest(this._depthOnlySubMeshes);
  24754. engine.setColorWrite(true);
  24755. }
  24756. // Opaque
  24757. if (this._opaqueSubMeshes.length !== 0) {
  24758. this._renderOpaque(this._opaqueSubMeshes);
  24759. }
  24760. // Alpha test
  24761. if (this._alphaTestSubMeshes.length !== 0) {
  24762. this._renderAlphaTest(this._alphaTestSubMeshes);
  24763. }
  24764. var stencilState = engine.getStencilBuffer();
  24765. engine.setStencilBuffer(false);
  24766. // Sprites
  24767. if (renderSprites) {
  24768. this._renderSprites();
  24769. }
  24770. // Particles
  24771. if (renderParticles) {
  24772. this._renderParticles(activeMeshes);
  24773. }
  24774. if (this.onBeforeTransparentRendering) {
  24775. this.onBeforeTransparentRendering();
  24776. }
  24777. // Transparent
  24778. if (this._transparentSubMeshes.length !== 0) {
  24779. this._renderTransparent(this._transparentSubMeshes);
  24780. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24781. }
  24782. // Set back stencil to false in case it changes before the edge renderer.
  24783. engine.setStencilBuffer(false);
  24784. // Edges
  24785. if (this._edgesRenderers.length) {
  24786. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  24787. this._edgesRenderers.data[edgesRendererIndex].render();
  24788. }
  24789. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24790. }
  24791. // Restore Stencil state.
  24792. engine.setStencilBuffer(stencilState);
  24793. };
  24794. /**
  24795. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  24796. * @param subMeshes The submeshes to render
  24797. */
  24798. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  24799. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  24800. };
  24801. /**
  24802. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  24803. * @param subMeshes The submeshes to render
  24804. */
  24805. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  24806. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  24807. };
  24808. /**
  24809. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  24810. * @param subMeshes The submeshes to render
  24811. */
  24812. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  24813. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  24814. };
  24815. /**
  24816. * Renders the submeshes in a specified order.
  24817. * @param subMeshes The submeshes to sort before render
  24818. * @param sortCompareFn The comparison function use to sort
  24819. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  24820. * @param transparent Specifies to activate blending if true
  24821. */
  24822. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  24823. var subIndex = 0;
  24824. var subMesh;
  24825. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  24826. for (; subIndex < subMeshes.length; subIndex++) {
  24827. subMesh = subMeshes.data[subIndex];
  24828. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  24829. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  24830. }
  24831. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  24832. if (sortCompareFn) {
  24833. sortedArray.sort(sortCompareFn);
  24834. }
  24835. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  24836. subMesh = sortedArray[subIndex];
  24837. if (transparent) {
  24838. var material = subMesh.getMaterial();
  24839. if (material && material.needDepthPrePass) {
  24840. var engine = material.getScene().getEngine();
  24841. engine.setColorWrite(false);
  24842. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  24843. subMesh.render(false);
  24844. engine.setColorWrite(true);
  24845. }
  24846. }
  24847. subMesh.render(transparent);
  24848. }
  24849. };
  24850. /**
  24851. * Renders the submeshes in the order they were dispatched (no sort applied).
  24852. * @param subMeshes The submeshes to render
  24853. */
  24854. RenderingGroup.renderUnsorted = function (subMeshes) {
  24855. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  24856. var submesh = subMeshes.data[subIndex];
  24857. submesh.render(false);
  24858. }
  24859. };
  24860. /**
  24861. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24862. * are rendered back to front if in the same alpha index.
  24863. *
  24864. * @param a The first submesh
  24865. * @param b The second submesh
  24866. * @returns The result of the comparison
  24867. */
  24868. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  24869. // Alpha index first
  24870. if (a._alphaIndex > b._alphaIndex) {
  24871. return 1;
  24872. }
  24873. if (a._alphaIndex < b._alphaIndex) {
  24874. return -1;
  24875. }
  24876. // Then distance to camera
  24877. return RenderingGroup.backToFrontSortCompare(a, b);
  24878. };
  24879. /**
  24880. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24881. * are rendered back to front.
  24882. *
  24883. * @param a The first submesh
  24884. * @param b The second submesh
  24885. * @returns The result of the comparison
  24886. */
  24887. RenderingGroup.backToFrontSortCompare = function (a, b) {
  24888. // Then distance to camera
  24889. if (a._distanceToCamera < b._distanceToCamera) {
  24890. return 1;
  24891. }
  24892. if (a._distanceToCamera > b._distanceToCamera) {
  24893. return -1;
  24894. }
  24895. return 0;
  24896. };
  24897. /**
  24898. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  24899. * are rendered front to back (prevent overdraw).
  24900. *
  24901. * @param a The first submesh
  24902. * @param b The second submesh
  24903. * @returns The result of the comparison
  24904. */
  24905. RenderingGroup.frontToBackSortCompare = function (a, b) {
  24906. // Then distance to camera
  24907. if (a._distanceToCamera < b._distanceToCamera) {
  24908. return -1;
  24909. }
  24910. if (a._distanceToCamera > b._distanceToCamera) {
  24911. return 1;
  24912. }
  24913. return 0;
  24914. };
  24915. /**
  24916. * Resets the different lists of submeshes to prepare a new frame.
  24917. */
  24918. RenderingGroup.prototype.prepare = function () {
  24919. this._opaqueSubMeshes.reset();
  24920. this._transparentSubMeshes.reset();
  24921. this._alphaTestSubMeshes.reset();
  24922. this._depthOnlySubMeshes.reset();
  24923. this._particleSystems.reset();
  24924. this._spriteManagers.reset();
  24925. this._edgesRenderers.reset();
  24926. };
  24927. RenderingGroup.prototype.dispose = function () {
  24928. this._opaqueSubMeshes.dispose();
  24929. this._transparentSubMeshes.dispose();
  24930. this._alphaTestSubMeshes.dispose();
  24931. this._depthOnlySubMeshes.dispose();
  24932. this._particleSystems.dispose();
  24933. this._spriteManagers.dispose();
  24934. this._edgesRenderers.dispose();
  24935. };
  24936. /**
  24937. * Inserts the submesh in its correct queue depending on its material.
  24938. * @param subMesh The submesh to dispatch
  24939. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24940. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24941. */
  24942. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  24943. // Get mesh and materials if not provided
  24944. if (mesh === undefined) {
  24945. mesh = subMesh.getMesh();
  24946. }
  24947. if (material === undefined) {
  24948. material = subMesh.getMaterial();
  24949. }
  24950. if (material === null || material === undefined) {
  24951. return;
  24952. }
  24953. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  24954. this._transparentSubMeshes.push(subMesh);
  24955. }
  24956. else if (material.needAlphaTesting()) { // Alpha test
  24957. if (material.needDepthPrePass) {
  24958. this._depthOnlySubMeshes.push(subMesh);
  24959. }
  24960. this._alphaTestSubMeshes.push(subMesh);
  24961. }
  24962. else {
  24963. if (material.needDepthPrePass) {
  24964. this._depthOnlySubMeshes.push(subMesh);
  24965. }
  24966. this._opaqueSubMeshes.push(subMesh); // Opaque
  24967. }
  24968. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  24969. this._edgesRenderers.push(mesh._edgesRenderer);
  24970. }
  24971. };
  24972. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  24973. this._spriteManagers.push(spriteManager);
  24974. };
  24975. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  24976. this._particleSystems.push(particleSystem);
  24977. };
  24978. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  24979. if (this._particleSystems.length === 0) {
  24980. return;
  24981. }
  24982. // Particles
  24983. var activeCamera = this._scene.activeCamera;
  24984. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  24985. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  24986. var particleSystem = this._particleSystems.data[particleIndex];
  24987. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  24988. continue;
  24989. }
  24990. var emitter = particleSystem.emitter;
  24991. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  24992. this._scene._activeParticles.addCount(particleSystem.render(), false);
  24993. }
  24994. }
  24995. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  24996. };
  24997. RenderingGroup.prototype._renderSprites = function () {
  24998. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  24999. return;
  25000. }
  25001. // Sprites
  25002. var activeCamera = this._scene.activeCamera;
  25003. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25004. for (var id = 0; id < this._spriteManagers.length; id++) {
  25005. var spriteManager = this._spriteManagers.data[id];
  25006. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25007. spriteManager.render();
  25008. }
  25009. }
  25010. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25011. };
  25012. return RenderingGroup;
  25013. }());
  25014. BABYLON.RenderingGroup = RenderingGroup;
  25015. })(BABYLON || (BABYLON = {}));
  25016. //# sourceMappingURL=babylon.renderingGroup.js.map
  25017. var BABYLON;
  25018. (function (BABYLON) {
  25019. /**
  25020. * Groups all the scene component constants in one place to ease maintenance.
  25021. * @hidden
  25022. */
  25023. var SceneComponentConstants = /** @class */ (function () {
  25024. function SceneComponentConstants() {
  25025. }
  25026. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25027. SceneComponentConstants.NAME_LAYER = "Layer";
  25028. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25029. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25030. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25031. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25032. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25033. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25034. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25035. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25036. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25037. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25038. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25039. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25040. SceneComponentConstants.NAME_OCTREE = "Octree";
  25041. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25042. SceneComponentConstants.NAME_AUDIO = "Audio";
  25043. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25044. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25045. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25046. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25047. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25048. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25049. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25050. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25051. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25052. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25053. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25054. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25055. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25056. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25057. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25058. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25059. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25060. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25061. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25062. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25063. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25064. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25065. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25066. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25067. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25068. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25069. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25070. return SceneComponentConstants;
  25071. }());
  25072. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25073. /**
  25074. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25075. * @hidden
  25076. */
  25077. var Stage = /** @class */ (function (_super) {
  25078. __extends(Stage, _super);
  25079. /**
  25080. * Hide ctor from the rest of the world.
  25081. * @param items The items to add.
  25082. */
  25083. function Stage(items) {
  25084. return _super.apply(this, items) || this;
  25085. }
  25086. /**
  25087. * Creates a new Stage.
  25088. * @returns A new instance of a Stage
  25089. */
  25090. Stage.Create = function () {
  25091. return Object.create(Stage.prototype);
  25092. };
  25093. /**
  25094. * Registers a step in an ordered way in the targeted stage.
  25095. * @param index Defines the position to register the step in
  25096. * @param component Defines the component attached to the step
  25097. * @param action Defines the action to launch during the step
  25098. */
  25099. Stage.prototype.registerStep = function (index, component, action) {
  25100. var i = 0;
  25101. var maxIndex = Number.MAX_VALUE;
  25102. for (; i < this.length; i++) {
  25103. var step = this[i];
  25104. maxIndex = step.index;
  25105. if (index < maxIndex) {
  25106. break;
  25107. }
  25108. }
  25109. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25110. };
  25111. /**
  25112. * Clears all the steps from the stage.
  25113. */
  25114. Stage.prototype.clear = function () {
  25115. this.length = 0;
  25116. };
  25117. return Stage;
  25118. }(Array));
  25119. BABYLON.Stage = Stage;
  25120. })(BABYLON || (BABYLON = {}));
  25121. //# sourceMappingURL=babylon.sceneComponent.js.map
  25122. var BABYLON;
  25123. (function (BABYLON) {
  25124. /**
  25125. * Base class of the scene acting as a container for the different elements composing a scene.
  25126. * This class is dynamically extended by the different components of the scene increasing
  25127. * flexibility and reducing coupling
  25128. */
  25129. var AbstractScene = /** @class */ (function () {
  25130. function AbstractScene() {
  25131. /**
  25132. * Gets the list of root nodes (ie. nodes with no parent)
  25133. */
  25134. this.rootNodes = new Array();
  25135. /** All of the cameras added to this scene
  25136. * @see http://doc.babylonjs.com/babylon101/cameras
  25137. */
  25138. this.cameras = new Array();
  25139. /**
  25140. * All of the lights added to this scene
  25141. * @see http://doc.babylonjs.com/babylon101/lights
  25142. */
  25143. this.lights = new Array();
  25144. /**
  25145. * All of the (abstract) meshes added to this scene
  25146. */
  25147. this.meshes = new Array();
  25148. /**
  25149. * The list of skeletons added to the scene
  25150. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25151. */
  25152. this.skeletons = new Array();
  25153. /**
  25154. * All of the particle systems added to this scene
  25155. * @see http://doc.babylonjs.com/babylon101/particles
  25156. */
  25157. this.particleSystems = new Array();
  25158. /**
  25159. * Gets a list of Animations associated with the scene
  25160. */
  25161. this.animations = [];
  25162. /**
  25163. * All of the animation groups added to this scene
  25164. * @see http://doc.babylonjs.com/how_to/group
  25165. */
  25166. this.animationGroups = new Array();
  25167. /**
  25168. * All of the multi-materials added to this scene
  25169. * @see http://doc.babylonjs.com/how_to/multi_materials
  25170. */
  25171. this.multiMaterials = new Array();
  25172. /**
  25173. * All of the materials added to this scene
  25174. * In the context of a Scene, it is not supposed to be modified manually.
  25175. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25176. * Note also that the order of the Material wihin the array is not significant and might change.
  25177. * @see http://doc.babylonjs.com/babylon101/materials
  25178. */
  25179. this.materials = new Array();
  25180. /**
  25181. * The list of morph target managers added to the scene
  25182. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25183. */
  25184. this.morphTargetManagers = new Array();
  25185. /**
  25186. * The list of geometries used in the scene.
  25187. */
  25188. this.geometries = new Array();
  25189. /**
  25190. * All of the tranform nodes added to this scene
  25191. * In the context of a Scene, it is not supposed to be modified manually.
  25192. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25193. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25194. * @see http://doc.babylonjs.com/how_to/transformnode
  25195. */
  25196. this.transformNodes = new Array();
  25197. /**
  25198. * ActionManagers available on the scene.
  25199. */
  25200. this.actionManagers = new Array();
  25201. /**
  25202. * Textures to keep.
  25203. */
  25204. this.textures = new Array();
  25205. }
  25206. /**
  25207. * Adds a parser in the list of available ones
  25208. * @param name Defines the name of the parser
  25209. * @param parser Defines the parser to add
  25210. */
  25211. AbstractScene.AddParser = function (name, parser) {
  25212. this._BabylonFileParsers[name] = parser;
  25213. };
  25214. /**
  25215. * Gets a general parser from the list of avaialble ones
  25216. * @param name Defines the name of the parser
  25217. * @returns the requested parser or null
  25218. */
  25219. AbstractScene.GetParser = function (name) {
  25220. if (this._BabylonFileParsers[name]) {
  25221. return this._BabylonFileParsers[name];
  25222. }
  25223. return null;
  25224. };
  25225. /**
  25226. * Adds n individual parser in the list of available ones
  25227. * @param name Defines the name of the parser
  25228. * @param parser Defines the parser to add
  25229. */
  25230. AbstractScene.AddIndividualParser = function (name, parser) {
  25231. this._IndividualBabylonFileParsers[name] = parser;
  25232. };
  25233. /**
  25234. * Gets an individual parser from the list of avaialble ones
  25235. * @param name Defines the name of the parser
  25236. * @returns the requested parser or null
  25237. */
  25238. AbstractScene.GetIndividualParser = function (name) {
  25239. if (this._IndividualBabylonFileParsers[name]) {
  25240. return this._IndividualBabylonFileParsers[name];
  25241. }
  25242. return null;
  25243. };
  25244. /**
  25245. * Parser json data and populate both a scene and its associated container object
  25246. * @param jsonData Defines the data to parse
  25247. * @param scene Defines the scene to parse the data for
  25248. * @param container Defines the container attached to the parsing sequence
  25249. * @param rootUrl Defines the root url of the data
  25250. */
  25251. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25252. for (var parserName in this._BabylonFileParsers) {
  25253. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25254. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25255. }
  25256. }
  25257. };
  25258. /**
  25259. * Stores the list of available parsers in the application.
  25260. */
  25261. AbstractScene._BabylonFileParsers = {};
  25262. /**
  25263. * Stores the list of available individual parsers in the application.
  25264. */
  25265. AbstractScene._IndividualBabylonFileParsers = {};
  25266. return AbstractScene;
  25267. }());
  25268. BABYLON.AbstractScene = AbstractScene;
  25269. })(BABYLON || (BABYLON = {}));
  25270. //# sourceMappingURL=babylon.abstractScene.js.map
  25271. var BABYLON;
  25272. (function (BABYLON) {
  25273. /** @hidden */
  25274. var ClickInfo = /** @class */ (function () {
  25275. function ClickInfo() {
  25276. this._singleClick = false;
  25277. this._doubleClick = false;
  25278. this._hasSwiped = false;
  25279. this._ignore = false;
  25280. }
  25281. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25282. get: function () {
  25283. return this._singleClick;
  25284. },
  25285. set: function (b) {
  25286. this._singleClick = b;
  25287. },
  25288. enumerable: true,
  25289. configurable: true
  25290. });
  25291. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25292. get: function () {
  25293. return this._doubleClick;
  25294. },
  25295. set: function (b) {
  25296. this._doubleClick = b;
  25297. },
  25298. enumerable: true,
  25299. configurable: true
  25300. });
  25301. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25302. get: function () {
  25303. return this._hasSwiped;
  25304. },
  25305. set: function (b) {
  25306. this._hasSwiped = b;
  25307. },
  25308. enumerable: true,
  25309. configurable: true
  25310. });
  25311. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25312. get: function () {
  25313. return this._ignore;
  25314. },
  25315. set: function (b) {
  25316. this._ignore = b;
  25317. },
  25318. enumerable: true,
  25319. configurable: true
  25320. });
  25321. return ClickInfo;
  25322. }());
  25323. /**
  25324. * This class is used by the onRenderingGroupObservable
  25325. */
  25326. var RenderingGroupInfo = /** @class */ (function () {
  25327. function RenderingGroupInfo() {
  25328. }
  25329. return RenderingGroupInfo;
  25330. }());
  25331. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25332. /**
  25333. * Represents a scene to be rendered by the engine.
  25334. * @see http://doc.babylonjs.com/features/scene
  25335. */
  25336. var Scene = /** @class */ (function (_super) {
  25337. __extends(Scene, _super);
  25338. /**
  25339. * Creates a new Scene
  25340. * @param engine defines the engine to use to render this scene
  25341. */
  25342. function Scene(engine, options) {
  25343. var _this = _super.call(this) || this;
  25344. // Members
  25345. /**
  25346. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25347. */
  25348. _this.autoClear = true;
  25349. /**
  25350. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25351. */
  25352. _this.autoClearDepthAndStencil = true;
  25353. /**
  25354. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25355. */
  25356. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25357. /**
  25358. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25359. */
  25360. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25361. _this._forceWireframe = false;
  25362. _this._forcePointsCloud = false;
  25363. /**
  25364. * Gets or sets a boolean indicating if animations are enabled
  25365. */
  25366. _this.animationsEnabled = true;
  25367. _this._animationPropertiesOverride = null;
  25368. /**
  25369. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25370. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25371. */
  25372. _this.useConstantAnimationDeltaTime = false;
  25373. /**
  25374. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25375. * Please note that it requires to run a ray cast through the scene on every frame
  25376. */
  25377. _this.constantlyUpdateMeshUnderPointer = false;
  25378. /**
  25379. * Defines the HTML cursor to use when hovering over interactive elements
  25380. */
  25381. _this.hoverCursor = "pointer";
  25382. /**
  25383. * Defines the HTML default cursor to use (empty by default)
  25384. */
  25385. _this.defaultCursor = "";
  25386. /**
  25387. * This is used to call preventDefault() on pointer down
  25388. * in order to block unwanted artifacts like system double clicks
  25389. */
  25390. _this.preventDefaultOnPointerDown = true;
  25391. /**
  25392. * This is used to call preventDefault() on pointer up
  25393. * in order to block unwanted artifacts like system double clicks
  25394. */
  25395. _this.preventDefaultOnPointerUp = true;
  25396. // Metadata
  25397. /**
  25398. * Gets or sets user defined metadata
  25399. */
  25400. _this.metadata = null;
  25401. /**
  25402. * Use this array to add regular expressions used to disable offline support for specific urls
  25403. */
  25404. _this.disableOfflineSupportExceptionRules = new Array();
  25405. /**
  25406. * An event triggered when the scene is disposed.
  25407. */
  25408. _this.onDisposeObservable = new BABYLON.Observable();
  25409. _this._onDisposeObserver = null;
  25410. /**
  25411. * An event triggered before rendering the scene (right after animations and physics)
  25412. */
  25413. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25414. _this._onBeforeRenderObserver = null;
  25415. /**
  25416. * An event triggered after rendering the scene
  25417. */
  25418. _this.onAfterRenderObservable = new BABYLON.Observable();
  25419. _this._onAfterRenderObserver = null;
  25420. /**
  25421. * An event triggered before animating the scene
  25422. */
  25423. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25424. /**
  25425. * An event triggered after animations processing
  25426. */
  25427. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25428. /**
  25429. * An event triggered before draw calls are ready to be sent
  25430. */
  25431. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25432. /**
  25433. * An event triggered after draw calls have been sent
  25434. */
  25435. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25436. /**
  25437. * An event triggered when the scene is ready
  25438. */
  25439. _this.onReadyObservable = new BABYLON.Observable();
  25440. /**
  25441. * An event triggered before rendering a camera
  25442. */
  25443. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25444. _this._onBeforeCameraRenderObserver = null;
  25445. /**
  25446. * An event triggered after rendering a camera
  25447. */
  25448. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25449. _this._onAfterCameraRenderObserver = null;
  25450. /**
  25451. * An event triggered when active meshes evaluation is about to start
  25452. */
  25453. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25454. /**
  25455. * An event triggered when active meshes evaluation is done
  25456. */
  25457. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25458. /**
  25459. * An event triggered when particles rendering is about to start
  25460. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25461. */
  25462. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25463. /**
  25464. * An event triggered when particles rendering is done
  25465. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25466. */
  25467. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25468. /**
  25469. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25470. */
  25471. _this.onDataLoadedObservable = new BABYLON.Observable();
  25472. /**
  25473. * An event triggered when a camera is created
  25474. */
  25475. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25476. /**
  25477. * An event triggered when a camera is removed
  25478. */
  25479. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25480. /**
  25481. * An event triggered when a light is created
  25482. */
  25483. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25484. /**
  25485. * An event triggered when a light is removed
  25486. */
  25487. _this.onLightRemovedObservable = new BABYLON.Observable();
  25488. /**
  25489. * An event triggered when a geometry is created
  25490. */
  25491. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25492. /**
  25493. * An event triggered when a geometry is removed
  25494. */
  25495. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25496. /**
  25497. * An event triggered when a transform node is created
  25498. */
  25499. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25500. /**
  25501. * An event triggered when a transform node is removed
  25502. */
  25503. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25504. /**
  25505. * An event triggered when a mesh is created
  25506. */
  25507. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25508. /**
  25509. * An event triggered when a mesh is removed
  25510. */
  25511. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25512. /**
  25513. * An event triggered when a material is created
  25514. */
  25515. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25516. /**
  25517. * An event triggered when a material is removed
  25518. */
  25519. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25520. /**
  25521. * An event triggered when a texture is created
  25522. */
  25523. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25524. /**
  25525. * An event triggered when a texture is removed
  25526. */
  25527. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25528. /**
  25529. * An event triggered when render targets are about to be rendered
  25530. * Can happen multiple times per frame.
  25531. */
  25532. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25533. /**
  25534. * An event triggered when render targets were rendered.
  25535. * Can happen multiple times per frame.
  25536. */
  25537. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25538. /**
  25539. * An event triggered before calculating deterministic simulation step
  25540. */
  25541. _this.onBeforeStepObservable = new BABYLON.Observable();
  25542. /**
  25543. * An event triggered after calculating deterministic simulation step
  25544. */
  25545. _this.onAfterStepObservable = new BABYLON.Observable();
  25546. /**
  25547. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25548. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25549. * 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)
  25550. */
  25551. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25552. /**
  25553. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25554. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25555. * 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)
  25556. */
  25557. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25558. /**
  25559. * This Observable will when a mesh has been imported into the scene.
  25560. */
  25561. _this.onMeshImportedObservable = new BABYLON.Observable();
  25562. // Animations
  25563. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25564. /**
  25565. * 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).
  25566. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25567. */
  25568. _this.onPrePointerObservable = new BABYLON.Observable();
  25569. /**
  25570. * Observable event triggered each time an input event is received from the rendering canvas
  25571. */
  25572. _this.onPointerObservable = new BABYLON.Observable();
  25573. _this._meshPickProceed = false;
  25574. _this._currentPickResult = null;
  25575. _this._previousPickResult = null;
  25576. _this._totalPointersPressed = 0;
  25577. _this._doubleClickOccured = false;
  25578. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25579. _this.cameraToUseForPointers = null;
  25580. _this._pointerX = 0;
  25581. _this._pointerY = 0;
  25582. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25583. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25584. _this._startingPointerTime = 0;
  25585. _this._previousStartingPointerTime = 0;
  25586. _this._pointerCaptures = {};
  25587. // Deterministic lockstep
  25588. _this._timeAccumulator = 0;
  25589. _this._currentStepId = 0;
  25590. _this._currentInternalStep = 0;
  25591. // Keyboard
  25592. /**
  25593. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25594. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25595. */
  25596. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25597. /**
  25598. * Observable event triggered each time an keyboard event is received from the hosting window
  25599. */
  25600. _this.onKeyboardObservable = new BABYLON.Observable();
  25601. // Coordinates system
  25602. _this._useRightHandedSystem = false;
  25603. // Fog
  25604. _this._fogEnabled = true;
  25605. _this._fogMode = Scene.FOGMODE_NONE;
  25606. /**
  25607. * Gets or sets the fog color to use
  25608. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25609. * (Default is Color3(0.2, 0.2, 0.3))
  25610. */
  25611. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25612. /**
  25613. * Gets or sets the fog density to use
  25614. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25615. * (Default is 0.1)
  25616. */
  25617. _this.fogDensity = 0.1;
  25618. /**
  25619. * Gets or sets the fog start distance to use
  25620. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25621. * (Default is 0)
  25622. */
  25623. _this.fogStart = 0;
  25624. /**
  25625. * Gets or sets the fog end distance to use
  25626. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25627. * (Default is 1000)
  25628. */
  25629. _this.fogEnd = 1000.0;
  25630. // Lights
  25631. _this._shadowsEnabled = true;
  25632. _this._lightsEnabled = true;
  25633. /** All of the active cameras added to this scene. */
  25634. _this.activeCameras = new Array();
  25635. // Textures
  25636. _this._texturesEnabled = true;
  25637. // Particles
  25638. /**
  25639. * Gets or sets a boolean indicating if particles are enabled on this scene
  25640. */
  25641. _this.particlesEnabled = true;
  25642. // Sprites
  25643. /**
  25644. * Gets or sets a boolean indicating if sprites are enabled on this scene
  25645. */
  25646. _this.spritesEnabled = true;
  25647. // Skeletons
  25648. _this._skeletonsEnabled = true;
  25649. // Lens flares
  25650. /**
  25651. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  25652. */
  25653. _this.lensFlaresEnabled = true;
  25654. // Collisions
  25655. /**
  25656. * Gets or sets a boolean indicating if collisions are enabled on this scene
  25657. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25658. */
  25659. _this.collisionsEnabled = true;
  25660. /**
  25661. * Defines the gravity applied to this scene (used only for collisions)
  25662. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  25663. */
  25664. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  25665. // Postprocesses
  25666. /**
  25667. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  25668. */
  25669. _this.postProcessesEnabled = true;
  25670. /**
  25671. * The list of postprocesses added to the scene
  25672. */
  25673. _this.postProcesses = new Array();
  25674. // Customs render targets
  25675. /**
  25676. * Gets or sets a boolean indicating if render targets are enabled on this scene
  25677. */
  25678. _this.renderTargetsEnabled = true;
  25679. /**
  25680. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  25681. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  25682. */
  25683. _this.dumpNextRenderTargets = false;
  25684. /**
  25685. * The list of user defined render targets added to the scene
  25686. */
  25687. _this.customRenderTargets = new Array();
  25688. /**
  25689. * Gets the list of meshes imported to the scene through SceneLoader
  25690. */
  25691. _this.importedMeshesFiles = new Array();
  25692. // Probes
  25693. /**
  25694. * Gets or sets a boolean indicating if probes are enabled on this scene
  25695. */
  25696. _this.probesEnabled = true;
  25697. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  25698. // Procedural textures
  25699. /**
  25700. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  25701. */
  25702. _this.proceduralTexturesEnabled = true;
  25703. // Performance counters
  25704. _this._totalVertices = new BABYLON.PerfCounter();
  25705. /** @hidden */
  25706. _this._activeIndices = new BABYLON.PerfCounter();
  25707. /** @hidden */
  25708. _this._activeParticles = new BABYLON.PerfCounter();
  25709. /** @hidden */
  25710. _this._activeBones = new BABYLON.PerfCounter();
  25711. _this._animationTime = 0;
  25712. /**
  25713. * Gets or sets a general scale for animation speed
  25714. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  25715. */
  25716. _this.animationTimeScale = 1;
  25717. _this._renderId = 0;
  25718. _this._frameId = 0;
  25719. _this._executeWhenReadyTimeoutId = -1;
  25720. _this._intermediateRendering = false;
  25721. _this._viewUpdateFlag = -1;
  25722. _this._projectionUpdateFlag = -1;
  25723. _this._alternateViewUpdateFlag = -1;
  25724. _this._alternateProjectionUpdateFlag = -1;
  25725. /** @hidden */
  25726. _this._toBeDisposed = new Array(256);
  25727. _this._activeRequests = new Array();
  25728. _this._pendingData = new Array();
  25729. _this._isDisposed = false;
  25730. /**
  25731. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  25732. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  25733. */
  25734. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  25735. _this._activeMeshes = new BABYLON.SmartArray(256);
  25736. _this._processedMaterials = new BABYLON.SmartArray(256);
  25737. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  25738. /** @hidden */
  25739. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  25740. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  25741. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  25742. /** @hidden */
  25743. _this._activeAnimatables = new Array();
  25744. _this._transformMatrix = BABYLON.Matrix.Zero();
  25745. _this._useAlternateCameraConfiguration = false;
  25746. _this._alternateRendering = false;
  25747. _this._wheelEventName = "";
  25748. /**
  25749. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  25750. * This is useful if there are more lights that the maximum simulteanous authorized
  25751. */
  25752. _this.requireLightSorting = false;
  25753. /**
  25754. * @hidden
  25755. * Backing store of defined scene components.
  25756. */
  25757. _this._components = [];
  25758. /**
  25759. * @hidden
  25760. * Backing store of defined scene components.
  25761. */
  25762. _this._serializableComponents = [];
  25763. /**
  25764. * List of components to register on the next registration step.
  25765. */
  25766. _this._transientComponents = [];
  25767. /**
  25768. * @hidden
  25769. * Defines the actions happening before camera updates.
  25770. */
  25771. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  25772. /**
  25773. * @hidden
  25774. * Defines the actions happening before clear the canvas.
  25775. */
  25776. _this._beforeClearStage = BABYLON.Stage.Create();
  25777. /**
  25778. * @hidden
  25779. * Defines the actions when collecting render targets for the frame.
  25780. */
  25781. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  25782. /**
  25783. * @hidden
  25784. * Defines the actions happening for one camera in the frame.
  25785. */
  25786. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  25787. /**
  25788. * @hidden
  25789. * Defines the actions happening during the per mesh ready checks.
  25790. */
  25791. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  25792. /**
  25793. * @hidden
  25794. * Defines the actions happening before evaluate active mesh checks.
  25795. */
  25796. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  25797. /**
  25798. * @hidden
  25799. * Defines the actions happening during the evaluate sub mesh checks.
  25800. */
  25801. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  25802. /**
  25803. * @hidden
  25804. * Defines the actions happening during the active mesh stage.
  25805. */
  25806. _this._activeMeshStage = BABYLON.Stage.Create();
  25807. /**
  25808. * @hidden
  25809. * Defines the actions happening during the per camera render target step.
  25810. */
  25811. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  25812. /**
  25813. * @hidden
  25814. * Defines the actions happening just before the active camera is drawing.
  25815. */
  25816. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  25817. /**
  25818. * @hidden
  25819. * Defines the actions happening just before a rendering group is drawing.
  25820. */
  25821. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  25822. /**
  25823. * @hidden
  25824. * Defines the actions happening just before a mesh is drawing.
  25825. */
  25826. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  25827. /**
  25828. * @hidden
  25829. * Defines the actions happening just after a mesh has been drawn.
  25830. */
  25831. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  25832. /**
  25833. * @hidden
  25834. * Defines the actions happening just after a rendering group has been drawn.
  25835. */
  25836. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  25837. /**
  25838. * @hidden
  25839. * Defines the actions happening just after the active camera has been drawn.
  25840. */
  25841. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  25842. /**
  25843. * @hidden
  25844. * Defines the actions happening just after rendering all cameras and computing intersections.
  25845. */
  25846. _this._afterRenderStage = BABYLON.Stage.Create();
  25847. /**
  25848. * @hidden
  25849. * Defines the actions happening when a pointer move event happens.
  25850. */
  25851. _this._pointerMoveStage = BABYLON.Stage.Create();
  25852. /**
  25853. * @hidden
  25854. * Defines the actions happening when a pointer down event happens.
  25855. */
  25856. _this._pointerDownStage = BABYLON.Stage.Create();
  25857. /**
  25858. * @hidden
  25859. * Defines the actions happening when a pointer up event happens.
  25860. */
  25861. _this._pointerUpStage = BABYLON.Stage.Create();
  25862. /**
  25863. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  25864. */
  25865. _this.geometriesById = null;
  25866. _this._defaultMeshCandidates = {
  25867. data: [],
  25868. length: 0
  25869. };
  25870. _this._defaultSubMeshCandidates = {
  25871. data: [],
  25872. length: 0
  25873. };
  25874. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  25875. _this._activeMeshesFrozen = false;
  25876. /** @hidden */
  25877. _this._allowPostProcessClearColor = true;
  25878. /**
  25879. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  25880. */
  25881. _this.getDeterministicFrameTime = function () {
  25882. return 1000.0 / 60.0; // frame time in ms
  25883. };
  25884. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  25885. _this._blockMaterialDirtyMechanism = false;
  25886. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  25887. _this._engine.scenes.push(_this);
  25888. _this._uid = null;
  25889. _this._renderingManager = new BABYLON.RenderingManager(_this);
  25890. if (BABYLON.PostProcessManager) {
  25891. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  25892. }
  25893. if (BABYLON.Tools.IsWindowObjectExist()) {
  25894. _this.attachControl();
  25895. }
  25896. //collision coordinator initialization. For now legacy per default.
  25897. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  25898. // Uniform Buffer
  25899. _this._createUbo();
  25900. // Default Image processing definition
  25901. if (BABYLON.ImageProcessingConfiguration) {
  25902. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  25903. }
  25904. _this.setDefaultCandidateProviders();
  25905. if (options && options.useGeometryIdsMap === true) {
  25906. _this.geometriesById = {};
  25907. }
  25908. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  25909. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  25910. return _this;
  25911. }
  25912. Object.defineProperty(Scene.prototype, "environmentTexture", {
  25913. /**
  25914. * Texture used in all pbr material as the reflection texture.
  25915. * As in the majority of the scene they are the same (exception for multi room and so on),
  25916. * this is easier to reference from here than from all the materials.
  25917. */
  25918. get: function () {
  25919. return this._environmentTexture;
  25920. },
  25921. /**
  25922. * Texture used in all pbr material as the reflection texture.
  25923. * As in the majority of the scene they are the same (exception for multi room and so on),
  25924. * this is easier to set here than in all the materials.
  25925. */
  25926. set: function (value) {
  25927. if (this._environmentTexture === value) {
  25928. return;
  25929. }
  25930. this._environmentTexture = value;
  25931. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  25932. },
  25933. enumerable: true,
  25934. configurable: true
  25935. });
  25936. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  25937. /**
  25938. * Default image processing configuration used either in the rendering
  25939. * Forward main pass or through the imageProcessingPostProcess if present.
  25940. * As in the majority of the scene they are the same (exception for multi camera),
  25941. * this is easier to reference from here than from all the materials and post process.
  25942. *
  25943. * No setter as we it is a shared configuration, you can set the values instead.
  25944. */
  25945. get: function () {
  25946. return this._imageProcessingConfiguration;
  25947. },
  25948. enumerable: true,
  25949. configurable: true
  25950. });
  25951. Object.defineProperty(Scene.prototype, "forceWireframe", {
  25952. get: function () {
  25953. return this._forceWireframe;
  25954. },
  25955. /**
  25956. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  25957. */
  25958. set: function (value) {
  25959. if (this._forceWireframe === value) {
  25960. return;
  25961. }
  25962. this._forceWireframe = value;
  25963. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25964. },
  25965. enumerable: true,
  25966. configurable: true
  25967. });
  25968. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  25969. get: function () {
  25970. return this._forcePointsCloud;
  25971. },
  25972. /**
  25973. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  25974. */
  25975. set: function (value) {
  25976. if (this._forcePointsCloud === value) {
  25977. return;
  25978. }
  25979. this._forcePointsCloud = value;
  25980. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  25981. },
  25982. enumerable: true,
  25983. configurable: true
  25984. });
  25985. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  25986. /**
  25987. * Gets or sets the animation properties override
  25988. */
  25989. get: function () {
  25990. return this._animationPropertiesOverride;
  25991. },
  25992. set: function (value) {
  25993. this._animationPropertiesOverride = value;
  25994. },
  25995. enumerable: true,
  25996. configurable: true
  25997. });
  25998. Object.defineProperty(Scene.prototype, "onDispose", {
  25999. /** Sets a function to be executed when this scene is disposed. */
  26000. set: function (callback) {
  26001. if (this._onDisposeObserver) {
  26002. this.onDisposeObservable.remove(this._onDisposeObserver);
  26003. }
  26004. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26005. },
  26006. enumerable: true,
  26007. configurable: true
  26008. });
  26009. Object.defineProperty(Scene.prototype, "beforeRender", {
  26010. /** Sets a function to be executed before rendering this scene */
  26011. set: function (callback) {
  26012. if (this._onBeforeRenderObserver) {
  26013. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26014. }
  26015. if (callback) {
  26016. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26017. }
  26018. },
  26019. enumerable: true,
  26020. configurable: true
  26021. });
  26022. Object.defineProperty(Scene.prototype, "afterRender", {
  26023. /** Sets a function to be executed after rendering this scene */
  26024. set: function (callback) {
  26025. if (this._onAfterRenderObserver) {
  26026. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26027. }
  26028. if (callback) {
  26029. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26030. }
  26031. },
  26032. enumerable: true,
  26033. configurable: true
  26034. });
  26035. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26036. /** Sets a function to be executed before rendering a camera*/
  26037. set: function (callback) {
  26038. if (this._onBeforeCameraRenderObserver) {
  26039. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26040. }
  26041. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26042. },
  26043. enumerable: true,
  26044. configurable: true
  26045. });
  26046. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26047. /** Sets a function to be executed after rendering a camera*/
  26048. set: function (callback) {
  26049. if (this._onAfterCameraRenderObserver) {
  26050. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26051. }
  26052. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26053. },
  26054. enumerable: true,
  26055. configurable: true
  26056. });
  26057. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26058. /**
  26059. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26060. */
  26061. get: function () {
  26062. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26063. },
  26064. enumerable: true,
  26065. configurable: true
  26066. });
  26067. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26068. get: function () {
  26069. return this._useRightHandedSystem;
  26070. },
  26071. /**
  26072. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26073. */
  26074. set: function (value) {
  26075. if (this._useRightHandedSystem === value) {
  26076. return;
  26077. }
  26078. this._useRightHandedSystem = value;
  26079. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26080. },
  26081. enumerable: true,
  26082. configurable: true
  26083. });
  26084. /**
  26085. * Sets the step Id used by deterministic lock step
  26086. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26087. * @param newStepId defines the step Id
  26088. */
  26089. Scene.prototype.setStepId = function (newStepId) {
  26090. this._currentStepId = newStepId;
  26091. };
  26092. /**
  26093. * Gets the step Id used by deterministic lock step
  26094. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26095. * @returns the step Id
  26096. */
  26097. Scene.prototype.getStepId = function () {
  26098. return this._currentStepId;
  26099. };
  26100. /**
  26101. * Gets the internal step used by deterministic lock step
  26102. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26103. * @returns the internal step
  26104. */
  26105. Scene.prototype.getInternalStep = function () {
  26106. return this._currentInternalStep;
  26107. };
  26108. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26109. get: function () {
  26110. return this._fogEnabled;
  26111. },
  26112. /**
  26113. * Gets or sets a boolean indicating if fog is enabled on this scene
  26114. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26115. * (Default is true)
  26116. */
  26117. set: function (value) {
  26118. if (this._fogEnabled === value) {
  26119. return;
  26120. }
  26121. this._fogEnabled = value;
  26122. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26123. },
  26124. enumerable: true,
  26125. configurable: true
  26126. });
  26127. Object.defineProperty(Scene.prototype, "fogMode", {
  26128. get: function () {
  26129. return this._fogMode;
  26130. },
  26131. /**
  26132. * Gets or sets the fog mode to use
  26133. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26134. * | mode | value |
  26135. * | --- | --- |
  26136. * | FOGMODE_NONE | 0 |
  26137. * | FOGMODE_EXP | 1 |
  26138. * | FOGMODE_EXP2 | 2 |
  26139. * | FOGMODE_LINEAR | 3 |
  26140. */
  26141. set: function (value) {
  26142. if (this._fogMode === value) {
  26143. return;
  26144. }
  26145. this._fogMode = value;
  26146. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26147. },
  26148. enumerable: true,
  26149. configurable: true
  26150. });
  26151. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26152. get: function () {
  26153. return this._shadowsEnabled;
  26154. },
  26155. /**
  26156. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26157. */
  26158. set: function (value) {
  26159. if (this._shadowsEnabled === value) {
  26160. return;
  26161. }
  26162. this._shadowsEnabled = value;
  26163. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26164. },
  26165. enumerable: true,
  26166. configurable: true
  26167. });
  26168. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26169. get: function () {
  26170. return this._lightsEnabled;
  26171. },
  26172. /**
  26173. * Gets or sets a boolean indicating if lights are enabled on this scene
  26174. */
  26175. set: function (value) {
  26176. if (this._lightsEnabled === value) {
  26177. return;
  26178. }
  26179. this._lightsEnabled = value;
  26180. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26181. },
  26182. enumerable: true,
  26183. configurable: true
  26184. });
  26185. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26186. /** The default material used on meshes when no material is affected */
  26187. get: function () {
  26188. if (!this._defaultMaterial) {
  26189. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26190. }
  26191. return this._defaultMaterial;
  26192. },
  26193. /** The default material used on meshes when no material is affected */
  26194. set: function (value) {
  26195. this._defaultMaterial = value;
  26196. },
  26197. enumerable: true,
  26198. configurable: true
  26199. });
  26200. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26201. get: function () {
  26202. return this._texturesEnabled;
  26203. },
  26204. /**
  26205. * Gets or sets a boolean indicating if textures are enabled on this scene
  26206. */
  26207. set: function (value) {
  26208. if (this._texturesEnabled === value) {
  26209. return;
  26210. }
  26211. this._texturesEnabled = value;
  26212. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26213. },
  26214. enumerable: true,
  26215. configurable: true
  26216. });
  26217. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26218. get: function () {
  26219. return this._skeletonsEnabled;
  26220. },
  26221. /**
  26222. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26223. */
  26224. set: function (value) {
  26225. if (this._skeletonsEnabled === value) {
  26226. return;
  26227. }
  26228. this._skeletonsEnabled = value;
  26229. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26230. },
  26231. enumerable: true,
  26232. configurable: true
  26233. });
  26234. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26235. /** @hidden */
  26236. get: function () {
  26237. return this._alternateRendering;
  26238. },
  26239. enumerable: true,
  26240. configurable: true
  26241. });
  26242. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26243. /**
  26244. * Gets the list of frustum planes (built from the active camera)
  26245. */
  26246. get: function () {
  26247. return this._frustumPlanes;
  26248. },
  26249. enumerable: true,
  26250. configurable: true
  26251. });
  26252. /**
  26253. * Registers the transient components if needed.
  26254. */
  26255. Scene.prototype._registerTransientComponents = function () {
  26256. // Register components that have been associated lately to the scene.
  26257. if (this._transientComponents.length > 0) {
  26258. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26259. var component = _a[_i];
  26260. component.register();
  26261. }
  26262. this._transientComponents = [];
  26263. }
  26264. };
  26265. /**
  26266. * @hidden
  26267. * Add a component to the scene.
  26268. * Note that the ccomponent could be registered on th next frame if this is called after
  26269. * the register component stage.
  26270. * @param component Defines the component to add to the scene
  26271. */
  26272. Scene.prototype._addComponent = function (component) {
  26273. this._components.push(component);
  26274. this._transientComponents.push(component);
  26275. var serializableComponent = component;
  26276. if (serializableComponent.addFromContainer) {
  26277. this._serializableComponents.push(serializableComponent);
  26278. }
  26279. };
  26280. /**
  26281. * @hidden
  26282. * Gets a component from the scene.
  26283. * @param name defines the name of the component to retrieve
  26284. * @returns the component or null if not present
  26285. */
  26286. Scene.prototype._getComponent = function (name) {
  26287. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26288. var component = _a[_i];
  26289. if (component.name === name) {
  26290. return component;
  26291. }
  26292. }
  26293. return null;
  26294. };
  26295. /**
  26296. * @hidden
  26297. */
  26298. Scene.prototype._getDefaultMeshCandidates = function () {
  26299. this._defaultMeshCandidates.data = this.meshes;
  26300. this._defaultMeshCandidates.length = this.meshes.length;
  26301. return this._defaultMeshCandidates;
  26302. };
  26303. /**
  26304. * @hidden
  26305. */
  26306. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26307. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26308. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26309. return this._defaultSubMeshCandidates;
  26310. };
  26311. /**
  26312. * Sets the default candidate providers for the scene.
  26313. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26314. * and getCollidingSubMeshCandidates to their default function
  26315. */
  26316. Scene.prototype.setDefaultCandidateProviders = function () {
  26317. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26318. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26319. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26320. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26321. };
  26322. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26323. /**
  26324. * Gets a boolean indicating if collisions are processed on a web worker
  26325. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26326. */
  26327. get: function () {
  26328. return this._workerCollisions;
  26329. },
  26330. set: function (enabled) {
  26331. if (!BABYLON.CollisionCoordinatorLegacy) {
  26332. return;
  26333. }
  26334. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26335. this._workerCollisions = enabled;
  26336. if (this.collisionCoordinator) {
  26337. this.collisionCoordinator.destroy();
  26338. }
  26339. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26340. this.collisionCoordinator.init(this);
  26341. },
  26342. enumerable: true,
  26343. configurable: true
  26344. });
  26345. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26346. /**
  26347. * Gets the mesh that is currently under the pointer
  26348. */
  26349. get: function () {
  26350. return this._pointerOverMesh;
  26351. },
  26352. enumerable: true,
  26353. configurable: true
  26354. });
  26355. Object.defineProperty(Scene.prototype, "pointerX", {
  26356. /**
  26357. * Gets the current on-screen X position of the pointer
  26358. */
  26359. get: function () {
  26360. return this._pointerX;
  26361. },
  26362. enumerable: true,
  26363. configurable: true
  26364. });
  26365. Object.defineProperty(Scene.prototype, "pointerY", {
  26366. /**
  26367. * Gets the current on-screen Y position of the pointer
  26368. */
  26369. get: function () {
  26370. return this._pointerY;
  26371. },
  26372. enumerable: true,
  26373. configurable: true
  26374. });
  26375. /**
  26376. * Gets the cached material (ie. the latest rendered one)
  26377. * @returns the cached material
  26378. */
  26379. Scene.prototype.getCachedMaterial = function () {
  26380. return this._cachedMaterial;
  26381. };
  26382. /**
  26383. * Gets the cached effect (ie. the latest rendered one)
  26384. * @returns the cached effect
  26385. */
  26386. Scene.prototype.getCachedEffect = function () {
  26387. return this._cachedEffect;
  26388. };
  26389. /**
  26390. * Gets the cached visibility state (ie. the latest rendered one)
  26391. * @returns the cached visibility state
  26392. */
  26393. Scene.prototype.getCachedVisibility = function () {
  26394. return this._cachedVisibility;
  26395. };
  26396. /**
  26397. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26398. * @param material defines the current material
  26399. * @param effect defines the current effect
  26400. * @param visibility defines the current visibility state
  26401. * @returns true if one parameter is not cached
  26402. */
  26403. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26404. if (visibility === void 0) { visibility = 1; }
  26405. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26406. };
  26407. /**
  26408. * Gets the engine associated with the scene
  26409. * @returns an Engine
  26410. */
  26411. Scene.prototype.getEngine = function () {
  26412. return this._engine;
  26413. };
  26414. /**
  26415. * Gets the total number of vertices rendered per frame
  26416. * @returns the total number of vertices rendered per frame
  26417. */
  26418. Scene.prototype.getTotalVertices = function () {
  26419. return this._totalVertices.current;
  26420. };
  26421. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26422. /**
  26423. * Gets the performance counter for total vertices
  26424. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26425. */
  26426. get: function () {
  26427. return this._totalVertices;
  26428. },
  26429. enumerable: true,
  26430. configurable: true
  26431. });
  26432. /**
  26433. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26434. * @returns the total number of active indices rendered per frame
  26435. */
  26436. Scene.prototype.getActiveIndices = function () {
  26437. return this._activeIndices.current;
  26438. };
  26439. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26440. /**
  26441. * Gets the performance counter for active indices
  26442. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26443. */
  26444. get: function () {
  26445. return this._activeIndices;
  26446. },
  26447. enumerable: true,
  26448. configurable: true
  26449. });
  26450. /**
  26451. * Gets the total number of active particles rendered per frame
  26452. * @returns the total number of active particles rendered per frame
  26453. */
  26454. Scene.prototype.getActiveParticles = function () {
  26455. return this._activeParticles.current;
  26456. };
  26457. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26458. /**
  26459. * Gets the performance counter for active particles
  26460. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26461. */
  26462. get: function () {
  26463. return this._activeParticles;
  26464. },
  26465. enumerable: true,
  26466. configurable: true
  26467. });
  26468. /**
  26469. * Gets the total number of active bones rendered per frame
  26470. * @returns the total number of active bones rendered per frame
  26471. */
  26472. Scene.prototype.getActiveBones = function () {
  26473. return this._activeBones.current;
  26474. };
  26475. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26476. /**
  26477. * Gets the performance counter for active bones
  26478. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26479. */
  26480. get: function () {
  26481. return this._activeBones;
  26482. },
  26483. enumerable: true,
  26484. configurable: true
  26485. });
  26486. /** @hidden */
  26487. Scene.prototype.getInterFramePerfCounter = function () {
  26488. BABYLON.Tools.Warn("getInterFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26489. return 0;
  26490. };
  26491. Object.defineProperty(Scene.prototype, "interFramePerfCounter", {
  26492. /** @hidden */
  26493. get: function () {
  26494. BABYLON.Tools.Warn("interFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26495. return null;
  26496. },
  26497. enumerable: true,
  26498. configurable: true
  26499. });
  26500. /** @hidden */
  26501. Scene.prototype.getLastFrameDuration = function () {
  26502. BABYLON.Tools.Warn("getLastFrameDuration is deprecated. Please use SceneInstrumentation class");
  26503. return 0;
  26504. };
  26505. Object.defineProperty(Scene.prototype, "lastFramePerfCounter", {
  26506. /** @hidden */
  26507. get: function () {
  26508. BABYLON.Tools.Warn("lastFramePerfCounter is deprecated. Please use SceneInstrumentation class");
  26509. return null;
  26510. },
  26511. enumerable: true,
  26512. configurable: true
  26513. });
  26514. /** @hidden */
  26515. Scene.prototype.getEvaluateActiveMeshesDuration = function () {
  26516. BABYLON.Tools.Warn("getEvaluateActiveMeshesDuration is deprecated. Please use SceneInstrumentation class");
  26517. return 0;
  26518. };
  26519. Object.defineProperty(Scene.prototype, "evaluateActiveMeshesDurationPerfCounter", {
  26520. /** @hidden */
  26521. get: function () {
  26522. BABYLON.Tools.Warn("evaluateActiveMeshesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26523. return null;
  26524. },
  26525. enumerable: true,
  26526. configurable: true
  26527. });
  26528. /**
  26529. * Gets the array of active meshes
  26530. * @returns an array of AbstractMesh
  26531. */
  26532. Scene.prototype.getActiveMeshes = function () {
  26533. return this._activeMeshes;
  26534. };
  26535. /** @hidden */
  26536. Scene.prototype.getRenderTargetsDuration = function () {
  26537. BABYLON.Tools.Warn("getRenderTargetsDuration is deprecated. Please use SceneInstrumentation class");
  26538. return 0;
  26539. };
  26540. /** @hidden */
  26541. Scene.prototype.getRenderDuration = function () {
  26542. BABYLON.Tools.Warn("getRenderDuration is deprecated. Please use SceneInstrumentation class");
  26543. return 0;
  26544. };
  26545. Object.defineProperty(Scene.prototype, "renderDurationPerfCounter", {
  26546. /** @hidden */
  26547. get: function () {
  26548. BABYLON.Tools.Warn("renderDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26549. return null;
  26550. },
  26551. enumerable: true,
  26552. configurable: true
  26553. });
  26554. /** @hidden */
  26555. Scene.prototype.getParticlesDuration = function () {
  26556. BABYLON.Tools.Warn("getParticlesDuration is deprecated. Please use SceneInstrumentation class");
  26557. return 0;
  26558. };
  26559. Object.defineProperty(Scene.prototype, "particlesDurationPerfCounter", {
  26560. /** @hidden */
  26561. get: function () {
  26562. BABYLON.Tools.Warn("particlesDurationPerfCounter is deprecated. Please use SceneInstrumentation class");
  26563. return null;
  26564. },
  26565. enumerable: true,
  26566. configurable: true
  26567. });
  26568. /** @hidden */
  26569. Scene.prototype.getSpritesDuration = function () {
  26570. BABYLON.Tools.Warn("getSpritesDuration is deprecated. Please use SceneInstrumentation class");
  26571. return 0;
  26572. };
  26573. Object.defineProperty(Scene.prototype, "spriteDuractionPerfCounter", {
  26574. /** @hidden */
  26575. get: function () {
  26576. BABYLON.Tools.Warn("spriteDuractionPerfCounter is deprecated. Please use SceneInstrumentation class");
  26577. return null;
  26578. },
  26579. enumerable: true,
  26580. configurable: true
  26581. });
  26582. /**
  26583. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26584. * @returns a number
  26585. */
  26586. Scene.prototype.getAnimationRatio = function () {
  26587. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26588. };
  26589. /**
  26590. * Gets an unique Id for the current render phase
  26591. * @returns a number
  26592. */
  26593. Scene.prototype.getRenderId = function () {
  26594. return this._renderId;
  26595. };
  26596. /**
  26597. * Gets an unique Id for the current frame
  26598. * @returns a number
  26599. */
  26600. Scene.prototype.getFrameId = function () {
  26601. return this._frameId;
  26602. };
  26603. /** Call this function if you want to manually increment the render Id*/
  26604. Scene.prototype.incrementRenderId = function () {
  26605. this._renderId++;
  26606. };
  26607. Scene.prototype._updatePointerPosition = function (evt) {
  26608. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26609. if (!canvasRect) {
  26610. return;
  26611. }
  26612. this._pointerX = evt.clientX - canvasRect.left;
  26613. this._pointerY = evt.clientY - canvasRect.top;
  26614. this._unTranslatedPointerX = this._pointerX;
  26615. this._unTranslatedPointerY = this._pointerY;
  26616. };
  26617. Scene.prototype._createUbo = function () {
  26618. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26619. this._sceneUbo.addUniform("viewProjection", 16);
  26620. this._sceneUbo.addUniform("view", 16);
  26621. };
  26622. Scene.prototype._createAlternateUbo = function () {
  26623. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26624. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26625. this._alternateSceneUbo.addUniform("view", 16);
  26626. };
  26627. // Pointers handling
  26628. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26629. if (pointerInfo.pickInfo) {
  26630. if (!pointerInfo.pickInfo.ray) {
  26631. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26632. }
  26633. }
  26634. };
  26635. /**
  26636. * Use this method to simulate a pointer move on a mesh
  26637. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26638. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26639. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26640. * @returns the current scene
  26641. */
  26642. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26643. var evt = new PointerEvent("pointermove", pointerEventInit);
  26644. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26645. return this;
  26646. }
  26647. return this._processPointerMove(pickResult, evt);
  26648. };
  26649. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26650. var canvas = this._engine.getRenderingCanvas();
  26651. if (!canvas) {
  26652. return this;
  26653. }
  26654. // Restore pointer
  26655. canvas.style.cursor = this.defaultCursor;
  26656. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26657. if (isMeshPicked) {
  26658. this.setPointerOverMesh(pickResult.pickedMesh);
  26659. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26660. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26661. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26662. }
  26663. else {
  26664. canvas.style.cursor = this.hoverCursor;
  26665. }
  26666. }
  26667. }
  26668. else {
  26669. this.setPointerOverMesh(null);
  26670. }
  26671. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26672. var step = _a[_i];
  26673. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26674. }
  26675. if (pickResult) {
  26676. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26677. if (this.onPointerMove) {
  26678. this.onPointerMove(evt, pickResult, type);
  26679. }
  26680. if (this.onPointerObservable.hasObservers()) {
  26681. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26682. this._setRayOnPointerInfo(pi);
  26683. this.onPointerObservable.notifyObservers(pi, type);
  26684. }
  26685. }
  26686. return this;
  26687. };
  26688. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26689. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  26690. if (pickResult) {
  26691. pi.ray = pickResult.ray;
  26692. }
  26693. this.onPrePointerObservable.notifyObservers(pi, type);
  26694. if (pi.skipOnPointerObservable) {
  26695. return true;
  26696. }
  26697. else {
  26698. return false;
  26699. }
  26700. };
  26701. /**
  26702. * Use this method to simulate a pointer down on a mesh
  26703. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26704. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26705. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26706. * @returns the current scene
  26707. */
  26708. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  26709. var evt = new PointerEvent("pointerdown", pointerEventInit);
  26710. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  26711. return this;
  26712. }
  26713. return this._processPointerDown(pickResult, evt);
  26714. };
  26715. Scene.prototype._processPointerDown = function (pickResult, evt) {
  26716. var _this = this;
  26717. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  26718. this._pickedDownMesh = pickResult.pickedMesh;
  26719. var actionManager = pickResult.pickedMesh.actionManager;
  26720. if (actionManager) {
  26721. if (actionManager.hasPickTriggers) {
  26722. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26723. switch (evt.button) {
  26724. case 0:
  26725. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26726. break;
  26727. case 1:
  26728. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26729. break;
  26730. case 2:
  26731. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26732. break;
  26733. }
  26734. }
  26735. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  26736. window.setTimeout(function () {
  26737. 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);
  26738. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  26739. if (_this._totalPointersPressed !== 0 &&
  26740. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  26741. !_this._isPointerSwiping()) {
  26742. _this._startingPointerTime = 0;
  26743. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26744. }
  26745. }
  26746. }, Scene.LongPressDelay);
  26747. }
  26748. }
  26749. }
  26750. else {
  26751. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  26752. var step = _a[_i];
  26753. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26754. }
  26755. }
  26756. if (pickResult) {
  26757. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  26758. if (this.onPointerDown) {
  26759. this.onPointerDown(evt, pickResult, type);
  26760. }
  26761. if (this.onPointerObservable.hasObservers()) {
  26762. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26763. this._setRayOnPointerInfo(pi);
  26764. this.onPointerObservable.notifyObservers(pi, type);
  26765. }
  26766. }
  26767. return this;
  26768. };
  26769. /**
  26770. * Use this method to simulate a pointer up on a mesh
  26771. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26772. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26773. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26774. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  26775. * @returns the current scene
  26776. */
  26777. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  26778. var evt = new PointerEvent("pointerup", pointerEventInit);
  26779. var clickInfo = new ClickInfo();
  26780. if (doubleTap) {
  26781. clickInfo.doubleClick = true;
  26782. }
  26783. else {
  26784. clickInfo.singleClick = true;
  26785. }
  26786. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  26787. return this;
  26788. }
  26789. return this._processPointerUp(pickResult, evt, clickInfo);
  26790. };
  26791. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  26792. if (pickResult && pickResult && pickResult.pickedMesh) {
  26793. this._pickedUpMesh = pickResult.pickedMesh;
  26794. if (this._pickedDownMesh === this._pickedUpMesh) {
  26795. if (this.onPointerPick) {
  26796. this.onPointerPick(evt, pickResult);
  26797. }
  26798. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  26799. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  26800. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  26801. this._setRayOnPointerInfo(pi);
  26802. this.onPointerObservable.notifyObservers(pi, type_1);
  26803. }
  26804. }
  26805. if (pickResult.pickedMesh.actionManager) {
  26806. if (clickInfo.ignore) {
  26807. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26808. }
  26809. if (!clickInfo.hasSwiped && !clickInfo.ignore && clickInfo.singleClick) {
  26810. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26811. }
  26812. if (clickInfo.doubleClick && !clickInfo.ignore && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26813. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  26814. }
  26815. }
  26816. }
  26817. else {
  26818. if (!clickInfo.ignore) {
  26819. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  26820. var step = _a[_i];
  26821. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  26822. }
  26823. }
  26824. }
  26825. if (this._pickedDownMesh &&
  26826. this._pickedDownMesh.actionManager &&
  26827. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  26828. this._pickedDownMesh !== this._pickedUpMesh) {
  26829. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  26830. }
  26831. var type = 0;
  26832. if (this.onPointerObservable.hasObservers()) {
  26833. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  26834. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  26835. type = BABYLON.PointerEventTypes.POINTERTAP;
  26836. }
  26837. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  26838. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  26839. }
  26840. if (type) {
  26841. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26842. this._setRayOnPointerInfo(pi);
  26843. this.onPointerObservable.notifyObservers(pi, type);
  26844. }
  26845. }
  26846. if (!clickInfo.ignore) {
  26847. type = BABYLON.PointerEventTypes.POINTERUP;
  26848. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26849. this._setRayOnPointerInfo(pi);
  26850. this.onPointerObservable.notifyObservers(pi, type);
  26851. }
  26852. }
  26853. if (this.onPointerUp && !clickInfo.ignore) {
  26854. this.onPointerUp(evt, pickResult, type);
  26855. }
  26856. return this;
  26857. };
  26858. /**
  26859. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  26860. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  26861. * @returns true if the pointer was captured
  26862. */
  26863. Scene.prototype.isPointerCaptured = function (pointerId) {
  26864. if (pointerId === void 0) { pointerId = 0; }
  26865. return this._pointerCaptures[pointerId];
  26866. };
  26867. /** @hidden */
  26868. Scene.prototype._isPointerSwiping = function () {
  26869. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  26870. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  26871. };
  26872. /**
  26873. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  26874. * @param attachUp defines if you want to attach events to pointerup
  26875. * @param attachDown defines if you want to attach events to pointerdown
  26876. * @param attachMove defines if you want to attach events to pointermove
  26877. */
  26878. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  26879. var _this = this;
  26880. if (attachUp === void 0) { attachUp = true; }
  26881. if (attachDown === void 0) { attachDown = true; }
  26882. if (attachMove === void 0) { attachMove = true; }
  26883. this._initActionManager = function (act, clickInfo) {
  26884. if (!_this._meshPickProceed) {
  26885. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  26886. _this._currentPickResult = pickResult;
  26887. if (pickResult) {
  26888. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  26889. }
  26890. _this._meshPickProceed = true;
  26891. }
  26892. return act;
  26893. };
  26894. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  26895. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  26896. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  26897. btn !== _this._previousButtonPressed) {
  26898. _this._doubleClickOccured = false;
  26899. clickInfo.singleClick = true;
  26900. clickInfo.ignore = false;
  26901. cb(clickInfo, _this._currentPickResult);
  26902. }
  26903. };
  26904. this._initClickEvent = function (obs1, obs2, evt, cb) {
  26905. var clickInfo = new ClickInfo();
  26906. _this._currentPickResult = null;
  26907. var act = null;
  26908. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  26909. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  26910. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26911. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  26912. act = _this._initActionManager(act, clickInfo);
  26913. if (act) {
  26914. checkPicking = act.hasPickTriggers;
  26915. }
  26916. }
  26917. var needToIgnoreNext = false;
  26918. if (checkPicking) {
  26919. var btn = evt.button;
  26920. clickInfo.hasSwiped = _this._isPointerSwiping();
  26921. if (!clickInfo.hasSwiped) {
  26922. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  26923. if (!checkSingleClickImmediately) {
  26924. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  26925. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26926. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26927. act = _this._initActionManager(act, clickInfo);
  26928. if (act) {
  26929. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26930. }
  26931. }
  26932. }
  26933. if (checkSingleClickImmediately) {
  26934. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  26935. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  26936. btn !== _this._previousButtonPressed) {
  26937. clickInfo.singleClick = true;
  26938. cb(clickInfo, _this._currentPickResult);
  26939. needToIgnoreNext = true;
  26940. }
  26941. }
  26942. // at least one double click is required to be check and exclusive double click is enabled
  26943. else {
  26944. // wait that no double click has been raised during the double click delay
  26945. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26946. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  26947. }
  26948. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  26949. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  26950. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  26951. act = _this._initActionManager(act, clickInfo);
  26952. if (act) {
  26953. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  26954. }
  26955. }
  26956. if (checkDoubleClick) {
  26957. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  26958. if (btn === _this._previousButtonPressed &&
  26959. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  26960. !_this._doubleClickOccured) {
  26961. // pointer has not moved for 2 clicks, it's a double click
  26962. if (!clickInfo.hasSwiped &&
  26963. !_this._isPointerSwiping()) {
  26964. _this._previousStartingPointerTime = 0;
  26965. _this._doubleClickOccured = true;
  26966. clickInfo.doubleClick = true;
  26967. clickInfo.ignore = false;
  26968. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  26969. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26970. }
  26971. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26972. cb(clickInfo, _this._currentPickResult);
  26973. }
  26974. // if the two successive clicks are too far, it's just two simple clicks
  26975. else {
  26976. _this._doubleClickOccured = false;
  26977. _this._previousStartingPointerTime = _this._startingPointerTime;
  26978. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26979. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  26980. _this._previousButtonPressed = btn;
  26981. if (Scene.ExclusiveDoubleClickMode) {
  26982. if (_this._previousDelayedSimpleClickTimeout) {
  26983. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  26984. }
  26985. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  26986. cb(clickInfo, _this._previousPickResult);
  26987. }
  26988. else {
  26989. cb(clickInfo, _this._currentPickResult);
  26990. }
  26991. }
  26992. needToIgnoreNext = true;
  26993. }
  26994. // just the first click of the double has been raised
  26995. else {
  26996. _this._doubleClickOccured = false;
  26997. _this._previousStartingPointerTime = _this._startingPointerTime;
  26998. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  26999. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27000. _this._previousButtonPressed = btn;
  27001. }
  27002. }
  27003. }
  27004. }
  27005. if (!needToIgnoreNext) {
  27006. cb(clickInfo, _this._currentPickResult);
  27007. }
  27008. };
  27009. this._onPointerMove = function (evt) {
  27010. _this._updatePointerPosition(evt);
  27011. // PreObservable support
  27012. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27013. return;
  27014. }
  27015. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27016. return;
  27017. }
  27018. if (!_this.pointerMovePredicate) {
  27019. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27020. }
  27021. // Meshes
  27022. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27023. _this._processPointerMove(pickResult, evt);
  27024. };
  27025. this._onPointerDown = function (evt) {
  27026. _this._totalPointersPressed++;
  27027. _this._pickedDownMesh = null;
  27028. _this._meshPickProceed = false;
  27029. _this._updatePointerPosition(evt);
  27030. if (_this.preventDefaultOnPointerDown && canvas) {
  27031. evt.preventDefault();
  27032. canvas.focus();
  27033. }
  27034. _this._startingPointerPosition.x = _this._pointerX;
  27035. _this._startingPointerPosition.y = _this._pointerY;
  27036. _this._startingPointerTime = Date.now();
  27037. // PreObservable support
  27038. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27039. return;
  27040. }
  27041. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27042. return;
  27043. }
  27044. _this._pointerCaptures[evt.pointerId] = true;
  27045. if (!_this.pointerDownPredicate) {
  27046. _this.pointerDownPredicate = function (mesh) {
  27047. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27048. };
  27049. }
  27050. // Meshes
  27051. _this._pickedDownMesh = null;
  27052. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27053. _this._processPointerDown(pickResult, evt);
  27054. };
  27055. this._onPointerUp = function (evt) {
  27056. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27057. return; // So we need to test it the pointer down was pressed before.
  27058. }
  27059. _this._totalPointersPressed--;
  27060. _this._pickedUpMesh = null;
  27061. _this._meshPickProceed = false;
  27062. _this._updatePointerPosition(evt);
  27063. if (_this.preventDefaultOnPointerUp && canvas) {
  27064. evt.preventDefault();
  27065. canvas.focus();
  27066. }
  27067. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27068. // PreObservable support
  27069. if (_this.onPrePointerObservable.hasObservers()) {
  27070. if (!clickInfo.ignore) {
  27071. if (!clickInfo.hasSwiped) {
  27072. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27073. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27074. return;
  27075. }
  27076. }
  27077. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27078. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27079. return;
  27080. }
  27081. }
  27082. }
  27083. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27084. return;
  27085. }
  27086. }
  27087. }
  27088. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27089. return;
  27090. }
  27091. _this._pointerCaptures[evt.pointerId] = false;
  27092. if (!_this.pointerUpPredicate) {
  27093. _this.pointerUpPredicate = function (mesh) {
  27094. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27095. };
  27096. }
  27097. // Meshes
  27098. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27099. _this._initActionManager(null, clickInfo);
  27100. }
  27101. if (!pickResult) {
  27102. pickResult = _this._currentPickResult;
  27103. }
  27104. _this._processPointerUp(pickResult, evt, clickInfo);
  27105. _this._previousPickResult = _this._currentPickResult;
  27106. });
  27107. };
  27108. this._onKeyDown = function (evt) {
  27109. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27110. if (_this.onPreKeyboardObservable.hasObservers()) {
  27111. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27112. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27113. if (pi.skipOnPointerObservable) {
  27114. return;
  27115. }
  27116. }
  27117. if (_this.onKeyboardObservable.hasObservers()) {
  27118. var pi = new BABYLON.KeyboardInfo(type, evt);
  27119. _this.onKeyboardObservable.notifyObservers(pi, type);
  27120. }
  27121. if (_this.actionManager) {
  27122. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27123. }
  27124. };
  27125. this._onKeyUp = function (evt) {
  27126. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27127. if (_this.onPreKeyboardObservable.hasObservers()) {
  27128. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27129. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27130. if (pi.skipOnPointerObservable) {
  27131. return;
  27132. }
  27133. }
  27134. if (_this.onKeyboardObservable.hasObservers()) {
  27135. var pi = new BABYLON.KeyboardInfo(type, evt);
  27136. _this.onKeyboardObservable.notifyObservers(pi, type);
  27137. }
  27138. if (_this.actionManager) {
  27139. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27140. }
  27141. };
  27142. var engine = this.getEngine();
  27143. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27144. if (!canvas) {
  27145. return;
  27146. }
  27147. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27148. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27149. });
  27150. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27151. if (!canvas) {
  27152. return;
  27153. }
  27154. canvas.removeEventListener("keydown", _this._onKeyDown);
  27155. canvas.removeEventListener("keyup", _this._onKeyUp);
  27156. });
  27157. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27158. var canvas = this._engine.getRenderingCanvas();
  27159. if (!canvas) {
  27160. return;
  27161. }
  27162. if (attachMove) {
  27163. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27164. // Wheel
  27165. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27166. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27167. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27168. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27169. }
  27170. if (attachDown) {
  27171. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27172. }
  27173. if (attachUp) {
  27174. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27175. }
  27176. canvas.tabIndex = 1;
  27177. };
  27178. /** Detaches all event handlers*/
  27179. Scene.prototype.detachControl = function () {
  27180. var engine = this.getEngine();
  27181. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27182. var canvas = engine.getRenderingCanvas();
  27183. if (!canvas) {
  27184. return;
  27185. }
  27186. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27187. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27188. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27189. if (this._onCanvasBlurObserver) {
  27190. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27191. }
  27192. if (this._onCanvasFocusObserver) {
  27193. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27194. }
  27195. // Wheel
  27196. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27197. // Keyboard
  27198. canvas.removeEventListener("keydown", this._onKeyDown);
  27199. canvas.removeEventListener("keyup", this._onKeyUp);
  27200. // Observables
  27201. this.onKeyboardObservable.clear();
  27202. this.onPreKeyboardObservable.clear();
  27203. this.onPointerObservable.clear();
  27204. this.onPrePointerObservable.clear();
  27205. };
  27206. /**
  27207. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27208. * Delay loaded resources are not taking in account
  27209. * @return true if all required resources are ready
  27210. */
  27211. Scene.prototype.isReady = function () {
  27212. if (this._isDisposed) {
  27213. return false;
  27214. }
  27215. var index;
  27216. var engine = this.getEngine();
  27217. // Effects
  27218. if (!engine.areAllEffectsReady()) {
  27219. return false;
  27220. }
  27221. // Pending data
  27222. if (this._pendingData.length > 0) {
  27223. return false;
  27224. }
  27225. // Meshes
  27226. for (index = 0; index < this.meshes.length; index++) {
  27227. var mesh = this.meshes[index];
  27228. if (!mesh.isEnabled()) {
  27229. continue;
  27230. }
  27231. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27232. continue;
  27233. }
  27234. if (!mesh.isReady(true)) {
  27235. return false;
  27236. }
  27237. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27238. // Is Ready For Mesh
  27239. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27240. var step = _a[_i];
  27241. if (!step.action(mesh, hardwareInstancedRendering)) {
  27242. return false;
  27243. }
  27244. }
  27245. }
  27246. // Geometries
  27247. for (index = 0; index < this.geometries.length; index++) {
  27248. var geometry = this.geometries[index];
  27249. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27250. return false;
  27251. }
  27252. }
  27253. // Post-processes
  27254. if (this.activeCameras && this.activeCameras.length > 0) {
  27255. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27256. var camera = _c[_b];
  27257. if (!camera.isReady(true)) {
  27258. return false;
  27259. }
  27260. }
  27261. }
  27262. else if (this.activeCamera) {
  27263. if (!this.activeCamera.isReady(true)) {
  27264. return false;
  27265. }
  27266. }
  27267. // Particles
  27268. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27269. var particleSystem = _e[_d];
  27270. if (!particleSystem.isReady()) {
  27271. return false;
  27272. }
  27273. }
  27274. return true;
  27275. };
  27276. /** Resets all cached information relative to material (including effect and visibility) */
  27277. Scene.prototype.resetCachedMaterial = function () {
  27278. this._cachedMaterial = null;
  27279. this._cachedEffect = null;
  27280. this._cachedVisibility = null;
  27281. };
  27282. /**
  27283. * Registers a function to be called before every frame render
  27284. * @param func defines the function to register
  27285. */
  27286. Scene.prototype.registerBeforeRender = function (func) {
  27287. this.onBeforeRenderObservable.add(func);
  27288. };
  27289. /**
  27290. * Unregisters a function called before every frame render
  27291. * @param func defines the function to unregister
  27292. */
  27293. Scene.prototype.unregisterBeforeRender = function (func) {
  27294. this.onBeforeRenderObservable.removeCallback(func);
  27295. };
  27296. /**
  27297. * Registers a function to be called after every frame render
  27298. * @param func defines the function to register
  27299. */
  27300. Scene.prototype.registerAfterRender = function (func) {
  27301. this.onAfterRenderObservable.add(func);
  27302. };
  27303. /**
  27304. * Unregisters a function called after every frame render
  27305. * @param func defines the function to unregister
  27306. */
  27307. Scene.prototype.unregisterAfterRender = function (func) {
  27308. this.onAfterRenderObservable.removeCallback(func);
  27309. };
  27310. Scene.prototype._executeOnceBeforeRender = function (func) {
  27311. var _this = this;
  27312. var execFunc = function () {
  27313. func();
  27314. setTimeout(function () {
  27315. _this.unregisterBeforeRender(execFunc);
  27316. });
  27317. };
  27318. this.registerBeforeRender(execFunc);
  27319. };
  27320. /**
  27321. * The provided function will run before render once and will be disposed afterwards.
  27322. * A timeout delay can be provided so that the function will be executed in N ms.
  27323. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27324. * @param func The function to be executed.
  27325. * @param timeout optional delay in ms
  27326. */
  27327. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27328. var _this = this;
  27329. if (timeout !== undefined) {
  27330. setTimeout(function () {
  27331. _this._executeOnceBeforeRender(func);
  27332. }, timeout);
  27333. }
  27334. else {
  27335. this._executeOnceBeforeRender(func);
  27336. }
  27337. };
  27338. /** @hidden */
  27339. Scene.prototype._addPendingData = function (data) {
  27340. this._pendingData.push(data);
  27341. };
  27342. /** @hidden */
  27343. Scene.prototype._removePendingData = function (data) {
  27344. var wasLoading = this.isLoading;
  27345. var index = this._pendingData.indexOf(data);
  27346. if (index !== -1) {
  27347. this._pendingData.splice(index, 1);
  27348. }
  27349. if (wasLoading && !this.isLoading) {
  27350. this.onDataLoadedObservable.notifyObservers(this);
  27351. }
  27352. };
  27353. /**
  27354. * Returns the number of items waiting to be loaded
  27355. * @returns the number of items waiting to be loaded
  27356. */
  27357. Scene.prototype.getWaitingItemsCount = function () {
  27358. return this._pendingData.length;
  27359. };
  27360. Object.defineProperty(Scene.prototype, "isLoading", {
  27361. /**
  27362. * Returns a boolean indicating if the scene is still loading data
  27363. */
  27364. get: function () {
  27365. return this._pendingData.length > 0;
  27366. },
  27367. enumerable: true,
  27368. configurable: true
  27369. });
  27370. /**
  27371. * Registers a function to be executed when the scene is ready
  27372. * @param {Function} func - the function to be executed
  27373. */
  27374. Scene.prototype.executeWhenReady = function (func) {
  27375. var _this = this;
  27376. this.onReadyObservable.add(func);
  27377. if (this._executeWhenReadyTimeoutId !== -1) {
  27378. return;
  27379. }
  27380. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27381. _this._checkIsReady();
  27382. }, 150);
  27383. };
  27384. /**
  27385. * Returns a promise that resolves when the scene is ready
  27386. * @returns A promise that resolves when the scene is ready
  27387. */
  27388. Scene.prototype.whenReadyAsync = function () {
  27389. var _this = this;
  27390. return new Promise(function (resolve) {
  27391. _this.executeWhenReady(function () {
  27392. resolve();
  27393. });
  27394. });
  27395. };
  27396. /** @hidden */
  27397. Scene.prototype._checkIsReady = function () {
  27398. var _this = this;
  27399. this._registerTransientComponents();
  27400. if (this.isReady()) {
  27401. this.onReadyObservable.notifyObservers(this);
  27402. this.onReadyObservable.clear();
  27403. this._executeWhenReadyTimeoutId = -1;
  27404. return;
  27405. }
  27406. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27407. _this._checkIsReady();
  27408. }, 150);
  27409. };
  27410. // Animations
  27411. /**
  27412. * Will start the animation sequence of a given target
  27413. * @param target defines the target
  27414. * @param from defines from which frame should animation start
  27415. * @param to defines until which frame should animation run.
  27416. * @param weight defines the weight to apply to the animation (1.0 by default)
  27417. * @param loop defines if the animation loops
  27418. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27419. * @param onAnimationEnd defines the function to be executed when the animation ends
  27420. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27421. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27422. * @returns the animatable object created for this animation
  27423. */
  27424. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27425. if (weight === void 0) { weight = 1.0; }
  27426. if (speedRatio === void 0) { speedRatio = 1.0; }
  27427. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27428. returnedAnimatable.weight = weight;
  27429. return returnedAnimatable;
  27430. };
  27431. /**
  27432. * Will start the animation sequence of a given target
  27433. * @param target defines the target
  27434. * @param from defines from which frame should animation start
  27435. * @param to defines until which frame should animation run.
  27436. * @param loop defines if the animation loops
  27437. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27438. * @param onAnimationEnd defines the function to be executed when the animation ends
  27439. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27440. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27441. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27442. * @returns the animatable object created for this animation
  27443. */
  27444. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27445. if (speedRatio === void 0) { speedRatio = 1.0; }
  27446. if (stopCurrent === void 0) { stopCurrent = true; }
  27447. if (from > to && speedRatio > 0) {
  27448. speedRatio *= -1;
  27449. }
  27450. if (stopCurrent) {
  27451. this.stopAnimation(target, undefined, targetMask);
  27452. }
  27453. if (!animatable) {
  27454. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27455. }
  27456. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27457. // Local animations
  27458. if (target.animations && shouldRunTargetAnimations) {
  27459. animatable.appendAnimations(target, target.animations);
  27460. }
  27461. // Children animations
  27462. if (target.getAnimatables) {
  27463. var animatables = target.getAnimatables();
  27464. for (var index = 0; index < animatables.length; index++) {
  27465. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27466. }
  27467. }
  27468. animatable.reset();
  27469. return animatable;
  27470. };
  27471. /**
  27472. * Begin a new animation on a given node
  27473. * @param target defines the target where the animation will take place
  27474. * @param animations defines the list of animations to start
  27475. * @param from defines the initial value
  27476. * @param to defines the final value
  27477. * @param loop defines if you want animation to loop (off by default)
  27478. * @param speedRatio defines the speed ratio to apply to all animations
  27479. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27480. * @returns the list of created animatables
  27481. */
  27482. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27483. if (speedRatio === undefined) {
  27484. speedRatio = 1.0;
  27485. }
  27486. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27487. return animatable;
  27488. };
  27489. /**
  27490. * Begin a new animation on a given node and its hierarchy
  27491. * @param target defines the root node where the animation will take place
  27492. * @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.
  27493. * @param animations defines the list of animations to start
  27494. * @param from defines the initial value
  27495. * @param to defines the final value
  27496. * @param loop defines if you want animation to loop (off by default)
  27497. * @param speedRatio defines the speed ratio to apply to all animations
  27498. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27499. * @returns the list of animatables created for all nodes
  27500. */
  27501. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27502. var children = target.getDescendants(directDescendantsOnly);
  27503. var result = [];
  27504. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27505. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27506. var child = children_1[_i];
  27507. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27508. }
  27509. return result;
  27510. };
  27511. /**
  27512. * Gets the animatable associated with a specific target
  27513. * @param target defines the target of the animatable
  27514. * @returns the required animatable if found
  27515. */
  27516. Scene.prototype.getAnimatableByTarget = function (target) {
  27517. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27518. if (this._activeAnimatables[index].target === target) {
  27519. return this._activeAnimatables[index];
  27520. }
  27521. }
  27522. return null;
  27523. };
  27524. /**
  27525. * Gets all animatables associated with a given target
  27526. * @param target defines the target to look animatables for
  27527. * @returns an array of Animatables
  27528. */
  27529. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27530. var result = [];
  27531. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27532. if (this._activeAnimatables[index].target === target) {
  27533. result.push(this._activeAnimatables[index]);
  27534. }
  27535. }
  27536. return result;
  27537. };
  27538. Object.defineProperty(Scene.prototype, "animatables", {
  27539. /**
  27540. * Gets all animatable attached to the scene
  27541. */
  27542. get: function () {
  27543. return this._activeAnimatables;
  27544. },
  27545. enumerable: true,
  27546. configurable: true
  27547. });
  27548. /**
  27549. * Will stop the animation of the given target
  27550. * @param target - the target
  27551. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27552. * @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)
  27553. */
  27554. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27555. var animatables = this.getAllAnimatablesByTarget(target);
  27556. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27557. var animatable = animatables_1[_i];
  27558. animatable.stop(animationName, targetMask);
  27559. }
  27560. };
  27561. /**
  27562. * Stops and removes all animations that have been applied to the scene
  27563. */
  27564. Scene.prototype.stopAllAnimations = function () {
  27565. if (this._activeAnimatables) {
  27566. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27567. this._activeAnimatables[i].stop();
  27568. }
  27569. this._activeAnimatables = [];
  27570. }
  27571. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27572. var group = _a[_i];
  27573. group.stop();
  27574. }
  27575. };
  27576. Scene.prototype._animate = function () {
  27577. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27578. return;
  27579. }
  27580. // Getting time
  27581. var now = BABYLON.Tools.Now;
  27582. if (!this._animationTimeLast) {
  27583. if (this._pendingData.length > 0) {
  27584. return;
  27585. }
  27586. this._animationTimeLast = now;
  27587. }
  27588. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27589. this._animationTime += deltaTime;
  27590. this._animationTimeLast = now;
  27591. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27592. this._activeAnimatables[index]._animate(this._animationTime);
  27593. }
  27594. // Late animation bindings
  27595. this._processLateAnimationBindings();
  27596. };
  27597. /** @hidden */
  27598. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27599. var target = runtimeAnimation.target;
  27600. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27601. if (!target._lateAnimationHolders) {
  27602. target._lateAnimationHolders = {};
  27603. }
  27604. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27605. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27606. totalWeight: 0,
  27607. animations: [],
  27608. originalValue: originalValue
  27609. };
  27610. }
  27611. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27612. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27613. };
  27614. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27615. var normalizer = 1.0;
  27616. var finalPosition = BABYLON.Tmp.Vector3[0];
  27617. var finalScaling = BABYLON.Tmp.Vector3[1];
  27618. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27619. var startIndex = 0;
  27620. var originalAnimation = holder.animations[0];
  27621. var originalValue = holder.originalValue;
  27622. var scale = 1;
  27623. if (holder.totalWeight < 1.0) {
  27624. // We need to mix the original value in
  27625. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27626. scale = 1.0 - holder.totalWeight;
  27627. }
  27628. else {
  27629. startIndex = 1;
  27630. // We need to normalize the weights
  27631. normalizer = holder.totalWeight;
  27632. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27633. scale = originalAnimation.weight / normalizer;
  27634. if (scale == 1) {
  27635. return originalAnimation.currentValue;
  27636. }
  27637. }
  27638. finalScaling.scaleInPlace(scale);
  27639. finalPosition.scaleInPlace(scale);
  27640. finalQuaternion.scaleInPlace(scale);
  27641. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27642. var runtimeAnimation = holder.animations[animIndex];
  27643. var scale = runtimeAnimation.weight / normalizer;
  27644. var currentPosition = BABYLON.Tmp.Vector3[2];
  27645. var currentScaling = BABYLON.Tmp.Vector3[3];
  27646. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27647. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27648. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27649. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27650. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27651. }
  27652. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27653. return originalAnimation._workValue;
  27654. };
  27655. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27656. var originalAnimation = holder.animations[0];
  27657. var originalValue = holder.originalValue;
  27658. if (holder.animations.length === 1) {
  27659. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27660. return refQuaternion;
  27661. }
  27662. var normalizer = 1.0;
  27663. var quaternions;
  27664. var weights;
  27665. if (holder.totalWeight < 1.0) {
  27666. var scale = 1.0 - holder.totalWeight;
  27667. quaternions = [];
  27668. weights = [];
  27669. quaternions.push(originalValue);
  27670. weights.push(scale);
  27671. }
  27672. else {
  27673. if (holder.animations.length === 2) { // Slerp as soon as we can
  27674. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  27675. return refQuaternion;
  27676. }
  27677. quaternions = [];
  27678. weights = [];
  27679. normalizer = holder.totalWeight;
  27680. }
  27681. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  27682. var runtimeAnimation = holder.animations[animIndex];
  27683. quaternions.push(runtimeAnimation.currentValue);
  27684. weights.push(runtimeAnimation.weight / normalizer);
  27685. }
  27686. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  27687. var cumulativeAmount = 0;
  27688. var cumulativeQuaternion = null;
  27689. for (var index = 0; index < quaternions.length;) {
  27690. if (!cumulativeQuaternion) {
  27691. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  27692. cumulativeQuaternion = refQuaternion;
  27693. cumulativeAmount = weights[index] + weights[index + 1];
  27694. index += 2;
  27695. continue;
  27696. }
  27697. cumulativeAmount += weights[index];
  27698. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  27699. index++;
  27700. }
  27701. return cumulativeQuaternion;
  27702. };
  27703. Scene.prototype._processLateAnimationBindings = function () {
  27704. if (!this._registeredForLateAnimationBindings.length) {
  27705. return;
  27706. }
  27707. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  27708. var target = this._registeredForLateAnimationBindings.data[index];
  27709. for (var path in target._lateAnimationHolders) {
  27710. var holder = target._lateAnimationHolders[path];
  27711. var originalAnimation = holder.animations[0];
  27712. var originalValue = holder.originalValue;
  27713. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  27714. var finalValue = target[path];
  27715. if (matrixDecomposeMode) {
  27716. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  27717. }
  27718. else {
  27719. var quaternionMode = originalValue.w !== undefined;
  27720. if (quaternionMode) {
  27721. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  27722. }
  27723. else {
  27724. var startIndex = 0;
  27725. var normalizer = 1.0;
  27726. if (holder.totalWeight < 1.0) {
  27727. // We need to mix the original value in
  27728. if (originalValue.scale) {
  27729. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  27730. }
  27731. else {
  27732. finalValue = originalValue * (1.0 - holder.totalWeight);
  27733. }
  27734. }
  27735. else {
  27736. // We need to normalize the weights
  27737. normalizer = holder.totalWeight;
  27738. var scale_1 = originalAnimation.weight / normalizer;
  27739. if (scale_1 !== 1) {
  27740. if (originalAnimation.currentValue.scale) {
  27741. finalValue = originalAnimation.currentValue.scale(scale_1);
  27742. }
  27743. else {
  27744. finalValue = originalAnimation.currentValue * scale_1;
  27745. }
  27746. }
  27747. else {
  27748. finalValue = originalAnimation.currentValue;
  27749. }
  27750. startIndex = 1;
  27751. }
  27752. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27753. var runtimeAnimation = holder.animations[animIndex];
  27754. var scale = runtimeAnimation.weight / normalizer;
  27755. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  27756. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  27757. }
  27758. else {
  27759. finalValue += runtimeAnimation.currentValue * scale;
  27760. }
  27761. }
  27762. }
  27763. }
  27764. target[path] = finalValue;
  27765. }
  27766. target._lateAnimationHolders = {};
  27767. }
  27768. this._registeredForLateAnimationBindings.reset();
  27769. };
  27770. // Matrix
  27771. /** @hidden */
  27772. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  27773. this._useAlternateCameraConfiguration = active;
  27774. };
  27775. /**
  27776. * Gets the current view matrix
  27777. * @returns a Matrix
  27778. */
  27779. Scene.prototype.getViewMatrix = function () {
  27780. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  27781. };
  27782. /**
  27783. * Gets the current projection matrix
  27784. * @returns a Matrix
  27785. */
  27786. Scene.prototype.getProjectionMatrix = function () {
  27787. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  27788. };
  27789. /**
  27790. * Gets the current transform matrix
  27791. * @returns a Matrix made of View * Projection
  27792. */
  27793. Scene.prototype.getTransformMatrix = function () {
  27794. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  27795. };
  27796. /**
  27797. * Sets the current transform matrix
  27798. * @param view defines the View matrix to use
  27799. * @param projection defines the Projection matrix to use
  27800. */
  27801. Scene.prototype.setTransformMatrix = function (view, projection) {
  27802. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  27803. return;
  27804. }
  27805. this._viewUpdateFlag = view.updateFlag;
  27806. this._projectionUpdateFlag = projection.updateFlag;
  27807. this._viewMatrix = view;
  27808. this._projectionMatrix = projection;
  27809. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  27810. // Update frustum
  27811. if (!this._frustumPlanes) {
  27812. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  27813. }
  27814. else {
  27815. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  27816. }
  27817. if (this.activeCamera && this.activeCamera._alternateCamera) {
  27818. var otherCamera = this.activeCamera._alternateCamera;
  27819. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  27820. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  27821. }
  27822. if (this._sceneUbo.useUbo) {
  27823. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  27824. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  27825. this._sceneUbo.update();
  27826. }
  27827. };
  27828. /** @hidden */
  27829. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  27830. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  27831. return;
  27832. }
  27833. this._alternateViewUpdateFlag = view.updateFlag;
  27834. this._alternateProjectionUpdateFlag = projection.updateFlag;
  27835. this._alternateViewMatrix = view;
  27836. this._alternateProjectionMatrix = projection;
  27837. if (!this._alternateTransformMatrix) {
  27838. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  27839. }
  27840. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  27841. if (!this._alternateSceneUbo) {
  27842. this._createAlternateUbo();
  27843. }
  27844. if (this._alternateSceneUbo.useUbo) {
  27845. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  27846. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  27847. this._alternateSceneUbo.update();
  27848. }
  27849. };
  27850. /**
  27851. * Gets the uniform buffer used to store scene data
  27852. * @returns a UniformBuffer
  27853. */
  27854. Scene.prototype.getSceneUniformBuffer = function () {
  27855. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  27856. };
  27857. /**
  27858. * Gets an unique (relatively to the current scene) Id
  27859. * @returns an unique number for the scene
  27860. */
  27861. Scene.prototype.getUniqueId = function () {
  27862. var result = Scene._uniqueIdCounter;
  27863. Scene._uniqueIdCounter++;
  27864. return result;
  27865. };
  27866. /**
  27867. * Add a mesh to the list of scene's meshes
  27868. * @param newMesh defines the mesh to add
  27869. * @param recursive if all child meshes should also be added to the scene
  27870. */
  27871. Scene.prototype.addMesh = function (newMesh, recursive) {
  27872. var _this = this;
  27873. if (recursive === void 0) { recursive = false; }
  27874. this.meshes.push(newMesh);
  27875. //notify the collision coordinator
  27876. if (this.collisionCoordinator) {
  27877. this.collisionCoordinator.onMeshAdded(newMesh);
  27878. }
  27879. newMesh._resyncLightSources();
  27880. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  27881. if (recursive) {
  27882. newMesh.getChildMeshes().forEach(function (m) {
  27883. _this.addMesh(m);
  27884. });
  27885. }
  27886. };
  27887. /**
  27888. * Remove a mesh for the list of scene's meshes
  27889. * @param toRemove defines the mesh to remove
  27890. * @param recursive if all child meshes should also be removed from the scene
  27891. * @returns the index where the mesh was in the mesh list
  27892. */
  27893. Scene.prototype.removeMesh = function (toRemove, recursive) {
  27894. var _this = this;
  27895. if (recursive === void 0) { recursive = false; }
  27896. var index = this.meshes.indexOf(toRemove);
  27897. if (index !== -1) {
  27898. // Remove from the scene if mesh found
  27899. this.meshes[index] = this.meshes[this.meshes.length - 1];
  27900. this.meshes.pop();
  27901. }
  27902. this.onMeshRemovedObservable.notifyObservers(toRemove);
  27903. if (recursive) {
  27904. toRemove.getChildMeshes().forEach(function (m) {
  27905. _this.removeMesh(m);
  27906. });
  27907. }
  27908. return index;
  27909. };
  27910. /**
  27911. * Add a transform node to the list of scene's transform nodes
  27912. * @param newTransformNode defines the transform node to add
  27913. */
  27914. Scene.prototype.addTransformNode = function (newTransformNode) {
  27915. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  27916. this.transformNodes.push(newTransformNode);
  27917. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  27918. };
  27919. /**
  27920. * Remove a transform node for the list of scene's transform nodes
  27921. * @param toRemove defines the transform node to remove
  27922. * @returns the index where the transform node was in the transform node list
  27923. */
  27924. Scene.prototype.removeTransformNode = function (toRemove) {
  27925. var index = toRemove._indexInSceneTransformNodesArray;
  27926. if (index !== -1) {
  27927. if (index !== this.transformNodes.length - 1) {
  27928. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  27929. this.transformNodes[index] = lastNode;
  27930. lastNode._indexInSceneTransformNodesArray = index;
  27931. }
  27932. toRemove._indexInSceneTransformNodesArray = -1;
  27933. this.transformNodes.pop();
  27934. }
  27935. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  27936. return index;
  27937. };
  27938. /**
  27939. * Remove a skeleton for the list of scene's skeletons
  27940. * @param toRemove defines the skeleton to remove
  27941. * @returns the index where the skeleton was in the skeleton list
  27942. */
  27943. Scene.prototype.removeSkeleton = function (toRemove) {
  27944. var index = this.skeletons.indexOf(toRemove);
  27945. if (index !== -1) {
  27946. // Remove from the scene if found
  27947. this.skeletons.splice(index, 1);
  27948. }
  27949. return index;
  27950. };
  27951. /**
  27952. * Remove a morph target for the list of scene's morph targets
  27953. * @param toRemove defines the morph target to remove
  27954. * @returns the index where the morph target was in the morph target list
  27955. */
  27956. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  27957. var index = this.morphTargetManagers.indexOf(toRemove);
  27958. if (index !== -1) {
  27959. // Remove from the scene if found
  27960. this.morphTargetManagers.splice(index, 1);
  27961. }
  27962. return index;
  27963. };
  27964. /**
  27965. * Remove a light for the list of scene's lights
  27966. * @param toRemove defines the light to remove
  27967. * @returns the index where the light was in the light list
  27968. */
  27969. Scene.prototype.removeLight = function (toRemove) {
  27970. var index = this.lights.indexOf(toRemove);
  27971. if (index !== -1) {
  27972. // Remove from meshes
  27973. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  27974. var mesh = _a[_i];
  27975. mesh._removeLightSource(toRemove);
  27976. }
  27977. // Remove from the scene if mesh found
  27978. this.lights.splice(index, 1);
  27979. this.sortLightsByPriority();
  27980. }
  27981. this.onLightRemovedObservable.notifyObservers(toRemove);
  27982. return index;
  27983. };
  27984. /**
  27985. * Remove a camera for the list of scene's cameras
  27986. * @param toRemove defines the camera to remove
  27987. * @returns the index where the camera was in the camera list
  27988. */
  27989. Scene.prototype.removeCamera = function (toRemove) {
  27990. var index = this.cameras.indexOf(toRemove);
  27991. if (index !== -1) {
  27992. // Remove from the scene if mesh found
  27993. this.cameras.splice(index, 1);
  27994. }
  27995. // Remove from activeCameras
  27996. var index2 = this.activeCameras.indexOf(toRemove);
  27997. if (index2 !== -1) {
  27998. // Remove from the scene if mesh found
  27999. this.activeCameras.splice(index2, 1);
  28000. }
  28001. // Reset the activeCamera
  28002. if (this.activeCamera === toRemove) {
  28003. if (this.cameras.length > 0) {
  28004. this.activeCamera = this.cameras[0];
  28005. }
  28006. else {
  28007. this.activeCamera = null;
  28008. }
  28009. }
  28010. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28011. return index;
  28012. };
  28013. /**
  28014. * Remove a particle system for the list of scene's particle systems
  28015. * @param toRemove defines the particle system to remove
  28016. * @returns the index where the particle system was in the particle system list
  28017. */
  28018. Scene.prototype.removeParticleSystem = function (toRemove) {
  28019. var index = this.particleSystems.indexOf(toRemove);
  28020. if (index !== -1) {
  28021. this.particleSystems.splice(index, 1);
  28022. }
  28023. return index;
  28024. };
  28025. /**
  28026. * Remove a animation for the list of scene's animations
  28027. * @param toRemove defines the animation to remove
  28028. * @returns the index where the animation was in the animation list
  28029. */
  28030. Scene.prototype.removeAnimation = function (toRemove) {
  28031. var index = this.animations.indexOf(toRemove);
  28032. if (index !== -1) {
  28033. this.animations.splice(index, 1);
  28034. }
  28035. return index;
  28036. };
  28037. /**
  28038. * Removes the given animation group from this scene.
  28039. * @param toRemove The animation group to remove
  28040. * @returns The index of the removed animation group
  28041. */
  28042. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28043. var index = this.animationGroups.indexOf(toRemove);
  28044. if (index !== -1) {
  28045. this.animationGroups.splice(index, 1);
  28046. }
  28047. return index;
  28048. };
  28049. /**
  28050. * Removes the given multi-material from this scene.
  28051. * @param toRemove The multi-material to remove
  28052. * @returns The index of the removed multi-material
  28053. */
  28054. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28055. var index = this.multiMaterials.indexOf(toRemove);
  28056. if (index !== -1) {
  28057. this.multiMaterials.splice(index, 1);
  28058. }
  28059. return index;
  28060. };
  28061. /**
  28062. * Removes the given material from this scene.
  28063. * @param toRemove The material to remove
  28064. * @returns The index of the removed material
  28065. */
  28066. Scene.prototype.removeMaterial = function (toRemove) {
  28067. var index = toRemove._indexInSceneMaterialArray;
  28068. if (index !== -1) {
  28069. if (index !== this.materials.length - 1) {
  28070. var lastMaterial = this.materials[this.materials.length - 1];
  28071. this.materials[index] = lastMaterial;
  28072. lastMaterial._indexInSceneMaterialArray = index;
  28073. }
  28074. toRemove._indexInSceneMaterialArray = -1;
  28075. this.materials.pop();
  28076. }
  28077. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28078. return index;
  28079. };
  28080. /**
  28081. * Removes the given action manager from this scene.
  28082. * @param toRemove The action manager to remove
  28083. * @returns The index of the removed action manager
  28084. */
  28085. Scene.prototype.removeActionManager = function (toRemove) {
  28086. var index = this.actionManagers.indexOf(toRemove);
  28087. if (index !== -1) {
  28088. this.actionManagers.splice(index, 1);
  28089. }
  28090. return index;
  28091. };
  28092. /**
  28093. * Removes the given texture from this scene.
  28094. * @param toRemove The texture to remove
  28095. * @returns The index of the removed texture
  28096. */
  28097. Scene.prototype.removeTexture = function (toRemove) {
  28098. var index = this.textures.indexOf(toRemove);
  28099. if (index !== -1) {
  28100. this.textures.splice(index, 1);
  28101. }
  28102. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28103. return index;
  28104. };
  28105. /**
  28106. * Adds the given light to this scene
  28107. * @param newLight The light to add
  28108. */
  28109. Scene.prototype.addLight = function (newLight) {
  28110. this.lights.push(newLight);
  28111. this.sortLightsByPriority();
  28112. // Add light to all meshes (To support if the light is removed and then readded)
  28113. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28114. var mesh = _a[_i];
  28115. if (mesh._lightSources.indexOf(newLight) === -1) {
  28116. mesh._lightSources.push(newLight);
  28117. mesh._resyncLightSources();
  28118. }
  28119. }
  28120. this.onNewLightAddedObservable.notifyObservers(newLight);
  28121. };
  28122. /**
  28123. * Sorts the list list based on light priorities
  28124. */
  28125. Scene.prototype.sortLightsByPriority = function () {
  28126. if (this.requireLightSorting) {
  28127. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28128. }
  28129. };
  28130. /**
  28131. * Adds the given camera to this scene
  28132. * @param newCamera The camera to add
  28133. */
  28134. Scene.prototype.addCamera = function (newCamera) {
  28135. this.cameras.push(newCamera);
  28136. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28137. };
  28138. /**
  28139. * Adds the given skeleton to this scene
  28140. * @param newSkeleton The skeleton to add
  28141. */
  28142. Scene.prototype.addSkeleton = function (newSkeleton) {
  28143. this.skeletons.push(newSkeleton);
  28144. };
  28145. /**
  28146. * Adds the given particle system to this scene
  28147. * @param newParticleSystem The particle system to add
  28148. */
  28149. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28150. this.particleSystems.push(newParticleSystem);
  28151. };
  28152. /**
  28153. * Adds the given animation to this scene
  28154. * @param newAnimation The animation to add
  28155. */
  28156. Scene.prototype.addAnimation = function (newAnimation) {
  28157. this.animations.push(newAnimation);
  28158. };
  28159. /**
  28160. * Adds the given animation group to this scene.
  28161. * @param newAnimationGroup The animation group to add
  28162. */
  28163. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28164. this.animationGroups.push(newAnimationGroup);
  28165. };
  28166. /**
  28167. * Adds the given multi-material to this scene
  28168. * @param newMultiMaterial The multi-material to add
  28169. */
  28170. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28171. this.multiMaterials.push(newMultiMaterial);
  28172. };
  28173. /**
  28174. * Adds the given material to this scene
  28175. * @param newMaterial The material to add
  28176. */
  28177. Scene.prototype.addMaterial = function (newMaterial) {
  28178. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28179. this.materials.push(newMaterial);
  28180. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28181. };
  28182. /**
  28183. * Adds the given morph target to this scene
  28184. * @param newMorphTargetManager The morph target to add
  28185. */
  28186. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28187. this.morphTargetManagers.push(newMorphTargetManager);
  28188. };
  28189. /**
  28190. * Adds the given geometry to this scene
  28191. * @param newGeometry The geometry to add
  28192. */
  28193. Scene.prototype.addGeometry = function (newGeometry) {
  28194. if (this.geometriesById) {
  28195. this.geometriesById[newGeometry.id] = this.geometries.length;
  28196. }
  28197. this.geometries.push(newGeometry);
  28198. };
  28199. /**
  28200. * Adds the given action manager to this scene
  28201. * @param newActionManager The action manager to add
  28202. */
  28203. Scene.prototype.addActionManager = function (newActionManager) {
  28204. this.actionManagers.push(newActionManager);
  28205. };
  28206. /**
  28207. * Adds the given texture to this scene.
  28208. * @param newTexture The texture to add
  28209. */
  28210. Scene.prototype.addTexture = function (newTexture) {
  28211. this.textures.push(newTexture);
  28212. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28213. };
  28214. /**
  28215. * Switch active camera
  28216. * @param newCamera defines the new active camera
  28217. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28218. */
  28219. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28220. if (attachControl === void 0) { attachControl = true; }
  28221. var canvas = this._engine.getRenderingCanvas();
  28222. if (!canvas) {
  28223. return;
  28224. }
  28225. if (this.activeCamera) {
  28226. this.activeCamera.detachControl(canvas);
  28227. }
  28228. this.activeCamera = newCamera;
  28229. if (attachControl) {
  28230. newCamera.attachControl(canvas);
  28231. }
  28232. };
  28233. /**
  28234. * sets the active camera of the scene using its ID
  28235. * @param id defines the camera's ID
  28236. * @return the new active camera or null if none found.
  28237. */
  28238. Scene.prototype.setActiveCameraByID = function (id) {
  28239. var camera = this.getCameraByID(id);
  28240. if (camera) {
  28241. this.activeCamera = camera;
  28242. return camera;
  28243. }
  28244. return null;
  28245. };
  28246. /**
  28247. * sets the active camera of the scene using its name
  28248. * @param name defines the camera's name
  28249. * @returns the new active camera or null if none found.
  28250. */
  28251. Scene.prototype.setActiveCameraByName = function (name) {
  28252. var camera = this.getCameraByName(name);
  28253. if (camera) {
  28254. this.activeCamera = camera;
  28255. return camera;
  28256. }
  28257. return null;
  28258. };
  28259. /**
  28260. * get an animation group using its name
  28261. * @param name defines the material's name
  28262. * @return the animation group or null if none found.
  28263. */
  28264. Scene.prototype.getAnimationGroupByName = function (name) {
  28265. for (var index = 0; index < this.animationGroups.length; index++) {
  28266. if (this.animationGroups[index].name === name) {
  28267. return this.animationGroups[index];
  28268. }
  28269. }
  28270. return null;
  28271. };
  28272. /**
  28273. * get a material using its id
  28274. * @param id defines the material's ID
  28275. * @return the material or null if none found.
  28276. */
  28277. Scene.prototype.getMaterialByID = function (id) {
  28278. for (var index = 0; index < this.materials.length; index++) {
  28279. if (this.materials[index].id === id) {
  28280. return this.materials[index];
  28281. }
  28282. }
  28283. return null;
  28284. };
  28285. /**
  28286. * Gets a material using its name
  28287. * @param name defines the material's name
  28288. * @return the material or null if none found.
  28289. */
  28290. Scene.prototype.getMaterialByName = function (name) {
  28291. for (var index = 0; index < this.materials.length; index++) {
  28292. if (this.materials[index].name === name) {
  28293. return this.materials[index];
  28294. }
  28295. }
  28296. return null;
  28297. };
  28298. /**
  28299. * Gets a camera using its id
  28300. * @param id defines the id to look for
  28301. * @returns the camera or null if not found
  28302. */
  28303. Scene.prototype.getCameraByID = function (id) {
  28304. for (var index = 0; index < this.cameras.length; index++) {
  28305. if (this.cameras[index].id === id) {
  28306. return this.cameras[index];
  28307. }
  28308. }
  28309. return null;
  28310. };
  28311. /**
  28312. * Gets a camera using its unique id
  28313. * @param uniqueId defines the unique id to look for
  28314. * @returns the camera or null if not found
  28315. */
  28316. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28317. for (var index = 0; index < this.cameras.length; index++) {
  28318. if (this.cameras[index].uniqueId === uniqueId) {
  28319. return this.cameras[index];
  28320. }
  28321. }
  28322. return null;
  28323. };
  28324. /**
  28325. * Gets a camera using its name
  28326. * @param name defines the camera's name
  28327. * @return the camera or null if none found.
  28328. */
  28329. Scene.prototype.getCameraByName = function (name) {
  28330. for (var index = 0; index < this.cameras.length; index++) {
  28331. if (this.cameras[index].name === name) {
  28332. return this.cameras[index];
  28333. }
  28334. }
  28335. return null;
  28336. };
  28337. /**
  28338. * Gets a bone using its id
  28339. * @param id defines the bone's id
  28340. * @return the bone or null if not found
  28341. */
  28342. Scene.prototype.getBoneByID = function (id) {
  28343. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28344. var skeleton = this.skeletons[skeletonIndex];
  28345. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28346. if (skeleton.bones[boneIndex].id === id) {
  28347. return skeleton.bones[boneIndex];
  28348. }
  28349. }
  28350. }
  28351. return null;
  28352. };
  28353. /**
  28354. * Gets a bone using its id
  28355. * @param name defines the bone's name
  28356. * @return the bone or null if not found
  28357. */
  28358. Scene.prototype.getBoneByName = function (name) {
  28359. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28360. var skeleton = this.skeletons[skeletonIndex];
  28361. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28362. if (skeleton.bones[boneIndex].name === name) {
  28363. return skeleton.bones[boneIndex];
  28364. }
  28365. }
  28366. }
  28367. return null;
  28368. };
  28369. /**
  28370. * Gets a light node using its name
  28371. * @param name defines the the light's name
  28372. * @return the light or null if none found.
  28373. */
  28374. Scene.prototype.getLightByName = function (name) {
  28375. for (var index = 0; index < this.lights.length; index++) {
  28376. if (this.lights[index].name === name) {
  28377. return this.lights[index];
  28378. }
  28379. }
  28380. return null;
  28381. };
  28382. /**
  28383. * Gets a light node using its id
  28384. * @param id defines the light's id
  28385. * @return the light or null if none found.
  28386. */
  28387. Scene.prototype.getLightByID = function (id) {
  28388. for (var index = 0; index < this.lights.length; index++) {
  28389. if (this.lights[index].id === id) {
  28390. return this.lights[index];
  28391. }
  28392. }
  28393. return null;
  28394. };
  28395. /**
  28396. * Gets a light node using its scene-generated unique ID
  28397. * @param uniqueId defines the light's unique id
  28398. * @return the light or null if none found.
  28399. */
  28400. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28401. for (var index = 0; index < this.lights.length; index++) {
  28402. if (this.lights[index].uniqueId === uniqueId) {
  28403. return this.lights[index];
  28404. }
  28405. }
  28406. return null;
  28407. };
  28408. /**
  28409. * Gets a particle system by id
  28410. * @param id defines the particle system id
  28411. * @return the corresponding system or null if none found
  28412. */
  28413. Scene.prototype.getParticleSystemByID = function (id) {
  28414. for (var index = 0; index < this.particleSystems.length; index++) {
  28415. if (this.particleSystems[index].id === id) {
  28416. return this.particleSystems[index];
  28417. }
  28418. }
  28419. return null;
  28420. };
  28421. /**
  28422. * Gets a geometry using its ID
  28423. * @param id defines the geometry's id
  28424. * @return the geometry or null if none found.
  28425. */
  28426. Scene.prototype.getGeometryByID = function (id) {
  28427. if (this.geometriesById) {
  28428. var index_1 = this.geometriesById[id];
  28429. if (index_1 !== undefined) {
  28430. return this.geometries[index_1];
  28431. }
  28432. }
  28433. else {
  28434. for (var index = 0; index < this.geometries.length; index++) {
  28435. if (this.geometries[index].id === id) {
  28436. return this.geometries[index];
  28437. }
  28438. }
  28439. }
  28440. return null;
  28441. };
  28442. /**
  28443. * Add a new geometry to this scene
  28444. * @param geometry defines the geometry to be added to the scene.
  28445. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28446. * @return a boolean defining if the geometry was added or not
  28447. */
  28448. Scene.prototype.pushGeometry = function (geometry, force) {
  28449. if (!force && this.getGeometryByID(geometry.id)) {
  28450. return false;
  28451. }
  28452. this.addGeometry(geometry);
  28453. //notify the collision coordinator
  28454. if (this.collisionCoordinator) {
  28455. this.collisionCoordinator.onGeometryAdded(geometry);
  28456. }
  28457. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28458. return true;
  28459. };
  28460. /**
  28461. * Removes an existing geometry
  28462. * @param geometry defines the geometry to be removed from the scene
  28463. * @return a boolean defining if the geometry was removed or not
  28464. */
  28465. Scene.prototype.removeGeometry = function (geometry) {
  28466. var index;
  28467. if (this.geometriesById) {
  28468. index = this.geometriesById[geometry.id];
  28469. if (index === undefined) {
  28470. return false;
  28471. }
  28472. }
  28473. else {
  28474. index = this.geometries.indexOf(geometry);
  28475. if (index < 0) {
  28476. return false;
  28477. }
  28478. }
  28479. if (index !== this.geometries.length - 1) {
  28480. var lastGeometry = this.geometries[this.geometries.length - 1];
  28481. this.geometries[index] = lastGeometry;
  28482. if (this.geometriesById) {
  28483. this.geometriesById[lastGeometry.id] = index;
  28484. this.geometriesById[geometry.id] = undefined;
  28485. }
  28486. }
  28487. this.geometries.pop();
  28488. //notify the collision coordinator
  28489. if (this.collisionCoordinator) {
  28490. this.collisionCoordinator.onGeometryDeleted(geometry);
  28491. }
  28492. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28493. return true;
  28494. };
  28495. /**
  28496. * Gets the list of geometries attached to the scene
  28497. * @returns an array of Geometry
  28498. */
  28499. Scene.prototype.getGeometries = function () {
  28500. return this.geometries;
  28501. };
  28502. /**
  28503. * Gets the first added mesh found of a given ID
  28504. * @param id defines the id to search for
  28505. * @return the mesh found or null if not found at all
  28506. */
  28507. Scene.prototype.getMeshByID = function (id) {
  28508. for (var index = 0; index < this.meshes.length; index++) {
  28509. if (this.meshes[index].id === id) {
  28510. return this.meshes[index];
  28511. }
  28512. }
  28513. return null;
  28514. };
  28515. /**
  28516. * Gets a list of meshes using their id
  28517. * @param id defines the id to search for
  28518. * @returns a list of meshes
  28519. */
  28520. Scene.prototype.getMeshesByID = function (id) {
  28521. return this.meshes.filter(function (m) {
  28522. return m.id === id;
  28523. });
  28524. };
  28525. /**
  28526. * Gets the first added transform node found of a given ID
  28527. * @param id defines the id to search for
  28528. * @return the found transform node or null if not found at all.
  28529. */
  28530. Scene.prototype.getTransformNodeByID = function (id) {
  28531. for (var index = 0; index < this.transformNodes.length; index++) {
  28532. if (this.transformNodes[index].id === id) {
  28533. return this.transformNodes[index];
  28534. }
  28535. }
  28536. return null;
  28537. };
  28538. /**
  28539. * Gets a list of transform nodes using their id
  28540. * @param id defines the id to search for
  28541. * @returns a list of transform nodes
  28542. */
  28543. Scene.prototype.getTransformNodesByID = function (id) {
  28544. return this.transformNodes.filter(function (m) {
  28545. return m.id === id;
  28546. });
  28547. };
  28548. /**
  28549. * Gets a mesh with its auto-generated unique id
  28550. * @param uniqueId defines the unique id to search for
  28551. * @return the found mesh or null if not found at all.
  28552. */
  28553. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28554. for (var index = 0; index < this.meshes.length; index++) {
  28555. if (this.meshes[index].uniqueId === uniqueId) {
  28556. return this.meshes[index];
  28557. }
  28558. }
  28559. return null;
  28560. };
  28561. /**
  28562. * Gets a the last added mesh using a given id
  28563. * @param id defines the id to search for
  28564. * @return the found mesh or null if not found at all.
  28565. */
  28566. Scene.prototype.getLastMeshByID = function (id) {
  28567. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28568. if (this.meshes[index].id === id) {
  28569. return this.meshes[index];
  28570. }
  28571. }
  28572. return null;
  28573. };
  28574. /**
  28575. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28576. * @param id defines the id to search for
  28577. * @return the found node or null if not found at all
  28578. */
  28579. Scene.prototype.getLastEntryByID = function (id) {
  28580. var index;
  28581. for (index = this.meshes.length - 1; index >= 0; index--) {
  28582. if (this.meshes[index].id === id) {
  28583. return this.meshes[index];
  28584. }
  28585. }
  28586. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28587. if (this.transformNodes[index].id === id) {
  28588. return this.transformNodes[index];
  28589. }
  28590. }
  28591. for (index = this.cameras.length - 1; index >= 0; index--) {
  28592. if (this.cameras[index].id === id) {
  28593. return this.cameras[index];
  28594. }
  28595. }
  28596. for (index = this.lights.length - 1; index >= 0; index--) {
  28597. if (this.lights[index].id === id) {
  28598. return this.lights[index];
  28599. }
  28600. }
  28601. return null;
  28602. };
  28603. /**
  28604. * Gets a node (Mesh, Camera, Light) using a given id
  28605. * @param id defines the id to search for
  28606. * @return the found node or null if not found at all
  28607. */
  28608. Scene.prototype.getNodeByID = function (id) {
  28609. var mesh = this.getMeshByID(id);
  28610. if (mesh) {
  28611. return mesh;
  28612. }
  28613. var light = this.getLightByID(id);
  28614. if (light) {
  28615. return light;
  28616. }
  28617. var camera = this.getCameraByID(id);
  28618. if (camera) {
  28619. return camera;
  28620. }
  28621. var bone = this.getBoneByID(id);
  28622. return bone;
  28623. };
  28624. /**
  28625. * Gets a node (Mesh, Camera, Light) using a given name
  28626. * @param name defines the name to search for
  28627. * @return the found node or null if not found at all.
  28628. */
  28629. Scene.prototype.getNodeByName = function (name) {
  28630. var mesh = this.getMeshByName(name);
  28631. if (mesh) {
  28632. return mesh;
  28633. }
  28634. var light = this.getLightByName(name);
  28635. if (light) {
  28636. return light;
  28637. }
  28638. var camera = this.getCameraByName(name);
  28639. if (camera) {
  28640. return camera;
  28641. }
  28642. var bone = this.getBoneByName(name);
  28643. return bone;
  28644. };
  28645. /**
  28646. * Gets a mesh using a given name
  28647. * @param name defines the name to search for
  28648. * @return the found mesh or null if not found at all.
  28649. */
  28650. Scene.prototype.getMeshByName = function (name) {
  28651. for (var index = 0; index < this.meshes.length; index++) {
  28652. if (this.meshes[index].name === name) {
  28653. return this.meshes[index];
  28654. }
  28655. }
  28656. return null;
  28657. };
  28658. /**
  28659. * Gets a transform node using a given name
  28660. * @param name defines the name to search for
  28661. * @return the found transform node or null if not found at all.
  28662. */
  28663. Scene.prototype.getTransformNodeByName = function (name) {
  28664. for (var index = 0; index < this.transformNodes.length; index++) {
  28665. if (this.transformNodes[index].name === name) {
  28666. return this.transformNodes[index];
  28667. }
  28668. }
  28669. return null;
  28670. };
  28671. /**
  28672. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  28673. * @param id defines the id to search for
  28674. * @return the found skeleton or null if not found at all.
  28675. */
  28676. Scene.prototype.getLastSkeletonByID = function (id) {
  28677. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  28678. if (this.skeletons[index].id === id) {
  28679. return this.skeletons[index];
  28680. }
  28681. }
  28682. return null;
  28683. };
  28684. /**
  28685. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  28686. * @param id defines the id to search for
  28687. * @return the found skeleton or null if not found at all.
  28688. */
  28689. Scene.prototype.getSkeletonById = function (id) {
  28690. for (var index = 0; index < this.skeletons.length; index++) {
  28691. if (this.skeletons[index].id === id) {
  28692. return this.skeletons[index];
  28693. }
  28694. }
  28695. return null;
  28696. };
  28697. /**
  28698. * Gets a skeleton using a given name
  28699. * @param name defines the name to search for
  28700. * @return the found skeleton or null if not found at all.
  28701. */
  28702. Scene.prototype.getSkeletonByName = function (name) {
  28703. for (var index = 0; index < this.skeletons.length; index++) {
  28704. if (this.skeletons[index].name === name) {
  28705. return this.skeletons[index];
  28706. }
  28707. }
  28708. return null;
  28709. };
  28710. /**
  28711. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  28712. * @param id defines the id to search for
  28713. * @return the found morph target manager or null if not found at all.
  28714. */
  28715. Scene.prototype.getMorphTargetManagerById = function (id) {
  28716. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  28717. if (this.morphTargetManagers[index].uniqueId === id) {
  28718. return this.morphTargetManagers[index];
  28719. }
  28720. }
  28721. return null;
  28722. };
  28723. /**
  28724. * Gets a boolean indicating if the given mesh is active
  28725. * @param mesh defines the mesh to look for
  28726. * @returns true if the mesh is in the active list
  28727. */
  28728. Scene.prototype.isActiveMesh = function (mesh) {
  28729. return (this._activeMeshes.indexOf(mesh) !== -1);
  28730. };
  28731. Object.defineProperty(Scene.prototype, "uid", {
  28732. /**
  28733. * Return a unique id as a string which can serve as an identifier for the scene
  28734. */
  28735. get: function () {
  28736. if (!this._uid) {
  28737. this._uid = BABYLON.Tools.RandomId();
  28738. }
  28739. return this._uid;
  28740. },
  28741. enumerable: true,
  28742. configurable: true
  28743. });
  28744. /**
  28745. * Add an externaly attached data from its key.
  28746. * This method call will fail and return false, if such key already exists.
  28747. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  28748. * @param key the unique key that identifies the data
  28749. * @param data the data object to associate to the key for this Engine instance
  28750. * @return true if no such key were already present and the data was added successfully, false otherwise
  28751. */
  28752. Scene.prototype.addExternalData = function (key, data) {
  28753. if (!this._externalData) {
  28754. this._externalData = new BABYLON.StringDictionary();
  28755. }
  28756. return this._externalData.add(key, data);
  28757. };
  28758. /**
  28759. * Get an externaly attached data from its key
  28760. * @param key the unique key that identifies the data
  28761. * @return the associated data, if present (can be null), or undefined if not present
  28762. */
  28763. Scene.prototype.getExternalData = function (key) {
  28764. if (!this._externalData) {
  28765. return null;
  28766. }
  28767. return this._externalData.get(key);
  28768. };
  28769. /**
  28770. * Get an externaly attached data from its key, create it using a factory if it's not already present
  28771. * @param key the unique key that identifies the data
  28772. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  28773. * @return the associated data, can be null if the factory returned null.
  28774. */
  28775. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  28776. if (!this._externalData) {
  28777. this._externalData = new BABYLON.StringDictionary();
  28778. }
  28779. return this._externalData.getOrAddWithFactory(key, factory);
  28780. };
  28781. /**
  28782. * Remove an externaly attached data from the Engine instance
  28783. * @param key the unique key that identifies the data
  28784. * @return true if the data was successfully removed, false if it doesn't exist
  28785. */
  28786. Scene.prototype.removeExternalData = function (key) {
  28787. return this._externalData.remove(key);
  28788. };
  28789. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  28790. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  28791. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  28792. var step = _a[_i];
  28793. step.action(mesh, subMesh);
  28794. }
  28795. var material = subMesh.getMaterial();
  28796. if (material !== null && material !== undefined) {
  28797. // Render targets
  28798. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  28799. if (this._processedMaterials.indexOf(material) === -1) {
  28800. this._processedMaterials.push(material);
  28801. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  28802. }
  28803. }
  28804. // Dispatch
  28805. this._activeIndices.addCount(subMesh.indexCount, false);
  28806. this._renderingManager.dispatch(subMesh, mesh, material);
  28807. }
  28808. }
  28809. };
  28810. /**
  28811. * Clear the processed materials smart array preventing retention point in material dispose.
  28812. */
  28813. Scene.prototype.freeProcessedMaterials = function () {
  28814. this._processedMaterials.dispose();
  28815. };
  28816. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  28817. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  28818. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  28819. * when disposing several meshes in a row or a hierarchy of meshes.
  28820. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  28821. */
  28822. get: function () {
  28823. return this._preventFreeActiveMeshesAndRenderingGroups;
  28824. },
  28825. set: function (value) {
  28826. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  28827. return;
  28828. }
  28829. if (value) {
  28830. this.freeActiveMeshes();
  28831. this.freeRenderingGroups();
  28832. }
  28833. this._preventFreeActiveMeshesAndRenderingGroups = value;
  28834. },
  28835. enumerable: true,
  28836. configurable: true
  28837. });
  28838. /**
  28839. * Clear the active meshes smart array preventing retention point in mesh dispose.
  28840. */
  28841. Scene.prototype.freeActiveMeshes = function () {
  28842. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  28843. return;
  28844. }
  28845. this._activeMeshes.dispose();
  28846. if (this.activeCamera && this.activeCamera._activeMeshes) {
  28847. this.activeCamera._activeMeshes.dispose();
  28848. }
  28849. if (this.activeCameras) {
  28850. for (var i = 0; i < this.activeCameras.length; i++) {
  28851. var activeCamera = this.activeCameras[i];
  28852. if (activeCamera && activeCamera._activeMeshes) {
  28853. activeCamera._activeMeshes.dispose();
  28854. }
  28855. }
  28856. }
  28857. };
  28858. /**
  28859. * Clear the info related to rendering groups preventing retention points during dispose.
  28860. */
  28861. Scene.prototype.freeRenderingGroups = function () {
  28862. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  28863. return;
  28864. }
  28865. if (this._renderingManager) {
  28866. this._renderingManager.freeRenderingGroups();
  28867. }
  28868. if (this.textures) {
  28869. for (var i = 0; i < this.textures.length; i++) {
  28870. var texture = this.textures[i];
  28871. if (texture && texture.renderList) {
  28872. texture.freeRenderingGroups();
  28873. }
  28874. }
  28875. }
  28876. };
  28877. /** @hidden */
  28878. Scene.prototype._isInIntermediateRendering = function () {
  28879. return this._intermediateRendering;
  28880. };
  28881. /**
  28882. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  28883. * @returns the current scene
  28884. */
  28885. Scene.prototype.freezeActiveMeshes = function () {
  28886. if (!this.activeCamera) {
  28887. return this;
  28888. }
  28889. if (!this._frustumPlanes) {
  28890. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  28891. }
  28892. this._evaluateActiveMeshes();
  28893. this._activeMeshesFrozen = true;
  28894. return this;
  28895. };
  28896. /**
  28897. * Use this function to restart evaluating active meshes on every frame
  28898. * @returns the current scene
  28899. */
  28900. Scene.prototype.unfreezeActiveMeshes = function () {
  28901. this._activeMeshesFrozen = false;
  28902. return this;
  28903. };
  28904. Scene.prototype._evaluateActiveMeshes = function () {
  28905. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  28906. return;
  28907. }
  28908. if (!this.activeCamera) {
  28909. return;
  28910. }
  28911. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  28912. this.activeCamera._activeMeshes.reset();
  28913. this._activeMeshes.reset();
  28914. this._renderingManager.reset();
  28915. this._processedMaterials.reset();
  28916. this._activeParticleSystems.reset();
  28917. this._activeSkeletons.reset();
  28918. this._softwareSkinnedMeshes.reset();
  28919. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  28920. var step = _a[_i];
  28921. step.action();
  28922. }
  28923. // Determine mesh candidates
  28924. var meshes = this.getActiveMeshCandidates();
  28925. // Check each mesh
  28926. var len = meshes.length;
  28927. for (var i = 0; i < len; i++) {
  28928. var mesh = meshes.data[i];
  28929. if (mesh.isBlocked) {
  28930. continue;
  28931. }
  28932. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  28933. if (!mesh.isReady() || !mesh.isEnabled()) {
  28934. continue;
  28935. }
  28936. mesh.computeWorldMatrix();
  28937. // Intersections
  28938. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  28939. this._meshesForIntersections.pushNoDuplicate(mesh);
  28940. }
  28941. // Switch to current LOD
  28942. var meshLOD = mesh.getLOD(this.activeCamera);
  28943. if (meshLOD === undefined || meshLOD === null) {
  28944. continue;
  28945. }
  28946. mesh._preActivate();
  28947. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  28948. this._activeMeshes.push(mesh);
  28949. this.activeCamera._activeMeshes.push(mesh);
  28950. mesh._activate(this._renderId);
  28951. if (meshLOD !== mesh) {
  28952. meshLOD._activate(this._renderId);
  28953. }
  28954. this._activeMesh(mesh, meshLOD);
  28955. }
  28956. }
  28957. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  28958. // Particle systems
  28959. if (this.particlesEnabled) {
  28960. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  28961. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  28962. var particleSystem = this.particleSystems[particleIndex];
  28963. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  28964. continue;
  28965. }
  28966. var emitter = particleSystem.emitter;
  28967. if (!emitter.position || emitter.isEnabled()) {
  28968. this._activeParticleSystems.push(particleSystem);
  28969. particleSystem.animate();
  28970. this._renderingManager.dispatchParticles(particleSystem);
  28971. }
  28972. }
  28973. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  28974. }
  28975. };
  28976. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  28977. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  28978. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  28979. mesh.skeleton.prepare();
  28980. }
  28981. if (!mesh.computeBonesUsingShaders) {
  28982. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  28983. }
  28984. }
  28985. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  28986. var step = _a[_i];
  28987. step.action(sourceMesh, mesh);
  28988. }
  28989. if (mesh !== undefined && mesh !== null
  28990. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  28991. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  28992. var len = subMeshes.length;
  28993. for (var i = 0; i < len; i++) {
  28994. var subMesh = subMeshes.data[i];
  28995. this._evaluateSubMesh(subMesh, mesh);
  28996. }
  28997. }
  28998. };
  28999. /**
  29000. * Update the transform matrix to update from the current active camera
  29001. * @param force defines a boolean used to force the update even if cache is up to date
  29002. */
  29003. Scene.prototype.updateTransformMatrix = function (force) {
  29004. if (!this.activeCamera) {
  29005. return;
  29006. }
  29007. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29008. };
  29009. /**
  29010. * 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)
  29011. * @param alternateCamera defines the camera to use
  29012. */
  29013. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29014. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29015. };
  29016. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29017. if (camera && camera._skipRendering) {
  29018. return;
  29019. }
  29020. var engine = this._engine;
  29021. this.activeCamera = camera;
  29022. if (!this.activeCamera) {
  29023. throw new Error("Active camera not set");
  29024. }
  29025. // Viewport
  29026. engine.setViewport(this.activeCamera.viewport);
  29027. // Camera
  29028. this.resetCachedMaterial();
  29029. this._renderId++;
  29030. this.updateTransformMatrix();
  29031. if (camera._alternateCamera) {
  29032. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29033. this._alternateRendering = true;
  29034. }
  29035. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29036. // Meshes
  29037. this._evaluateActiveMeshes();
  29038. // Software skinning
  29039. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29040. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29041. mesh.applySkeleton(mesh.skeleton);
  29042. }
  29043. // Render targets
  29044. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29045. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29046. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29047. }
  29048. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29049. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29050. }
  29051. // Collects render targets from external components.
  29052. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29053. var step = _a[_i];
  29054. step.action(this._renderTargets);
  29055. }
  29056. if (this.renderTargetsEnabled) {
  29057. this._intermediateRendering = true;
  29058. if (this._renderTargets.length > 0) {
  29059. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29060. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29061. var renderTarget = this._renderTargets.data[renderIndex];
  29062. if (renderTarget._shouldRender()) {
  29063. this._renderId++;
  29064. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29065. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29066. }
  29067. }
  29068. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29069. this._renderId++;
  29070. }
  29071. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29072. var step = _c[_b];
  29073. step.action(this.activeCamera);
  29074. }
  29075. this._intermediateRendering = false;
  29076. if (this.activeCamera.outputRenderTarget) {
  29077. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29078. if (internalTexture) {
  29079. engine.bindFramebuffer(internalTexture);
  29080. }
  29081. else {
  29082. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29083. }
  29084. }
  29085. else {
  29086. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29087. }
  29088. }
  29089. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29090. // Prepare Frame
  29091. if (this.postProcessManager) {
  29092. this.postProcessManager._prepareFrame();
  29093. }
  29094. // Before Camera Draw
  29095. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29096. var step = _e[_d];
  29097. step.action(this.activeCamera);
  29098. }
  29099. // Render
  29100. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29101. this._renderingManager.render(null, null, true, true);
  29102. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29103. // After Camera Draw
  29104. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29105. var step = _g[_f];
  29106. step.action(this.activeCamera);
  29107. }
  29108. // Finalize frame
  29109. if (this.postProcessManager) {
  29110. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29111. }
  29112. // Reset some special arrays
  29113. this._renderTargets.reset();
  29114. this._alternateRendering = false;
  29115. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29116. };
  29117. Scene.prototype._processSubCameras = function (camera) {
  29118. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29119. this._renderForCamera(camera);
  29120. return;
  29121. }
  29122. // rig cameras
  29123. for (var index = 0; index < camera._rigCameras.length; index++) {
  29124. this._renderForCamera(camera._rigCameras[index], camera);
  29125. }
  29126. this.activeCamera = camera;
  29127. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29128. };
  29129. Scene.prototype._checkIntersections = function () {
  29130. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29131. var sourceMesh = this._meshesForIntersections.data[index];
  29132. if (!sourceMesh.actionManager) {
  29133. continue;
  29134. }
  29135. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29136. var action = sourceMesh.actionManager.actions[actionIndex];
  29137. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29138. var parameters = action.getTriggerParameter();
  29139. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29140. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29141. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29142. if (areIntersecting && currentIntersectionInProgress === -1) {
  29143. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29144. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29145. sourceMesh._intersectionsInProgress.push(otherMesh);
  29146. }
  29147. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29148. sourceMesh._intersectionsInProgress.push(otherMesh);
  29149. }
  29150. }
  29151. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29152. //They intersected, and now they don't.
  29153. //is this trigger an exit trigger? execute an event.
  29154. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29155. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29156. }
  29157. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29158. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29159. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29160. return otherMesh === parameterMesh;
  29161. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29162. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29163. }
  29164. }
  29165. }
  29166. }
  29167. }
  29168. };
  29169. /** @hidden */
  29170. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29171. // Do nothing. Code will be replaced if physics engine component is referenced
  29172. };
  29173. /**
  29174. * Render the scene
  29175. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29176. */
  29177. Scene.prototype.render = function (updateCameras) {
  29178. if (updateCameras === void 0) { updateCameras = true; }
  29179. if (this.isDisposed) {
  29180. return;
  29181. }
  29182. this._frameId++;
  29183. // Register components that have been associated lately to the scene.
  29184. this._registerTransientComponents();
  29185. this._activeParticles.fetchNewFrame();
  29186. this._totalVertices.fetchNewFrame();
  29187. this._activeIndices.fetchNewFrame();
  29188. this._activeBones.fetchNewFrame();
  29189. this._meshesForIntersections.reset();
  29190. this.resetCachedMaterial();
  29191. this.onBeforeAnimationsObservable.notifyObservers(this);
  29192. // Actions
  29193. if (this.actionManager) {
  29194. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29195. }
  29196. if (this._engine.isDeterministicLockStep()) {
  29197. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29198. var defaultFPS = (60.0 / 1000.0);
  29199. var defaultFrameTime = this.getDeterministicFrameTime();
  29200. var stepsTaken = 0;
  29201. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29202. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29203. internalSteps = Math.min(internalSteps, maxSubSteps);
  29204. do {
  29205. this.onBeforeStepObservable.notifyObservers(this);
  29206. // Animations
  29207. this._animationRatio = defaultFrameTime * defaultFPS;
  29208. this._animate();
  29209. this.onAfterAnimationsObservable.notifyObservers(this);
  29210. // Physics
  29211. this._advancePhysicsEngineStep(defaultFrameTime);
  29212. this.onAfterStepObservable.notifyObservers(this);
  29213. this._currentStepId++;
  29214. stepsTaken++;
  29215. deltaTime -= defaultFrameTime;
  29216. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29217. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29218. }
  29219. else {
  29220. // Animations
  29221. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29222. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29223. this._animate();
  29224. this.onAfterAnimationsObservable.notifyObservers(this);
  29225. // Physics
  29226. this._advancePhysicsEngineStep(deltaTime);
  29227. }
  29228. // Before camera update steps
  29229. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29230. var step = _a[_i];
  29231. step.action();
  29232. }
  29233. // Update Cameras
  29234. if (updateCameras) {
  29235. if (this.activeCameras.length > 0) {
  29236. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29237. var camera = this.activeCameras[cameraIndex];
  29238. camera.update();
  29239. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29240. // rig cameras
  29241. for (var index = 0; index < camera._rigCameras.length; index++) {
  29242. camera._rigCameras[index].update();
  29243. }
  29244. }
  29245. }
  29246. }
  29247. else if (this.activeCamera) {
  29248. this.activeCamera.update();
  29249. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29250. // rig cameras
  29251. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29252. this.activeCamera._rigCameras[index].update();
  29253. }
  29254. }
  29255. }
  29256. }
  29257. // Before render
  29258. this.onBeforeRenderObservable.notifyObservers(this);
  29259. // Customs render targets
  29260. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29261. var engine = this.getEngine();
  29262. var currentActiveCamera = this.activeCamera;
  29263. if (this.renderTargetsEnabled) {
  29264. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29265. this._intermediateRendering = true;
  29266. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29267. var renderTarget = this.customRenderTargets[customIndex];
  29268. if (renderTarget._shouldRender()) {
  29269. this._renderId++;
  29270. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29271. if (!this.activeCamera) {
  29272. throw new Error("Active camera not set");
  29273. }
  29274. // Viewport
  29275. engine.setViewport(this.activeCamera.viewport);
  29276. // Camera
  29277. this.updateTransformMatrix();
  29278. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29279. }
  29280. }
  29281. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29282. this._intermediateRendering = false;
  29283. this._renderId++;
  29284. }
  29285. // Restore back buffer
  29286. if (this.customRenderTargets.length > 0) {
  29287. engine.restoreDefaultFramebuffer();
  29288. }
  29289. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29290. this.activeCamera = currentActiveCamera;
  29291. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29292. var step = _c[_b];
  29293. step.action();
  29294. }
  29295. // Clear
  29296. if (this.autoClearDepthAndStencil || this.autoClear) {
  29297. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29298. }
  29299. // Collects render targets from external components.
  29300. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29301. var step = _e[_d];
  29302. step.action(this._renderTargets);
  29303. }
  29304. // Multi-cameras?
  29305. if (this.activeCameras.length > 0) {
  29306. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29307. if (cameraIndex > 0) {
  29308. this._engine.clear(null, false, true, true);
  29309. }
  29310. this._processSubCameras(this.activeCameras[cameraIndex]);
  29311. }
  29312. }
  29313. else {
  29314. if (!this.activeCamera) {
  29315. throw new Error("No camera defined");
  29316. }
  29317. this._processSubCameras(this.activeCamera);
  29318. }
  29319. // Intersection checks
  29320. this._checkIntersections();
  29321. // Executes the after render stage actions.
  29322. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29323. var step = _g[_f];
  29324. step.action();
  29325. }
  29326. // After render
  29327. if (this.afterRender) {
  29328. this.afterRender();
  29329. }
  29330. this.onAfterRenderObservable.notifyObservers(this);
  29331. // Cleaning
  29332. if (this._toBeDisposed.length) {
  29333. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29334. var data = this._toBeDisposed[index];
  29335. if (data) {
  29336. data.dispose();
  29337. }
  29338. }
  29339. this._toBeDisposed = [];
  29340. }
  29341. if (this.dumpNextRenderTargets) {
  29342. this.dumpNextRenderTargets = false;
  29343. }
  29344. this._activeBones.addCount(0, true);
  29345. this._activeIndices.addCount(0, true);
  29346. this._activeParticles.addCount(0, true);
  29347. };
  29348. /**
  29349. * Freeze all materials
  29350. * A frozen material will not be updatable but should be faster to render
  29351. */
  29352. Scene.prototype.freezeMaterials = function () {
  29353. for (var i = 0; i < this.materials.length; i++) {
  29354. this.materials[i].freeze();
  29355. }
  29356. };
  29357. /**
  29358. * Unfreeze all materials
  29359. * A frozen material will not be updatable but should be faster to render
  29360. */
  29361. Scene.prototype.unfreezeMaterials = function () {
  29362. for (var i = 0; i < this.materials.length; i++) {
  29363. this.materials[i].unfreeze();
  29364. }
  29365. };
  29366. /**
  29367. * Releases all held ressources
  29368. */
  29369. Scene.prototype.dispose = function () {
  29370. this.beforeRender = null;
  29371. this.afterRender = null;
  29372. this.skeletons = [];
  29373. this.morphTargetManagers = [];
  29374. this._transientComponents = [];
  29375. this._isReadyForMeshStage.clear();
  29376. this._beforeEvaluateActiveMeshStage.clear();
  29377. this._evaluateSubMeshStage.clear();
  29378. this._activeMeshStage.clear();
  29379. this._cameraDrawRenderTargetStage.clear();
  29380. this._beforeCameraDrawStage.clear();
  29381. this._beforeRenderingGroupDrawStage.clear();
  29382. this._beforeRenderingMeshStage.clear();
  29383. this._afterRenderingMeshStage.clear();
  29384. this._afterRenderingGroupDrawStage.clear();
  29385. this._afterCameraDrawStage.clear();
  29386. this._afterRenderStage.clear();
  29387. this._beforeCameraUpdateStage.clear();
  29388. this._beforeClearStage.clear();
  29389. this._gatherRenderTargetsStage.clear();
  29390. this._gatherActiveCameraRenderTargetsStage.clear();
  29391. this._pointerMoveStage.clear();
  29392. this._pointerDownStage.clear();
  29393. this._pointerUpStage.clear();
  29394. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29395. var component = _a[_i];
  29396. component.dispose();
  29397. }
  29398. this.importedMeshesFiles = new Array();
  29399. this.stopAllAnimations();
  29400. this.resetCachedMaterial();
  29401. // Smart arrays
  29402. if (this.activeCamera) {
  29403. this.activeCamera._activeMeshes.dispose();
  29404. this.activeCamera = null;
  29405. }
  29406. this._activeMeshes.dispose();
  29407. this._renderingManager.dispose();
  29408. this._processedMaterials.dispose();
  29409. this._activeParticleSystems.dispose();
  29410. this._activeSkeletons.dispose();
  29411. this._softwareSkinnedMeshes.dispose();
  29412. this._renderTargets.dispose();
  29413. this._registeredForLateAnimationBindings.dispose();
  29414. this._meshesForIntersections.dispose();
  29415. this._toBeDisposed = [];
  29416. // Abort active requests
  29417. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29418. var request = _c[_b];
  29419. request.abort();
  29420. }
  29421. // Events
  29422. this.onDisposeObservable.notifyObservers(this);
  29423. this.onDisposeObservable.clear();
  29424. this.onBeforeRenderObservable.clear();
  29425. this.onAfterRenderObservable.clear();
  29426. this.onBeforeRenderTargetsRenderObservable.clear();
  29427. this.onAfterRenderTargetsRenderObservable.clear();
  29428. this.onAfterStepObservable.clear();
  29429. this.onBeforeStepObservable.clear();
  29430. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29431. this.onAfterActiveMeshesEvaluationObservable.clear();
  29432. this.onBeforeParticlesRenderingObservable.clear();
  29433. this.onAfterParticlesRenderingObservable.clear();
  29434. this.onBeforeDrawPhaseObservable.clear();
  29435. this.onAfterDrawPhaseObservable.clear();
  29436. this.onBeforeAnimationsObservable.clear();
  29437. this.onAfterAnimationsObservable.clear();
  29438. this.onDataLoadedObservable.clear();
  29439. this.onBeforeRenderingGroupObservable.clear();
  29440. this.onAfterRenderingGroupObservable.clear();
  29441. this.onMeshImportedObservable.clear();
  29442. this.onBeforeCameraRenderObservable.clear();
  29443. this.onAfterCameraRenderObservable.clear();
  29444. this.onReadyObservable.clear();
  29445. this.onNewCameraAddedObservable.clear();
  29446. this.onCameraRemovedObservable.clear();
  29447. this.onNewLightAddedObservable.clear();
  29448. this.onLightRemovedObservable.clear();
  29449. this.onNewGeometryAddedObservable.clear();
  29450. this.onGeometryRemovedObservable.clear();
  29451. this.onNewTransformNodeAddedObservable.clear();
  29452. this.onTransformNodeRemovedObservable.clear();
  29453. this.onNewMeshAddedObservable.clear();
  29454. this.onMeshRemovedObservable.clear();
  29455. this.onNewMaterialAddedObservable.clear();
  29456. this.onMaterialRemovedObservable.clear();
  29457. this.onNewTextureAddedObservable.clear();
  29458. this.onTextureRemovedObservable.clear();
  29459. this.onPrePointerObservable.clear();
  29460. this.onPointerObservable.clear();
  29461. this.onPreKeyboardObservable.clear();
  29462. this.onKeyboardObservable.clear();
  29463. this.detachControl();
  29464. // Detach cameras
  29465. var canvas = this._engine.getRenderingCanvas();
  29466. if (canvas) {
  29467. var index;
  29468. for (index = 0; index < this.cameras.length; index++) {
  29469. this.cameras[index].detachControl(canvas);
  29470. }
  29471. }
  29472. // Release animation groups
  29473. while (this.animationGroups.length) {
  29474. this.animationGroups[0].dispose();
  29475. }
  29476. // Release lights
  29477. while (this.lights.length) {
  29478. this.lights[0].dispose();
  29479. }
  29480. // Release meshes
  29481. while (this.meshes.length) {
  29482. this.meshes[0].dispose(true);
  29483. }
  29484. while (this.transformNodes.length) {
  29485. this.removeTransformNode(this.transformNodes[0]);
  29486. }
  29487. // Release cameras
  29488. while (this.cameras.length) {
  29489. this.cameras[0].dispose();
  29490. }
  29491. // Release materials
  29492. if (this.defaultMaterial) {
  29493. this.defaultMaterial.dispose();
  29494. }
  29495. while (this.multiMaterials.length) {
  29496. this.multiMaterials[0].dispose();
  29497. }
  29498. while (this.materials.length) {
  29499. this.materials[0].dispose();
  29500. }
  29501. // Release particles
  29502. while (this.particleSystems.length) {
  29503. this.particleSystems[0].dispose();
  29504. }
  29505. // Release postProcesses
  29506. while (this.postProcesses.length) {
  29507. this.postProcesses[0].dispose();
  29508. }
  29509. // Release textures
  29510. while (this.textures.length) {
  29511. this.textures[0].dispose();
  29512. }
  29513. // Release UBO
  29514. this._sceneUbo.dispose();
  29515. if (this._alternateSceneUbo) {
  29516. this._alternateSceneUbo.dispose();
  29517. }
  29518. // Post-processes
  29519. this.postProcessManager.dispose();
  29520. // Remove from engine
  29521. index = this._engine.scenes.indexOf(this);
  29522. if (index > -1) {
  29523. this._engine.scenes.splice(index, 1);
  29524. }
  29525. this._engine.wipeCaches(true);
  29526. this._isDisposed = true;
  29527. };
  29528. Object.defineProperty(Scene.prototype, "isDisposed", {
  29529. /**
  29530. * Gets if the scene is already disposed
  29531. */
  29532. get: function () {
  29533. return this._isDisposed;
  29534. },
  29535. enumerable: true,
  29536. configurable: true
  29537. });
  29538. /**
  29539. * Call this function to reduce memory footprint of the scene.
  29540. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29541. */
  29542. Scene.prototype.clearCachedVertexData = function () {
  29543. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29544. var mesh = this.meshes[meshIndex];
  29545. var geometry = mesh.geometry;
  29546. if (geometry) {
  29547. geometry._indices = [];
  29548. for (var vbName in geometry._vertexBuffers) {
  29549. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29550. continue;
  29551. }
  29552. geometry._vertexBuffers[vbName]._buffer._data = null;
  29553. }
  29554. }
  29555. }
  29556. };
  29557. /**
  29558. * This function will remove the local cached buffer data from texture.
  29559. * It will save memory but will prevent the texture from being rebuilt
  29560. */
  29561. Scene.prototype.cleanCachedTextureBuffer = function () {
  29562. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29563. var baseTexture = _a[_i];
  29564. var buffer = baseTexture._buffer;
  29565. if (buffer) {
  29566. baseTexture._buffer = null;
  29567. }
  29568. }
  29569. };
  29570. /**
  29571. * Get the world extend vectors with an optional filter
  29572. *
  29573. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29574. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29575. */
  29576. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29577. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29578. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29579. filterPredicate = filterPredicate || (function () { return true; });
  29580. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29581. mesh.computeWorldMatrix(true);
  29582. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29583. return;
  29584. }
  29585. var boundingInfo = mesh.getBoundingInfo();
  29586. var minBox = boundingInfo.boundingBox.minimumWorld;
  29587. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29588. BABYLON.Tools.CheckExtends(minBox, min, max);
  29589. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29590. });
  29591. return {
  29592. min: min,
  29593. max: max
  29594. };
  29595. };
  29596. // Picking
  29597. /**
  29598. * Creates a ray that can be used to pick in the scene
  29599. * @param x defines the x coordinate of the origin (on-screen)
  29600. * @param y defines the y coordinate of the origin (on-screen)
  29601. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29602. * @param camera defines the camera to use for the picking
  29603. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29604. * @returns a Ray
  29605. */
  29606. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29607. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29608. var result = BABYLON.Ray.Zero();
  29609. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29610. return result;
  29611. };
  29612. /**
  29613. * Creates a ray that can be used to pick in the scene
  29614. * @param x defines the x coordinate of the origin (on-screen)
  29615. * @param y defines the y coordinate of the origin (on-screen)
  29616. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29617. * @param result defines the ray where to store the picking ray
  29618. * @param camera defines the camera to use for the picking
  29619. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29620. * @returns the current scene
  29621. */
  29622. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29623. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29624. var engine = this._engine;
  29625. if (!camera) {
  29626. if (!this.activeCamera) {
  29627. throw new Error("Active camera not set");
  29628. }
  29629. camera = this.activeCamera;
  29630. }
  29631. var cameraViewport = camera.viewport;
  29632. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29633. // Moving coordinates to local viewport world
  29634. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29635. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29636. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.Identity(), cameraViewSpace ? BABYLON.Matrix.Identity() : camera.getViewMatrix(), camera.getProjectionMatrix());
  29637. return this;
  29638. };
  29639. /**
  29640. * Creates a ray that can be used to pick in the scene
  29641. * @param x defines the x coordinate of the origin (on-screen)
  29642. * @param y defines the y coordinate of the origin (on-screen)
  29643. * @param camera defines the camera to use for the picking
  29644. * @returns a Ray
  29645. */
  29646. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  29647. var result = BABYLON.Ray.Zero();
  29648. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  29649. return result;
  29650. };
  29651. /**
  29652. * Creates a ray that can be used to pick in the scene
  29653. * @param x defines the x coordinate of the origin (on-screen)
  29654. * @param y defines the y coordinate of the origin (on-screen)
  29655. * @param result defines the ray where to store the picking ray
  29656. * @param camera defines the camera to use for the picking
  29657. * @returns the current scene
  29658. */
  29659. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  29660. if (!BABYLON.PickingInfo) {
  29661. return this;
  29662. }
  29663. var engine = this._engine;
  29664. if (!camera) {
  29665. if (!this.activeCamera) {
  29666. throw new Error("Active camera not set");
  29667. }
  29668. camera = this.activeCamera;
  29669. }
  29670. var cameraViewport = camera.viewport;
  29671. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  29672. var identity = BABYLON.Matrix.Identity();
  29673. // Moving coordinates to local viewport world
  29674. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  29675. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  29676. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  29677. return this;
  29678. };
  29679. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  29680. if (!BABYLON.PickingInfo) {
  29681. return null;
  29682. }
  29683. var pickingInfo = null;
  29684. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29685. var mesh = this.meshes[meshIndex];
  29686. if (predicate) {
  29687. if (!predicate(mesh)) {
  29688. continue;
  29689. }
  29690. }
  29691. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29692. continue;
  29693. }
  29694. var world = mesh.getWorldMatrix();
  29695. var ray = rayFunction(world);
  29696. var result = mesh.intersects(ray, fastCheck);
  29697. if (!result || !result.hit) {
  29698. continue;
  29699. }
  29700. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  29701. continue;
  29702. }
  29703. pickingInfo = result;
  29704. if (fastCheck) {
  29705. break;
  29706. }
  29707. }
  29708. return pickingInfo || new BABYLON.PickingInfo();
  29709. };
  29710. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  29711. if (!BABYLON.PickingInfo) {
  29712. return null;
  29713. }
  29714. var pickingInfos = new Array();
  29715. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29716. var mesh = this.meshes[meshIndex];
  29717. if (predicate) {
  29718. if (!predicate(mesh)) {
  29719. continue;
  29720. }
  29721. }
  29722. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  29723. continue;
  29724. }
  29725. var world = mesh.getWorldMatrix();
  29726. var ray = rayFunction(world);
  29727. var result = mesh.intersects(ray, false);
  29728. if (!result || !result.hit) {
  29729. continue;
  29730. }
  29731. pickingInfos.push(result);
  29732. }
  29733. return pickingInfos;
  29734. };
  29735. /** Launch a ray to try to pick a mesh in the scene
  29736. * @param x position on screen
  29737. * @param y position on screen
  29738. * @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
  29739. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  29740. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29741. * @returns a PickingInfo
  29742. */
  29743. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  29744. var _this = this;
  29745. if (!BABYLON.PickingInfo) {
  29746. return null;
  29747. }
  29748. var result = this._internalPick(function (world) {
  29749. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  29750. return _this._tempPickingRay;
  29751. }, predicate, fastCheck);
  29752. if (result) {
  29753. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  29754. }
  29755. return result;
  29756. };
  29757. /** Use the given ray to pick a mesh in the scene
  29758. * @param ray The ray to use to pick meshes
  29759. * @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
  29760. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  29761. * @returns a PickingInfo
  29762. */
  29763. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  29764. var _this = this;
  29765. var result = this._internalPick(function (world) {
  29766. if (!_this._pickWithRayInverseMatrix) {
  29767. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29768. }
  29769. world.invertToRef(_this._pickWithRayInverseMatrix);
  29770. if (!_this._cachedRayForTransform) {
  29771. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29772. }
  29773. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29774. return _this._cachedRayForTransform;
  29775. }, predicate, fastCheck);
  29776. if (result) {
  29777. result.ray = ray;
  29778. }
  29779. return result;
  29780. };
  29781. /**
  29782. * Launch a ray to try to pick a mesh in the scene
  29783. * @param x X position on screen
  29784. * @param y Y position on screen
  29785. * @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
  29786. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  29787. * @returns an array of PickingInfo
  29788. */
  29789. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  29790. var _this = this;
  29791. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  29792. };
  29793. /**
  29794. * Launch a ray to try to pick a mesh in the scene
  29795. * @param ray Ray to use
  29796. * @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
  29797. * @returns an array of PickingInfo
  29798. */
  29799. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  29800. var _this = this;
  29801. return this._internalMultiPick(function (world) {
  29802. if (!_this._pickWithRayInverseMatrix) {
  29803. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  29804. }
  29805. world.invertToRef(_this._pickWithRayInverseMatrix);
  29806. if (!_this._cachedRayForTransform) {
  29807. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  29808. }
  29809. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  29810. return _this._cachedRayForTransform;
  29811. }, predicate);
  29812. };
  29813. /**
  29814. * Force the value of meshUnderPointer
  29815. * @param mesh defines the mesh to use
  29816. */
  29817. Scene.prototype.setPointerOverMesh = function (mesh) {
  29818. if (this._pointerOverMesh === mesh) {
  29819. return;
  29820. }
  29821. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29822. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29823. }
  29824. this._pointerOverMesh = mesh;
  29825. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  29826. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  29827. }
  29828. };
  29829. /**
  29830. * Gets the mesh under the pointer
  29831. * @returns a Mesh or null if no mesh is under the pointer
  29832. */
  29833. Scene.prototype.getPointerOverMesh = function () {
  29834. return this._pointerOverMesh;
  29835. };
  29836. // Misc.
  29837. /** @hidden */
  29838. Scene.prototype._rebuildGeometries = function () {
  29839. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  29840. var geometry = _a[_i];
  29841. geometry._rebuild();
  29842. }
  29843. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  29844. var mesh = _c[_b];
  29845. mesh._rebuild();
  29846. }
  29847. if (this.postProcessManager) {
  29848. this.postProcessManager._rebuild();
  29849. }
  29850. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  29851. var component = _e[_d];
  29852. component.rebuild();
  29853. }
  29854. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  29855. var system = _g[_f];
  29856. system.rebuild();
  29857. }
  29858. };
  29859. /** @hidden */
  29860. Scene.prototype._rebuildTextures = function () {
  29861. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29862. var texture = _a[_i];
  29863. texture._rebuild();
  29864. }
  29865. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  29866. };
  29867. // Tags
  29868. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  29869. if (tagsQuery === undefined) {
  29870. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  29871. return list;
  29872. }
  29873. var listByTags = [];
  29874. forEach = forEach || (function (item) { return; });
  29875. for (var i in list) {
  29876. var item = list[i];
  29877. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  29878. listByTags.push(item);
  29879. forEach(item);
  29880. }
  29881. }
  29882. return listByTags;
  29883. };
  29884. /**
  29885. * Get a list of meshes by tags
  29886. * @param tagsQuery defines the tags query to use
  29887. * @param forEach defines a predicate used to filter results
  29888. * @returns an array of Mesh
  29889. */
  29890. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  29891. return this._getByTags(this.meshes, tagsQuery, forEach);
  29892. };
  29893. /**
  29894. * Get a list of cameras by tags
  29895. * @param tagsQuery defines the tags query to use
  29896. * @param forEach defines a predicate used to filter results
  29897. * @returns an array of Camera
  29898. */
  29899. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  29900. return this._getByTags(this.cameras, tagsQuery, forEach);
  29901. };
  29902. /**
  29903. * Get a list of lights by tags
  29904. * @param tagsQuery defines the tags query to use
  29905. * @param forEach defines a predicate used to filter results
  29906. * @returns an array of Light
  29907. */
  29908. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  29909. return this._getByTags(this.lights, tagsQuery, forEach);
  29910. };
  29911. /**
  29912. * Get a list of materials by tags
  29913. * @param tagsQuery defines the tags query to use
  29914. * @param forEach defines a predicate used to filter results
  29915. * @returns an array of Material
  29916. */
  29917. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  29918. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  29919. };
  29920. /**
  29921. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  29922. * This allowed control for front to back rendering or reversly depending of the special needs.
  29923. *
  29924. * @param renderingGroupId The rendering group id corresponding to its index
  29925. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  29926. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  29927. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  29928. */
  29929. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  29930. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  29931. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  29932. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  29933. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  29934. };
  29935. /**
  29936. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  29937. *
  29938. * @param renderingGroupId The rendering group id corresponding to its index
  29939. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  29940. * @param depth Automatically clears depth between groups if true and autoClear is true.
  29941. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  29942. */
  29943. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  29944. if (depth === void 0) { depth = true; }
  29945. if (stencil === void 0) { stencil = true; }
  29946. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  29947. };
  29948. /**
  29949. * Gets the current auto clear configuration for one rendering group of the rendering
  29950. * manager.
  29951. * @param index the rendering group index to get the information for
  29952. * @returns The auto clear setup for the requested rendering group
  29953. */
  29954. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  29955. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  29956. };
  29957. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  29958. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  29959. get: function () {
  29960. return this._blockMaterialDirtyMechanism;
  29961. },
  29962. set: function (value) {
  29963. if (this._blockMaterialDirtyMechanism === value) {
  29964. return;
  29965. }
  29966. this._blockMaterialDirtyMechanism = value;
  29967. if (!value) { // Do a complete update
  29968. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  29969. }
  29970. },
  29971. enumerable: true,
  29972. configurable: true
  29973. });
  29974. /**
  29975. * Will flag all materials as dirty to trigger new shader compilation
  29976. * @param flag defines the flag used to specify which material part must be marked as dirty
  29977. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  29978. */
  29979. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  29980. if (this._blockMaterialDirtyMechanism) {
  29981. return;
  29982. }
  29983. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  29984. var material = _a[_i];
  29985. if (predicate && !predicate(material)) {
  29986. continue;
  29987. }
  29988. material.markAsDirty(flag);
  29989. }
  29990. };
  29991. /** @hidden */
  29992. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  29993. var _this = this;
  29994. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  29995. this._activeRequests.push(request);
  29996. request.onCompleteObservable.add(function (request) {
  29997. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  29998. });
  29999. return request;
  30000. };
  30001. /** @hidden */
  30002. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30003. var _this = this;
  30004. return new Promise(function (resolve, reject) {
  30005. _this._loadFile(url, function (data) {
  30006. resolve(data);
  30007. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30008. reject(exception);
  30009. });
  30010. });
  30011. };
  30012. // Statics
  30013. Scene._uniqueIdCounter = 0;
  30014. /** The fog is deactivated */
  30015. Scene.FOGMODE_NONE = 0;
  30016. /** The fog density is following an exponential function */
  30017. Scene.FOGMODE_EXP = 1;
  30018. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30019. Scene.FOGMODE_EXP2 = 2;
  30020. /** The fog density is following a linear function. */
  30021. Scene.FOGMODE_LINEAR = 3;
  30022. /**
  30023. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30024. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30025. */
  30026. Scene.MinDeltaTime = 1.0;
  30027. /**
  30028. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30029. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30030. */
  30031. Scene.MaxDeltaTime = 1000.0;
  30032. /** The distance in pixel that you have to move to prevent some events */
  30033. Scene.DragMovementThreshold = 10; // in pixels
  30034. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30035. Scene.LongPressDelay = 500; // in milliseconds
  30036. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30037. Scene.DoubleClickDelay = 300; // in milliseconds
  30038. /** If you need to check double click without raising a single click at first click, enable this flag */
  30039. Scene.ExclusiveDoubleClickMode = false;
  30040. return Scene;
  30041. }(BABYLON.AbstractScene));
  30042. BABYLON.Scene = Scene;
  30043. })(BABYLON || (BABYLON = {}));
  30044. //# sourceMappingURL=babylon.scene.js.map
  30045. var BABYLON;
  30046. (function (BABYLON) {
  30047. /**
  30048. * Set of assets to keep when moving a scene into an asset container.
  30049. */
  30050. var KeepAssets = /** @class */ (function (_super) {
  30051. __extends(KeepAssets, _super);
  30052. function KeepAssets() {
  30053. return _super !== null && _super.apply(this, arguments) || this;
  30054. }
  30055. return KeepAssets;
  30056. }(BABYLON.AbstractScene));
  30057. BABYLON.KeepAssets = KeepAssets;
  30058. /**
  30059. * Container with a set of assets that can be added or removed from a scene.
  30060. */
  30061. var AssetContainer = /** @class */ (function (_super) {
  30062. __extends(AssetContainer, _super);
  30063. /**
  30064. * Instantiates an AssetContainer.
  30065. * @param scene The scene the AssetContainer belongs to.
  30066. */
  30067. function AssetContainer(scene) {
  30068. var _this = _super.call(this) || this;
  30069. _this.scene = scene;
  30070. _this["sounds"] = [];
  30071. _this["effectLayers"] = [];
  30072. _this["layers"] = [];
  30073. _this["lensFlareSystems"] = [];
  30074. _this["proceduralTextures"] = [];
  30075. return _this;
  30076. }
  30077. /**
  30078. * Adds all the assets from the container to the scene.
  30079. */
  30080. AssetContainer.prototype.addAllToScene = function () {
  30081. var _this = this;
  30082. this.cameras.forEach(function (o) {
  30083. _this.scene.addCamera(o);
  30084. });
  30085. this.lights.forEach(function (o) {
  30086. _this.scene.addLight(o);
  30087. });
  30088. this.meshes.forEach(function (o) {
  30089. _this.scene.addMesh(o);
  30090. });
  30091. this.skeletons.forEach(function (o) {
  30092. _this.scene.addSkeleton(o);
  30093. });
  30094. this.animations.forEach(function (o) {
  30095. _this.scene.addAnimation(o);
  30096. });
  30097. this.animationGroups.forEach(function (o) {
  30098. _this.scene.addAnimationGroup(o);
  30099. });
  30100. this.multiMaterials.forEach(function (o) {
  30101. _this.scene.addMultiMaterial(o);
  30102. });
  30103. this.materials.forEach(function (o) {
  30104. _this.scene.addMaterial(o);
  30105. });
  30106. this.morphTargetManagers.forEach(function (o) {
  30107. _this.scene.addMorphTargetManager(o);
  30108. });
  30109. this.geometries.forEach(function (o) {
  30110. _this.scene.addGeometry(o);
  30111. });
  30112. this.transformNodes.forEach(function (o) {
  30113. _this.scene.addTransformNode(o);
  30114. });
  30115. this.actionManagers.forEach(function (o) {
  30116. _this.scene.addActionManager(o);
  30117. });
  30118. this.textures.forEach(function (o) {
  30119. _this.scene.addTexture(o);
  30120. });
  30121. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30122. var component = _a[_i];
  30123. component.addFromContainer(this);
  30124. }
  30125. };
  30126. /**
  30127. * Removes all the assets in the container from the scene
  30128. */
  30129. AssetContainer.prototype.removeAllFromScene = function () {
  30130. var _this = this;
  30131. this.cameras.forEach(function (o) {
  30132. _this.scene.removeCamera(o);
  30133. });
  30134. this.lights.forEach(function (o) {
  30135. _this.scene.removeLight(o);
  30136. });
  30137. this.meshes.forEach(function (o) {
  30138. _this.scene.removeMesh(o);
  30139. });
  30140. this.skeletons.forEach(function (o) {
  30141. _this.scene.removeSkeleton(o);
  30142. });
  30143. this.animations.forEach(function (o) {
  30144. _this.scene.removeAnimation(o);
  30145. });
  30146. this.animationGroups.forEach(function (o) {
  30147. _this.scene.removeAnimationGroup(o);
  30148. });
  30149. this.multiMaterials.forEach(function (o) {
  30150. _this.scene.removeMultiMaterial(o);
  30151. });
  30152. this.materials.forEach(function (o) {
  30153. _this.scene.removeMaterial(o);
  30154. });
  30155. this.morphTargetManagers.forEach(function (o) {
  30156. _this.scene.removeMorphTargetManager(o);
  30157. });
  30158. this.geometries.forEach(function (o) {
  30159. _this.scene.removeGeometry(o);
  30160. });
  30161. this.transformNodes.forEach(function (o) {
  30162. _this.scene.removeTransformNode(o);
  30163. });
  30164. this.actionManagers.forEach(function (o) {
  30165. _this.scene.removeActionManager(o);
  30166. });
  30167. this.textures.forEach(function (o) {
  30168. _this.scene.removeTexture(o);
  30169. });
  30170. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30171. var component = _a[_i];
  30172. component.removeFromContainer(this);
  30173. }
  30174. };
  30175. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30176. if (!sourceAssets) {
  30177. return;
  30178. }
  30179. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30180. var asset = sourceAssets_1[_i];
  30181. var move = true;
  30182. if (keepAssets) {
  30183. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30184. var keepAsset = keepAssets_1[_a];
  30185. if (asset === keepAsset) {
  30186. move = false;
  30187. break;
  30188. }
  30189. }
  30190. }
  30191. if (move) {
  30192. targetAssets.push(asset);
  30193. }
  30194. }
  30195. };
  30196. /**
  30197. * Removes all the assets contained in the scene and adds them to the container.
  30198. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30199. */
  30200. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30201. if (keepAssets === undefined) {
  30202. keepAssets = new KeepAssets();
  30203. }
  30204. for (var key in this) {
  30205. if (this.hasOwnProperty(key)) {
  30206. this[key] = this[key] || [];
  30207. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30208. }
  30209. }
  30210. this.removeAllFromScene();
  30211. };
  30212. /**
  30213. * 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.
  30214. * @returns the root mesh
  30215. */
  30216. AssetContainer.prototype.createRootMesh = function () {
  30217. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30218. this.meshes.forEach(function (m) {
  30219. if (!m.parent) {
  30220. rootMesh.addChild(m);
  30221. }
  30222. });
  30223. this.meshes.unshift(rootMesh);
  30224. return rootMesh;
  30225. };
  30226. return AssetContainer;
  30227. }(BABYLON.AbstractScene));
  30228. BABYLON.AssetContainer = AssetContainer;
  30229. })(BABYLON || (BABYLON = {}));
  30230. //# sourceMappingURL=babylon.assetContainer.js.map
  30231. var BABYLON;
  30232. (function (BABYLON) {
  30233. /**
  30234. * Class used to store data that will be store in GPU memory
  30235. */
  30236. var Buffer = /** @class */ (function () {
  30237. /**
  30238. * Constructor
  30239. * @param engine the engine
  30240. * @param data the data to use for this buffer
  30241. * @param updatable whether the data is updatable
  30242. * @param stride the stride (optional)
  30243. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30244. * @param instanced whether the buffer is instanced (optional)
  30245. * @param useBytes set to true if the stride in in bytes (optional)
  30246. */
  30247. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30248. if (stride === void 0) { stride = 0; }
  30249. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30250. if (instanced === void 0) { instanced = false; }
  30251. if (useBytes === void 0) { useBytes = false; }
  30252. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30253. this._engine = engine.getScene().getEngine();
  30254. }
  30255. else {
  30256. this._engine = engine;
  30257. }
  30258. this._updatable = updatable;
  30259. this._instanced = instanced;
  30260. this._data = data;
  30261. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30262. if (!postponeInternalCreation) { // by default
  30263. this.create();
  30264. }
  30265. }
  30266. /**
  30267. * Create a new VertexBuffer based on the current buffer
  30268. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30269. * @param offset defines offset in the buffer (0 by default)
  30270. * @param size defines the size in floats of attributes (position is 3 for instance)
  30271. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30272. * @param instanced defines if the vertex buffer contains indexed data
  30273. * @param useBytes defines if the offset and stride are in bytes
  30274. * @returns the new vertex buffer
  30275. */
  30276. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30277. if (useBytes === void 0) { useBytes = false; }
  30278. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30279. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30280. // a lot of these parameters are ignored as they are overriden by the buffer
  30281. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30282. };
  30283. // Properties
  30284. /**
  30285. * Gets a boolean indicating if the Buffer is updatable?
  30286. * @returns true if the buffer is updatable
  30287. */
  30288. Buffer.prototype.isUpdatable = function () {
  30289. return this._updatable;
  30290. };
  30291. /**
  30292. * Gets current buffer's data
  30293. * @returns a DataArray or null
  30294. */
  30295. Buffer.prototype.getData = function () {
  30296. return this._data;
  30297. };
  30298. /**
  30299. * Gets underlying native buffer
  30300. * @returns underlying native buffer
  30301. */
  30302. Buffer.prototype.getBuffer = function () {
  30303. return this._buffer;
  30304. };
  30305. /**
  30306. * Gets the stride in float32 units (i.e. byte stride / 4).
  30307. * May not be an integer if the byte stride is not divisible by 4.
  30308. * DEPRECATED. Use byteStride instead.
  30309. * @returns the stride in float32 units
  30310. */
  30311. Buffer.prototype.getStrideSize = function () {
  30312. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30313. };
  30314. // Methods
  30315. /**
  30316. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30317. * @param data defines the data to store
  30318. */
  30319. Buffer.prototype.create = function (data) {
  30320. if (data === void 0) { data = null; }
  30321. if (!data && this._buffer) {
  30322. return; // nothing to do
  30323. }
  30324. data = data || this._data;
  30325. if (!data) {
  30326. return;
  30327. }
  30328. if (!this._buffer) { // create buffer
  30329. if (this._updatable) {
  30330. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30331. this._data = data;
  30332. }
  30333. else {
  30334. this._buffer = this._engine.createVertexBuffer(data);
  30335. }
  30336. }
  30337. else if (this._updatable) { // update buffer
  30338. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30339. this._data = data;
  30340. }
  30341. };
  30342. /** @hidden */
  30343. Buffer.prototype._rebuild = function () {
  30344. this._buffer = null;
  30345. this.create(this._data);
  30346. };
  30347. /**
  30348. * Update current buffer data
  30349. * @param data defines the data to store
  30350. */
  30351. Buffer.prototype.update = function (data) {
  30352. this.create(data);
  30353. };
  30354. /**
  30355. * Updates the data directly.
  30356. * @param data the new data
  30357. * @param offset the new offset
  30358. * @param vertexCount the vertex count (optional)
  30359. * @param useBytes set to true if the offset is in bytes
  30360. */
  30361. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30362. if (useBytes === void 0) { useBytes = false; }
  30363. if (!this._buffer) {
  30364. return;
  30365. }
  30366. if (this._updatable) { // update buffer
  30367. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30368. this._data = null;
  30369. }
  30370. };
  30371. /**
  30372. * Release all resources
  30373. */
  30374. Buffer.prototype.dispose = function () {
  30375. if (!this._buffer) {
  30376. return;
  30377. }
  30378. if (this._engine._releaseBuffer(this._buffer)) {
  30379. this._buffer = null;
  30380. }
  30381. };
  30382. return Buffer;
  30383. }());
  30384. BABYLON.Buffer = Buffer;
  30385. })(BABYLON || (BABYLON = {}));
  30386. //# sourceMappingURL=babylon.buffer.js.map
  30387. var BABYLON;
  30388. (function (BABYLON) {
  30389. /**
  30390. * Specialized buffer used to store vertex data
  30391. */
  30392. var VertexBuffer = /** @class */ (function () {
  30393. /**
  30394. * Constructor
  30395. * @param engine the engine
  30396. * @param data the data to use for this vertex buffer
  30397. * @param kind the vertex buffer kind
  30398. * @param updatable whether the data is updatable
  30399. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30400. * @param stride the stride (optional)
  30401. * @param instanced whether the buffer is instanced (optional)
  30402. * @param offset the offset of the data (optional)
  30403. * @param size the number of components (optional)
  30404. * @param type the type of the component (optional)
  30405. * @param normalized whether the data contains normalized data (optional)
  30406. * @param useBytes set to true if stride and offset are in bytes (optional)
  30407. */
  30408. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30409. if (normalized === void 0) { normalized = false; }
  30410. if (useBytes === void 0) { useBytes = false; }
  30411. if (data instanceof BABYLON.Buffer) {
  30412. this._buffer = data;
  30413. this._ownsBuffer = false;
  30414. }
  30415. else {
  30416. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30417. this._ownsBuffer = true;
  30418. }
  30419. this._kind = kind;
  30420. if (type == undefined) {
  30421. var data_1 = this.getData();
  30422. this.type = VertexBuffer.FLOAT;
  30423. if (data_1 instanceof Int8Array) {
  30424. this.type = VertexBuffer.BYTE;
  30425. }
  30426. else if (data_1 instanceof Uint8Array) {
  30427. this.type = VertexBuffer.UNSIGNED_BYTE;
  30428. }
  30429. else if (data_1 instanceof Int16Array) {
  30430. this.type = VertexBuffer.SHORT;
  30431. }
  30432. else if (data_1 instanceof Uint16Array) {
  30433. this.type = VertexBuffer.UNSIGNED_SHORT;
  30434. }
  30435. else if (data_1 instanceof Int32Array) {
  30436. this.type = VertexBuffer.INT;
  30437. }
  30438. else if (data_1 instanceof Uint32Array) {
  30439. this.type = VertexBuffer.UNSIGNED_INT;
  30440. }
  30441. }
  30442. else {
  30443. this.type = type;
  30444. }
  30445. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30446. if (useBytes) {
  30447. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30448. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30449. this.byteOffset = offset || 0;
  30450. }
  30451. else {
  30452. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30453. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30454. this.byteOffset = (offset || 0) * typeByteLength;
  30455. }
  30456. this.normalized = normalized;
  30457. this._instanced = instanced !== undefined ? instanced : false;
  30458. this._instanceDivisor = instanced ? 1 : 0;
  30459. }
  30460. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30461. /**
  30462. * Gets or sets the instance divisor when in instanced mode
  30463. */
  30464. get: function () {
  30465. return this._instanceDivisor;
  30466. },
  30467. set: function (value) {
  30468. this._instanceDivisor = value;
  30469. if (value == 0) {
  30470. this._instanced = false;
  30471. }
  30472. else {
  30473. this._instanced = true;
  30474. }
  30475. },
  30476. enumerable: true,
  30477. configurable: true
  30478. });
  30479. /** @hidden */
  30480. VertexBuffer.prototype._rebuild = function () {
  30481. if (!this._buffer) {
  30482. return;
  30483. }
  30484. this._buffer._rebuild();
  30485. };
  30486. /**
  30487. * Returns the kind of the VertexBuffer (string)
  30488. * @returns a string
  30489. */
  30490. VertexBuffer.prototype.getKind = function () {
  30491. return this._kind;
  30492. };
  30493. // Properties
  30494. /**
  30495. * Gets a boolean indicating if the VertexBuffer is updatable?
  30496. * @returns true if the buffer is updatable
  30497. */
  30498. VertexBuffer.prototype.isUpdatable = function () {
  30499. return this._buffer.isUpdatable();
  30500. };
  30501. /**
  30502. * Gets current buffer's data
  30503. * @returns a DataArray or null
  30504. */
  30505. VertexBuffer.prototype.getData = function () {
  30506. return this._buffer.getData();
  30507. };
  30508. /**
  30509. * Gets underlying native buffer
  30510. * @returns underlying native buffer
  30511. */
  30512. VertexBuffer.prototype.getBuffer = function () {
  30513. return this._buffer.getBuffer();
  30514. };
  30515. /**
  30516. * Gets the stride in float32 units (i.e. byte stride / 4).
  30517. * May not be an integer if the byte stride is not divisible by 4.
  30518. * DEPRECATED. Use byteStride instead.
  30519. * @returns the stride in float32 units
  30520. */
  30521. VertexBuffer.prototype.getStrideSize = function () {
  30522. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30523. };
  30524. /**
  30525. * Returns the offset as a multiple of the type byte length.
  30526. * DEPRECATED. Use byteOffset instead.
  30527. * @returns the offset in bytes
  30528. */
  30529. VertexBuffer.prototype.getOffset = function () {
  30530. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30531. };
  30532. /**
  30533. * Returns the number of components per vertex attribute (integer)
  30534. * @returns the size in float
  30535. */
  30536. VertexBuffer.prototype.getSize = function () {
  30537. return this._size;
  30538. };
  30539. /**
  30540. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30541. * @returns true if this buffer is instanced
  30542. */
  30543. VertexBuffer.prototype.getIsInstanced = function () {
  30544. return this._instanced;
  30545. };
  30546. /**
  30547. * Returns the instancing divisor, zero for non-instanced (integer).
  30548. * @returns a number
  30549. */
  30550. VertexBuffer.prototype.getInstanceDivisor = function () {
  30551. return this._instanceDivisor;
  30552. };
  30553. // Methods
  30554. /**
  30555. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30556. * @param data defines the data to store
  30557. */
  30558. VertexBuffer.prototype.create = function (data) {
  30559. this._buffer.create(data);
  30560. };
  30561. /**
  30562. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30563. * This function will create a new buffer if the current one is not updatable
  30564. * @param data defines the data to store
  30565. */
  30566. VertexBuffer.prototype.update = function (data) {
  30567. this._buffer.update(data);
  30568. };
  30569. /**
  30570. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30571. * Returns the directly updated WebGLBuffer.
  30572. * @param data the new data
  30573. * @param offset the new offset
  30574. * @param useBytes set to true if the offset is in bytes
  30575. */
  30576. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  30577. if (useBytes === void 0) { useBytes = false; }
  30578. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  30579. };
  30580. /**
  30581. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  30582. */
  30583. VertexBuffer.prototype.dispose = function () {
  30584. if (this._ownsBuffer) {
  30585. this._buffer.dispose();
  30586. }
  30587. };
  30588. /**
  30589. * Enumerates each value of this vertex buffer as numbers.
  30590. * @param count the number of values to enumerate
  30591. * @param callback the callback function called for each value
  30592. */
  30593. VertexBuffer.prototype.forEach = function (count, callback) {
  30594. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  30595. };
  30596. /**
  30597. * Deduces the stride given a kind.
  30598. * @param kind The kind string to deduce
  30599. * @returns The deduced stride
  30600. */
  30601. VertexBuffer.DeduceStride = function (kind) {
  30602. switch (kind) {
  30603. case VertexBuffer.UVKind:
  30604. case VertexBuffer.UV2Kind:
  30605. case VertexBuffer.UV3Kind:
  30606. case VertexBuffer.UV4Kind:
  30607. case VertexBuffer.UV5Kind:
  30608. case VertexBuffer.UV6Kind:
  30609. return 2;
  30610. case VertexBuffer.NormalKind:
  30611. case VertexBuffer.PositionKind:
  30612. return 3;
  30613. case VertexBuffer.ColorKind:
  30614. case VertexBuffer.MatricesIndicesKind:
  30615. case VertexBuffer.MatricesIndicesExtraKind:
  30616. case VertexBuffer.MatricesWeightsKind:
  30617. case VertexBuffer.MatricesWeightsExtraKind:
  30618. case VertexBuffer.TangentKind:
  30619. return 4;
  30620. default:
  30621. throw new Error("Invalid kind '" + kind + "'");
  30622. }
  30623. };
  30624. /**
  30625. * Gets the byte length of the given type.
  30626. * @param type the type
  30627. * @returns the number of bytes
  30628. */
  30629. VertexBuffer.GetTypeByteLength = function (type) {
  30630. switch (type) {
  30631. case VertexBuffer.BYTE:
  30632. case VertexBuffer.UNSIGNED_BYTE:
  30633. return 1;
  30634. case VertexBuffer.SHORT:
  30635. case VertexBuffer.UNSIGNED_SHORT:
  30636. return 2;
  30637. case VertexBuffer.INT:
  30638. case VertexBuffer.FLOAT:
  30639. return 4;
  30640. default:
  30641. throw new Error("Invalid type '" + type + "'");
  30642. }
  30643. };
  30644. /**
  30645. * Enumerates each value of the given parameters as numbers.
  30646. * @param data the data to enumerate
  30647. * @param byteOffset the byte offset of the data
  30648. * @param byteStride the byte stride of the data
  30649. * @param componentCount the number of components per element
  30650. * @param componentType the type of the component
  30651. * @param count the total number of components
  30652. * @param normalized whether the data is normalized
  30653. * @param callback the callback function called for each value
  30654. */
  30655. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  30656. if (data instanceof Array) {
  30657. var offset = byteOffset / 4;
  30658. var stride = byteStride / 4;
  30659. for (var index = 0; index < count; index += componentCount) {
  30660. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30661. callback(data[offset + componentIndex], index + componentIndex);
  30662. }
  30663. offset += stride;
  30664. }
  30665. }
  30666. else {
  30667. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  30668. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  30669. for (var index = 0; index < count; index += componentCount) {
  30670. var componentByteOffset = byteOffset;
  30671. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  30672. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  30673. callback(value, index + componentIndex);
  30674. componentByteOffset += componentByteLength;
  30675. }
  30676. byteOffset += byteStride;
  30677. }
  30678. }
  30679. };
  30680. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  30681. switch (type) {
  30682. case VertexBuffer.BYTE: {
  30683. var value = dataView.getInt8(byteOffset);
  30684. if (normalized) {
  30685. value = Math.max(value / 127, -1);
  30686. }
  30687. return value;
  30688. }
  30689. case VertexBuffer.UNSIGNED_BYTE: {
  30690. var value = dataView.getUint8(byteOffset);
  30691. if (normalized) {
  30692. value = value / 255;
  30693. }
  30694. return value;
  30695. }
  30696. case VertexBuffer.SHORT: {
  30697. var value = dataView.getInt16(byteOffset, true);
  30698. if (normalized) {
  30699. value = Math.max(value / 16383, -1);
  30700. }
  30701. return value;
  30702. }
  30703. case VertexBuffer.UNSIGNED_SHORT: {
  30704. var value = dataView.getUint16(byteOffset, true);
  30705. if (normalized) {
  30706. value = value / 65535;
  30707. }
  30708. return value;
  30709. }
  30710. case VertexBuffer.FLOAT: {
  30711. return dataView.getFloat32(byteOffset, true);
  30712. }
  30713. default: {
  30714. throw new Error("Invalid component type " + type);
  30715. }
  30716. }
  30717. };
  30718. /**
  30719. * The byte type.
  30720. */
  30721. VertexBuffer.BYTE = 5120;
  30722. /**
  30723. * The unsigned byte type.
  30724. */
  30725. VertexBuffer.UNSIGNED_BYTE = 5121;
  30726. /**
  30727. * The short type.
  30728. */
  30729. VertexBuffer.SHORT = 5122;
  30730. /**
  30731. * The unsigned short type.
  30732. */
  30733. VertexBuffer.UNSIGNED_SHORT = 5123;
  30734. /**
  30735. * The integer type.
  30736. */
  30737. VertexBuffer.INT = 5124;
  30738. /**
  30739. * The unsigned integer type.
  30740. */
  30741. VertexBuffer.UNSIGNED_INT = 5125;
  30742. /**
  30743. * The float type.
  30744. */
  30745. VertexBuffer.FLOAT = 5126;
  30746. // Enums
  30747. /**
  30748. * Positions
  30749. */
  30750. VertexBuffer.PositionKind = "position";
  30751. /**
  30752. * Normals
  30753. */
  30754. VertexBuffer.NormalKind = "normal";
  30755. /**
  30756. * Tangents
  30757. */
  30758. VertexBuffer.TangentKind = "tangent";
  30759. /**
  30760. * Texture coordinates
  30761. */
  30762. VertexBuffer.UVKind = "uv";
  30763. /**
  30764. * Texture coordinates 2
  30765. */
  30766. VertexBuffer.UV2Kind = "uv2";
  30767. /**
  30768. * Texture coordinates 3
  30769. */
  30770. VertexBuffer.UV3Kind = "uv3";
  30771. /**
  30772. * Texture coordinates 4
  30773. */
  30774. VertexBuffer.UV4Kind = "uv4";
  30775. /**
  30776. * Texture coordinates 5
  30777. */
  30778. VertexBuffer.UV5Kind = "uv5";
  30779. /**
  30780. * Texture coordinates 6
  30781. */
  30782. VertexBuffer.UV6Kind = "uv6";
  30783. /**
  30784. * Colors
  30785. */
  30786. VertexBuffer.ColorKind = "color";
  30787. /**
  30788. * Matrix indices (for bones)
  30789. */
  30790. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  30791. /**
  30792. * Matrix weights (for bones)
  30793. */
  30794. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  30795. /**
  30796. * Additional matrix indices (for bones)
  30797. */
  30798. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  30799. /**
  30800. * Additional matrix weights (for bones)
  30801. */
  30802. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  30803. return VertexBuffer;
  30804. }());
  30805. BABYLON.VertexBuffer = VertexBuffer;
  30806. })(BABYLON || (BABYLON = {}));
  30807. //# sourceMappingURL=babylon.vertexBuffer.js.map
  30808. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  30809. var BABYLON;
  30810. (function (BABYLON) {
  30811. /**
  30812. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  30813. */
  30814. var DummyInternalTextureTracker = /** @class */ (function () {
  30815. function DummyInternalTextureTracker() {
  30816. /**
  30817. * Gets or set the previous tracker in the list
  30818. */
  30819. this.previous = null;
  30820. /**
  30821. * Gets or set the next tracker in the list
  30822. */
  30823. this.next = null;
  30824. }
  30825. return DummyInternalTextureTracker;
  30826. }());
  30827. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  30828. })(BABYLON || (BABYLON = {}));
  30829. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  30830. var BABYLON;
  30831. (function (BABYLON) {
  30832. /**
  30833. * Class used to store data associated with WebGL texture data for the engine
  30834. * This class should not be used directly
  30835. */
  30836. var InternalTexture = /** @class */ (function () {
  30837. /**
  30838. * Creates a new InternalTexture
  30839. * @param engine defines the engine to use
  30840. * @param dataSource defines the type of data that will be used
  30841. * @param delayAllocation if the texture allocation should be delayed (default: false)
  30842. */
  30843. function InternalTexture(engine, dataSource, delayAllocation) {
  30844. if (delayAllocation === void 0) { delayAllocation = false; }
  30845. /**
  30846. * Observable called when the texture is loaded
  30847. */
  30848. this.onLoadedObservable = new BABYLON.Observable();
  30849. /**
  30850. * Gets or set the previous tracker in the list
  30851. */
  30852. this.previous = null;
  30853. /**
  30854. * Gets or set the next tracker in the list
  30855. */
  30856. this.next = null;
  30857. // Private
  30858. /** @hidden */
  30859. this._initialSlot = -1;
  30860. /** @hidden */
  30861. this._designatedSlot = -1;
  30862. /** @hidden */
  30863. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  30864. /** @hidden */
  30865. this._comparisonFunction = 0;
  30866. /** @hidden */
  30867. this._sphericalPolynomial = null;
  30868. /** @hidden */
  30869. this._lodGenerationScale = 0;
  30870. /** @hidden */
  30871. this._lodGenerationOffset = 0;
  30872. /** @hidden */
  30873. this._isRGBD = false;
  30874. /** @hidden */
  30875. this._references = 1;
  30876. this._engine = engine;
  30877. this._dataSource = dataSource;
  30878. if (!delayAllocation) {
  30879. this._webGLTexture = engine._createTexture();
  30880. }
  30881. }
  30882. /**
  30883. * Gets the Engine the texture belongs to.
  30884. * @returns The babylon engine
  30885. */
  30886. InternalTexture.prototype.getEngine = function () {
  30887. return this._engine;
  30888. };
  30889. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  30890. /**
  30891. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  30892. */
  30893. get: function () {
  30894. return this._dataSource;
  30895. },
  30896. enumerable: true,
  30897. configurable: true
  30898. });
  30899. /**
  30900. * Increments the number of references (ie. the number of Texture that point to it)
  30901. */
  30902. InternalTexture.prototype.incrementReferences = function () {
  30903. this._references++;
  30904. };
  30905. /**
  30906. * Change the size of the texture (not the size of the content)
  30907. * @param width defines the new width
  30908. * @param height defines the new height
  30909. * @param depth defines the new depth (1 by default)
  30910. */
  30911. InternalTexture.prototype.updateSize = function (width, height, depth) {
  30912. if (depth === void 0) { depth = 1; }
  30913. this.width = width;
  30914. this.height = height;
  30915. this.depth = depth;
  30916. this.baseWidth = width;
  30917. this.baseHeight = height;
  30918. this.baseDepth = depth;
  30919. this._size = width * height * depth;
  30920. };
  30921. /** @hidden */
  30922. InternalTexture.prototype._rebuild = function () {
  30923. var _this = this;
  30924. var proxy;
  30925. this.isReady = false;
  30926. this._cachedCoordinatesMode = null;
  30927. this._cachedWrapU = null;
  30928. this._cachedWrapV = null;
  30929. this._cachedAnisotropicFilteringLevel = null;
  30930. switch (this._dataSource) {
  30931. case InternalTexture.DATASOURCE_TEMP:
  30932. return;
  30933. case InternalTexture.DATASOURCE_URL:
  30934. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  30935. _this.isReady = true;
  30936. }, null, this._buffer, undefined, this.format);
  30937. proxy._swapAndDie(this);
  30938. return;
  30939. case InternalTexture.DATASOURCE_RAW:
  30940. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30941. proxy._swapAndDie(this);
  30942. this.isReady = true;
  30943. return;
  30944. case InternalTexture.DATASOURCE_RAW3D:
  30945. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30946. proxy._swapAndDie(this);
  30947. this.isReady = true;
  30948. return;
  30949. case InternalTexture.DATASOURCE_DYNAMIC:
  30950. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  30951. proxy._swapAndDie(this);
  30952. // The engine will make sure to update content so no need to flag it as isReady = true
  30953. return;
  30954. case InternalTexture.DATASOURCE_RENDERTARGET:
  30955. var options = new BABYLON.RenderTargetCreationOptions();
  30956. options.generateDepthBuffer = this._generateDepthBuffer;
  30957. options.generateMipMaps = this.generateMipMaps;
  30958. options.generateStencilBuffer = this._generateStencilBuffer;
  30959. options.samplingMode = this.samplingMode;
  30960. options.type = this.type;
  30961. if (this.isCube) {
  30962. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  30963. }
  30964. else {
  30965. var size = {
  30966. width: this.width,
  30967. height: this.height
  30968. };
  30969. proxy = this._engine.createRenderTargetTexture(size, options);
  30970. }
  30971. proxy._swapAndDie(this);
  30972. this.isReady = true;
  30973. return;
  30974. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  30975. var depthTextureOptions = {
  30976. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  30977. comparisonFunction: this._comparisonFunction,
  30978. generateStencil: this._generateStencilBuffer,
  30979. isCube: this.isCube
  30980. };
  30981. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  30982. proxy._swapAndDie(this);
  30983. this.isReady = true;
  30984. return;
  30985. case InternalTexture.DATASOURCE_CUBE:
  30986. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  30987. _this.isReady = true;
  30988. }, null, this.format, this._extension);
  30989. proxy._swapAndDie(this);
  30990. return;
  30991. case InternalTexture.DATASOURCE_CUBERAW:
  30992. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30993. proxy._swapAndDie(this);
  30994. this.isReady = true;
  30995. return;
  30996. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  30997. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  30998. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  30999. _this.isReady = true;
  31000. });
  31001. proxy._swapAndDie(this);
  31002. return;
  31003. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31004. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31005. if (proxy) {
  31006. proxy._swapAndDie(_this);
  31007. }
  31008. _this.isReady = true;
  31009. }, null, this.format, this._extension);
  31010. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31011. return;
  31012. }
  31013. };
  31014. /** @hidden */
  31015. InternalTexture.prototype._swapAndDie = function (target) {
  31016. target._webGLTexture = this._webGLTexture;
  31017. if (this._framebuffer) {
  31018. target._framebuffer = this._framebuffer;
  31019. }
  31020. if (this._depthStencilBuffer) {
  31021. target._depthStencilBuffer = this._depthStencilBuffer;
  31022. }
  31023. if (this._lodTextureHigh) {
  31024. if (target._lodTextureHigh) {
  31025. target._lodTextureHigh.dispose();
  31026. }
  31027. target._lodTextureHigh = this._lodTextureHigh;
  31028. }
  31029. if (this._lodTextureMid) {
  31030. if (target._lodTextureMid) {
  31031. target._lodTextureMid.dispose();
  31032. }
  31033. target._lodTextureMid = this._lodTextureMid;
  31034. }
  31035. if (this._lodTextureLow) {
  31036. if (target._lodTextureLow) {
  31037. target._lodTextureLow.dispose();
  31038. }
  31039. target._lodTextureLow = this._lodTextureLow;
  31040. }
  31041. var cache = this._engine.getLoadedTexturesCache();
  31042. var index = cache.indexOf(this);
  31043. if (index !== -1) {
  31044. cache.splice(index, 1);
  31045. }
  31046. };
  31047. /**
  31048. * Dispose the current allocated resources
  31049. */
  31050. InternalTexture.prototype.dispose = function () {
  31051. if (!this._webGLTexture) {
  31052. return;
  31053. }
  31054. this._references--;
  31055. if (this._references === 0) {
  31056. this._engine._releaseTexture(this);
  31057. this._webGLTexture = null;
  31058. this.previous = null;
  31059. this.next = null;
  31060. }
  31061. };
  31062. /**
  31063. * The source of the texture data is unknown
  31064. */
  31065. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31066. /**
  31067. * Texture data comes from an URL
  31068. */
  31069. InternalTexture.DATASOURCE_URL = 1;
  31070. /**
  31071. * Texture data is only used for temporary storage
  31072. */
  31073. InternalTexture.DATASOURCE_TEMP = 2;
  31074. /**
  31075. * Texture data comes from raw data (ArrayBuffer)
  31076. */
  31077. InternalTexture.DATASOURCE_RAW = 3;
  31078. /**
  31079. * Texture content is dynamic (video or dynamic texture)
  31080. */
  31081. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31082. /**
  31083. * Texture content is generated by rendering to it
  31084. */
  31085. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31086. /**
  31087. * Texture content is part of a multi render target process
  31088. */
  31089. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31090. /**
  31091. * Texture data comes from a cube data file
  31092. */
  31093. InternalTexture.DATASOURCE_CUBE = 7;
  31094. /**
  31095. * Texture data comes from a raw cube data
  31096. */
  31097. InternalTexture.DATASOURCE_CUBERAW = 8;
  31098. /**
  31099. * Texture data come from a prefiltered cube data file
  31100. */
  31101. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31102. /**
  31103. * Texture content is raw 3D data
  31104. */
  31105. InternalTexture.DATASOURCE_RAW3D = 10;
  31106. /**
  31107. * Texture content is a depth texture
  31108. */
  31109. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31110. /**
  31111. * Texture data comes from a raw cube data encoded with RGBD
  31112. */
  31113. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31114. return InternalTexture;
  31115. }());
  31116. BABYLON.InternalTexture = InternalTexture;
  31117. })(BABYLON || (BABYLON = {}));
  31118. //# sourceMappingURL=babylon.internalTexture.js.map
  31119. var BABYLON;
  31120. (function (BABYLON) {
  31121. /**
  31122. * Base class of all the textures in babylon.
  31123. * It groups all the common properties the materials, post process, lights... might need
  31124. * in order to make a correct use of the texture.
  31125. */
  31126. var BaseTexture = /** @class */ (function () {
  31127. /**
  31128. * Instantiates a new BaseTexture.
  31129. * Base class of all the textures in babylon.
  31130. * It groups all the common properties the materials, post process, lights... might need
  31131. * in order to make a correct use of the texture.
  31132. * @param scene Define the scene the texture blongs to
  31133. */
  31134. function BaseTexture(scene) {
  31135. this._hasAlpha = false;
  31136. /**
  31137. * Defines if the alpha value should be determined via the rgb values.
  31138. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31139. */
  31140. this.getAlphaFromRGB = false;
  31141. /**
  31142. * Intensity or strength of the texture.
  31143. * It is commonly used by materials to fine tune the intensity of the texture
  31144. */
  31145. this.level = 1;
  31146. /**
  31147. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31148. * This is part of the texture as textures usually maps to one uv set.
  31149. */
  31150. this.coordinatesIndex = 0;
  31151. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31152. /**
  31153. * | Value | Type | Description |
  31154. * | ----- | ------------------ | ----------- |
  31155. * | 0 | CLAMP_ADDRESSMODE | |
  31156. * | 1 | WRAP_ADDRESSMODE | |
  31157. * | 2 | MIRROR_ADDRESSMODE | |
  31158. */
  31159. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31160. /**
  31161. * | Value | Type | Description |
  31162. * | ----- | ------------------ | ----------- |
  31163. * | 0 | CLAMP_ADDRESSMODE | |
  31164. * | 1 | WRAP_ADDRESSMODE | |
  31165. * | 2 | MIRROR_ADDRESSMODE | |
  31166. */
  31167. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31168. /**
  31169. * | Value | Type | Description |
  31170. * | ----- | ------------------ | ----------- |
  31171. * | 0 | CLAMP_ADDRESSMODE | |
  31172. * | 1 | WRAP_ADDRESSMODE | |
  31173. * | 2 | MIRROR_ADDRESSMODE | |
  31174. */
  31175. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31176. /**
  31177. * With compliant hardware and browser (supporting anisotropic filtering)
  31178. * this defines the level of anisotropic filtering in the texture.
  31179. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31180. */
  31181. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31182. /**
  31183. * Define if the texture is a cube texture or if false a 2d texture.
  31184. */
  31185. this.isCube = false;
  31186. /**
  31187. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31188. */
  31189. this.is3D = false;
  31190. /**
  31191. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31192. * HDR texture are usually stored in linear space.
  31193. * This only impacts the PBR and Background materials
  31194. */
  31195. this.gammaSpace = true;
  31196. /**
  31197. * Is Z inverted in the texture (useful in a cube texture).
  31198. */
  31199. this.invertZ = false;
  31200. /**
  31201. * @hidden
  31202. */
  31203. this.lodLevelInAlpha = false;
  31204. /**
  31205. * Define if the texture is a render target.
  31206. */
  31207. this.isRenderTarget = false;
  31208. /**
  31209. * Define the list of animation attached to the texture.
  31210. */
  31211. this.animations = new Array();
  31212. /**
  31213. * An event triggered when the texture is disposed.
  31214. */
  31215. this.onDisposeObservable = new BABYLON.Observable();
  31216. /**
  31217. * Define the current state of the loading sequence when in delayed load mode.
  31218. */
  31219. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31220. this._cachedSize = BABYLON.Size.Zero();
  31221. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31222. if (this._scene) {
  31223. this._scene.textures.push(this);
  31224. this._scene.onNewTextureAddedObservable.notifyObservers(this);
  31225. }
  31226. this._uid = null;
  31227. }
  31228. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31229. get: function () {
  31230. return this._hasAlpha;
  31231. },
  31232. /**
  31233. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31234. */
  31235. set: function (value) {
  31236. if (this._hasAlpha === value) {
  31237. return;
  31238. }
  31239. this._hasAlpha = value;
  31240. if (this._scene) {
  31241. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31242. }
  31243. },
  31244. enumerable: true,
  31245. configurable: true
  31246. });
  31247. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31248. get: function () {
  31249. return this._coordinatesMode;
  31250. },
  31251. /**
  31252. * How a texture is mapped.
  31253. *
  31254. * | Value | Type | Description |
  31255. * | ----- | ----------------------------------- | ----------- |
  31256. * | 0 | EXPLICIT_MODE | |
  31257. * | 1 | SPHERICAL_MODE | |
  31258. * | 2 | PLANAR_MODE | |
  31259. * | 3 | CUBIC_MODE | |
  31260. * | 4 | PROJECTION_MODE | |
  31261. * | 5 | SKYBOX_MODE | |
  31262. * | 6 | INVCUBIC_MODE | |
  31263. * | 7 | EQUIRECTANGULAR_MODE | |
  31264. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31265. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31266. */
  31267. set: function (value) {
  31268. if (this._coordinatesMode === value) {
  31269. return;
  31270. }
  31271. this._coordinatesMode = value;
  31272. if (this._scene) {
  31273. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31274. }
  31275. },
  31276. enumerable: true,
  31277. configurable: true
  31278. });
  31279. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31280. /**
  31281. * Gets whether or not the texture contains RGBD data.
  31282. */
  31283. get: function () {
  31284. return this._texture != null && this._texture._isRGBD;
  31285. },
  31286. enumerable: true,
  31287. configurable: true
  31288. });
  31289. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31290. /**
  31291. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31292. */
  31293. get: function () {
  31294. if (this._texture) {
  31295. return this._texture._lodGenerationOffset;
  31296. }
  31297. return 0.0;
  31298. },
  31299. set: function (value) {
  31300. if (this._texture) {
  31301. this._texture._lodGenerationOffset = value;
  31302. }
  31303. },
  31304. enumerable: true,
  31305. configurable: true
  31306. });
  31307. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31308. /**
  31309. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31310. */
  31311. get: function () {
  31312. if (this._texture) {
  31313. return this._texture._lodGenerationScale;
  31314. }
  31315. return 0.0;
  31316. },
  31317. set: function (value) {
  31318. if (this._texture) {
  31319. this._texture._lodGenerationScale = value;
  31320. }
  31321. },
  31322. enumerable: true,
  31323. configurable: true
  31324. });
  31325. Object.defineProperty(BaseTexture.prototype, "uid", {
  31326. /**
  31327. * Define the unique id of the texture in the scene.
  31328. */
  31329. get: function () {
  31330. if (!this._uid) {
  31331. this._uid = BABYLON.Tools.RandomId();
  31332. }
  31333. return this._uid;
  31334. },
  31335. enumerable: true,
  31336. configurable: true
  31337. });
  31338. /**
  31339. * Return a string representation of the texture.
  31340. * @returns the texture as a string
  31341. */
  31342. BaseTexture.prototype.toString = function () {
  31343. return this.name;
  31344. };
  31345. /**
  31346. * Get the class name of the texture.
  31347. * @returns "BaseTexture"
  31348. */
  31349. BaseTexture.prototype.getClassName = function () {
  31350. return "BaseTexture";
  31351. };
  31352. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31353. /**
  31354. * Callback triggered when the texture has been disposed.
  31355. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31356. */
  31357. set: function (callback) {
  31358. if (this._onDisposeObserver) {
  31359. this.onDisposeObservable.remove(this._onDisposeObserver);
  31360. }
  31361. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31362. },
  31363. enumerable: true,
  31364. configurable: true
  31365. });
  31366. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31367. /**
  31368. * Define if the texture is preventinga material to render or not.
  31369. * If not and the texture is not ready, the engine will use a default black texture instead.
  31370. */
  31371. get: function () {
  31372. return true;
  31373. },
  31374. enumerable: true,
  31375. configurable: true
  31376. });
  31377. /**
  31378. * Get the scene the texture belongs to.
  31379. * @returns the scene or null if undefined
  31380. */
  31381. BaseTexture.prototype.getScene = function () {
  31382. return this._scene;
  31383. };
  31384. /**
  31385. * Get the texture transform matrix used to offset tile the texture for istance.
  31386. * @returns the transformation matrix
  31387. */
  31388. BaseTexture.prototype.getTextureMatrix = function () {
  31389. return BABYLON.Matrix.IdentityReadOnly;
  31390. };
  31391. /**
  31392. * Get the texture reflection matrix used to rotate/transform the reflection.
  31393. * @returns the reflection matrix
  31394. */
  31395. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31396. return BABYLON.Matrix.IdentityReadOnly;
  31397. };
  31398. /**
  31399. * Get the underlying lower level texture from Babylon.
  31400. * @returns the insternal texture
  31401. */
  31402. BaseTexture.prototype.getInternalTexture = function () {
  31403. return this._texture;
  31404. };
  31405. /**
  31406. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31407. * @returns true if ready or not blocking
  31408. */
  31409. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31410. return !this.isBlocking || this.isReady();
  31411. };
  31412. /**
  31413. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31414. * @returns true if fully ready
  31415. */
  31416. BaseTexture.prototype.isReady = function () {
  31417. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31418. this.delayLoad();
  31419. return false;
  31420. }
  31421. if (this._texture) {
  31422. return this._texture.isReady;
  31423. }
  31424. return false;
  31425. };
  31426. /**
  31427. * Get the size of the texture.
  31428. * @returns the texture size.
  31429. */
  31430. BaseTexture.prototype.getSize = function () {
  31431. if (this._texture) {
  31432. if (this._texture.width) {
  31433. this._cachedSize.width = this._texture.width;
  31434. this._cachedSize.height = this._texture.height;
  31435. return this._cachedSize;
  31436. }
  31437. if (this._texture._size) {
  31438. this._cachedSize.width = this._texture._size;
  31439. this._cachedSize.height = this._texture._size;
  31440. return this._cachedSize;
  31441. }
  31442. }
  31443. return this._cachedSize;
  31444. };
  31445. /**
  31446. * Get the base size of the texture.
  31447. * It can be different from the size if the texture has been resized for POT for instance
  31448. * @returns the base size
  31449. */
  31450. BaseTexture.prototype.getBaseSize = function () {
  31451. if (!this.isReady() || !this._texture) {
  31452. return BABYLON.Size.Zero();
  31453. }
  31454. if (this._texture._size) {
  31455. return new BABYLON.Size(this._texture._size, this._texture._size);
  31456. }
  31457. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31458. };
  31459. /**
  31460. * Scales the texture if is `canRescale()`
  31461. * @param ratio the resize factor we want to use to rescale
  31462. */
  31463. BaseTexture.prototype.scale = function (ratio) {
  31464. };
  31465. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31466. /**
  31467. * Get if the texture can rescale.
  31468. */
  31469. get: function () {
  31470. return false;
  31471. },
  31472. enumerable: true,
  31473. configurable: true
  31474. });
  31475. /** @hidden */
  31476. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31477. if (!this._scene) {
  31478. return null;
  31479. }
  31480. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31481. for (var index = 0; index < texturesCache.length; index++) {
  31482. var texturesCacheEntry = texturesCache[index];
  31483. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31484. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31485. texturesCacheEntry.incrementReferences();
  31486. return texturesCacheEntry;
  31487. }
  31488. }
  31489. }
  31490. return null;
  31491. };
  31492. /** @hidden */
  31493. BaseTexture.prototype._rebuild = function () {
  31494. };
  31495. /**
  31496. * Triggers the load sequence in delayed load mode.
  31497. */
  31498. BaseTexture.prototype.delayLoad = function () {
  31499. };
  31500. /**
  31501. * Clones the texture.
  31502. * @returns the cloned texture
  31503. */
  31504. BaseTexture.prototype.clone = function () {
  31505. return null;
  31506. };
  31507. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31508. /**
  31509. * Get the texture underlying type (INT, FLOAT...)
  31510. */
  31511. get: function () {
  31512. if (!this._texture) {
  31513. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31514. }
  31515. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31516. },
  31517. enumerable: true,
  31518. configurable: true
  31519. });
  31520. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  31521. /**
  31522. * Get the texture underlying format (RGB, RGBA...)
  31523. */
  31524. get: function () {
  31525. if (!this._texture) {
  31526. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31527. }
  31528. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  31529. },
  31530. enumerable: true,
  31531. configurable: true
  31532. });
  31533. /**
  31534. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  31535. * This will returns an RGBA array buffer containing either in values (0-255) or
  31536. * float values (0-1) depending of the underlying buffer type.
  31537. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  31538. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  31539. * @param buffer defines a user defined buffer to fill with data (can be null)
  31540. * @returns The Array buffer containing the pixels data.
  31541. */
  31542. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  31543. if (faceIndex === void 0) { faceIndex = 0; }
  31544. if (level === void 0) { level = 0; }
  31545. if (buffer === void 0) { buffer = null; }
  31546. if (!this._texture) {
  31547. return null;
  31548. }
  31549. var size = this.getSize();
  31550. var width = size.width;
  31551. var height = size.height;
  31552. var scene = this.getScene();
  31553. if (!scene) {
  31554. return null;
  31555. }
  31556. var engine = scene.getEngine();
  31557. if (level != 0) {
  31558. width = width / Math.pow(2, level);
  31559. height = height / Math.pow(2, level);
  31560. width = Math.round(width);
  31561. height = Math.round(height);
  31562. }
  31563. if (this._texture.isCube) {
  31564. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  31565. }
  31566. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  31567. };
  31568. /**
  31569. * Release and destroy the underlying lower level texture aka internalTexture.
  31570. */
  31571. BaseTexture.prototype.releaseInternalTexture = function () {
  31572. if (this._texture) {
  31573. this._texture.dispose();
  31574. this._texture = null;
  31575. }
  31576. };
  31577. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  31578. /**
  31579. * Get the polynomial representation of the texture data.
  31580. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  31581. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  31582. */
  31583. get: function () {
  31584. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  31585. return null;
  31586. }
  31587. if (!this._texture._sphericalPolynomial) {
  31588. this._texture._sphericalPolynomial =
  31589. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  31590. }
  31591. return this._texture._sphericalPolynomial;
  31592. },
  31593. set: function (value) {
  31594. if (this._texture) {
  31595. this._texture._sphericalPolynomial = value;
  31596. }
  31597. },
  31598. enumerable: true,
  31599. configurable: true
  31600. });
  31601. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  31602. /** @hidden */
  31603. get: function () {
  31604. if (this._texture) {
  31605. return this._texture._lodTextureHigh;
  31606. }
  31607. return null;
  31608. },
  31609. enumerable: true,
  31610. configurable: true
  31611. });
  31612. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  31613. /** @hidden */
  31614. get: function () {
  31615. if (this._texture) {
  31616. return this._texture._lodTextureMid;
  31617. }
  31618. return null;
  31619. },
  31620. enumerable: true,
  31621. configurable: true
  31622. });
  31623. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  31624. /** @hidden */
  31625. get: function () {
  31626. if (this._texture) {
  31627. return this._texture._lodTextureLow;
  31628. }
  31629. return null;
  31630. },
  31631. enumerable: true,
  31632. configurable: true
  31633. });
  31634. /**
  31635. * Dispose the texture and release its associated resources.
  31636. */
  31637. BaseTexture.prototype.dispose = function () {
  31638. if (!this._scene) {
  31639. return;
  31640. }
  31641. // Animations
  31642. this._scene.stopAnimation(this);
  31643. // Remove from scene
  31644. this._scene._removePendingData(this);
  31645. var index = this._scene.textures.indexOf(this);
  31646. if (index >= 0) {
  31647. this._scene.textures.splice(index, 1);
  31648. }
  31649. this._scene.onTextureRemovedObservable.notifyObservers(this);
  31650. if (this._texture === undefined) {
  31651. return;
  31652. }
  31653. // Release
  31654. this.releaseInternalTexture();
  31655. // Callback
  31656. this.onDisposeObservable.notifyObservers(this);
  31657. this.onDisposeObservable.clear();
  31658. };
  31659. /**
  31660. * Serialize the texture into a JSON representation that can be parsed later on.
  31661. * @returns the JSON representation of the texture
  31662. */
  31663. BaseTexture.prototype.serialize = function () {
  31664. if (!this.name) {
  31665. return null;
  31666. }
  31667. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  31668. // Animations
  31669. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  31670. return serializationObject;
  31671. };
  31672. /**
  31673. * Helper function to be called back once a list of texture contains only ready textures.
  31674. * @param textures Define the list of textures to wait for
  31675. * @param callback Define the callback triggered once the entire list will be ready
  31676. */
  31677. BaseTexture.WhenAllReady = function (textures, callback) {
  31678. var numRemaining = textures.length;
  31679. if (numRemaining === 0) {
  31680. callback();
  31681. return;
  31682. }
  31683. var _loop_1 = function () {
  31684. texture = textures[i];
  31685. if (texture.isReady()) {
  31686. if (--numRemaining === 0) {
  31687. callback();
  31688. }
  31689. }
  31690. else {
  31691. onLoadObservable = texture.onLoadObservable;
  31692. var onLoadCallback_1 = function () {
  31693. onLoadObservable.removeCallback(onLoadCallback_1);
  31694. if (--numRemaining === 0) {
  31695. callback();
  31696. }
  31697. };
  31698. onLoadObservable.add(onLoadCallback_1);
  31699. }
  31700. };
  31701. var texture, onLoadObservable;
  31702. for (var i = 0; i < textures.length; i++) {
  31703. _loop_1();
  31704. }
  31705. };
  31706. /**
  31707. * Default anisotropic filtering level for the application.
  31708. * It is set to 4 as a good tradeoff between perf and quality.
  31709. */
  31710. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  31711. __decorate([
  31712. BABYLON.serialize()
  31713. ], BaseTexture.prototype, "name", void 0);
  31714. __decorate([
  31715. BABYLON.serialize("hasAlpha")
  31716. ], BaseTexture.prototype, "_hasAlpha", void 0);
  31717. __decorate([
  31718. BABYLON.serialize()
  31719. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  31720. __decorate([
  31721. BABYLON.serialize()
  31722. ], BaseTexture.prototype, "level", void 0);
  31723. __decorate([
  31724. BABYLON.serialize()
  31725. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  31726. __decorate([
  31727. BABYLON.serialize("coordinatesMode")
  31728. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  31729. __decorate([
  31730. BABYLON.serialize()
  31731. ], BaseTexture.prototype, "wrapU", void 0);
  31732. __decorate([
  31733. BABYLON.serialize()
  31734. ], BaseTexture.prototype, "wrapV", void 0);
  31735. __decorate([
  31736. BABYLON.serialize()
  31737. ], BaseTexture.prototype, "wrapR", void 0);
  31738. __decorate([
  31739. BABYLON.serialize()
  31740. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  31741. __decorate([
  31742. BABYLON.serialize()
  31743. ], BaseTexture.prototype, "isCube", void 0);
  31744. __decorate([
  31745. BABYLON.serialize()
  31746. ], BaseTexture.prototype, "is3D", void 0);
  31747. __decorate([
  31748. BABYLON.serialize()
  31749. ], BaseTexture.prototype, "gammaSpace", void 0);
  31750. __decorate([
  31751. BABYLON.serialize()
  31752. ], BaseTexture.prototype, "invertZ", void 0);
  31753. __decorate([
  31754. BABYLON.serialize()
  31755. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  31756. __decorate([
  31757. BABYLON.serialize()
  31758. ], BaseTexture.prototype, "lodGenerationOffset", null);
  31759. __decorate([
  31760. BABYLON.serialize()
  31761. ], BaseTexture.prototype, "lodGenerationScale", null);
  31762. __decorate([
  31763. BABYLON.serialize()
  31764. ], BaseTexture.prototype, "isRenderTarget", void 0);
  31765. return BaseTexture;
  31766. }());
  31767. BABYLON.BaseTexture = BaseTexture;
  31768. })(BABYLON || (BABYLON = {}));
  31769. //# sourceMappingURL=babylon.baseTexture.js.map
  31770. var BABYLON;
  31771. (function (BABYLON) {
  31772. /**
  31773. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31774. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31775. */
  31776. var Texture = /** @class */ (function (_super) {
  31777. __extends(Texture, _super);
  31778. /**
  31779. * Instantiates a new texture.
  31780. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  31781. * @see http://doc.babylonjs.com/babylon101/materials#texture
  31782. * @param url define the url of the picture to load as a texture
  31783. * @param scene define the scene the texture will belong to
  31784. * @param noMipmap define if the texture will require mip maps or not
  31785. * @param invertY define if the texture needs to be inverted on the y axis during loading
  31786. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  31787. * @param onLoad define a callback triggered when the texture has been loaded
  31788. * @param onError define a callback triggered when an error occurred during the loading session
  31789. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  31790. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  31791. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  31792. */
  31793. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  31794. if (noMipmap === void 0) { noMipmap = false; }
  31795. if (invertY === void 0) { invertY = true; }
  31796. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  31797. if (onLoad === void 0) { onLoad = null; }
  31798. if (onError === void 0) { onError = null; }
  31799. if (buffer === void 0) { buffer = null; }
  31800. if (deleteBuffer === void 0) { deleteBuffer = false; }
  31801. var _this = _super.call(this, scene) || this;
  31802. /**
  31803. * Define an offset on the texture to offset the u coordinates of the UVs
  31804. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31805. */
  31806. _this.uOffset = 0;
  31807. /**
  31808. * Define an offset on the texture to offset the v coordinates of the UVs
  31809. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  31810. */
  31811. _this.vOffset = 0;
  31812. /**
  31813. * Define an offset on the texture to scale the u coordinates of the UVs
  31814. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31815. */
  31816. _this.uScale = 1.0;
  31817. /**
  31818. * Define an offset on the texture to scale the v coordinates of the UVs
  31819. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  31820. */
  31821. _this.vScale = 1.0;
  31822. /**
  31823. * Define an offset on the texture to rotate around the u coordinates of the UVs
  31824. * @see http://doc.babylonjs.com/how_to/more_materials
  31825. */
  31826. _this.uAng = 0;
  31827. /**
  31828. * Define an offset on the texture to rotate around the v coordinates of the UVs
  31829. * @see http://doc.babylonjs.com/how_to/more_materials
  31830. */
  31831. _this.vAng = 0;
  31832. /**
  31833. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  31834. * @see http://doc.babylonjs.com/how_to/more_materials
  31835. */
  31836. _this.wAng = 0;
  31837. /**
  31838. * Defines the center of rotation (U)
  31839. */
  31840. _this.uRotationCenter = 0.5;
  31841. /**
  31842. * Defines the center of rotation (V)
  31843. */
  31844. _this.vRotationCenter = 0.5;
  31845. /**
  31846. * Defines the center of rotation (W)
  31847. */
  31848. _this.wRotationCenter = 0.5;
  31849. /**
  31850. * Observable triggered once the texture has been loaded.
  31851. */
  31852. _this.onLoadObservable = new BABYLON.Observable();
  31853. _this._isBlocking = true;
  31854. _this.name = url || "";
  31855. _this.url = url;
  31856. _this._noMipmap = noMipmap;
  31857. _this._invertY = invertY;
  31858. _this._samplingMode = samplingMode;
  31859. _this._buffer = buffer;
  31860. _this._deleteBuffer = deleteBuffer;
  31861. if (format) {
  31862. _this._format = format;
  31863. }
  31864. scene = _this.getScene();
  31865. if (!scene) {
  31866. return _this;
  31867. }
  31868. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  31869. var load = function () {
  31870. if (_this.onLoadObservable.hasObservers()) {
  31871. _this.onLoadObservable.notifyObservers(_this);
  31872. }
  31873. if (onLoad) {
  31874. onLoad();
  31875. }
  31876. if (!_this.isBlocking && scene) {
  31877. scene.resetCachedMaterial();
  31878. }
  31879. };
  31880. if (!_this.url) {
  31881. _this._delayedOnLoad = load;
  31882. _this._delayedOnError = onError;
  31883. return _this;
  31884. }
  31885. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  31886. if (!_this._texture) {
  31887. if (!scene.useDelayedTextureLoading) {
  31888. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  31889. if (deleteBuffer) {
  31890. delete _this._buffer;
  31891. }
  31892. }
  31893. else {
  31894. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31895. _this._delayedOnLoad = load;
  31896. _this._delayedOnError = onError;
  31897. }
  31898. }
  31899. else {
  31900. if (_this._texture.isReady) {
  31901. BABYLON.Tools.SetImmediate(function () { return load(); });
  31902. }
  31903. else {
  31904. _this._texture.onLoadedObservable.add(load);
  31905. }
  31906. }
  31907. return _this;
  31908. }
  31909. Object.defineProperty(Texture.prototype, "noMipmap", {
  31910. /**
  31911. * Are mip maps generated for this texture or not.
  31912. */
  31913. get: function () {
  31914. return this._noMipmap;
  31915. },
  31916. enumerable: true,
  31917. configurable: true
  31918. });
  31919. Object.defineProperty(Texture.prototype, "isBlocking", {
  31920. get: function () {
  31921. return this._isBlocking;
  31922. },
  31923. /**
  31924. * Is the texture preventing material to render while loading.
  31925. * If false, a default texture will be used instead of the loading one during the preparation step.
  31926. */
  31927. set: function (value) {
  31928. this._isBlocking = value;
  31929. },
  31930. enumerable: true,
  31931. configurable: true
  31932. });
  31933. Object.defineProperty(Texture.prototype, "samplingMode", {
  31934. /**
  31935. * Get the current sampling mode associated with the texture.
  31936. */
  31937. get: function () {
  31938. return this._samplingMode;
  31939. },
  31940. enumerable: true,
  31941. configurable: true
  31942. });
  31943. /**
  31944. * Update the url (and optional buffer) of this texture if url was null during construction.
  31945. * @param url the url of the texture
  31946. * @param buffer the buffer of the texture (defaults to null)
  31947. */
  31948. Texture.prototype.updateURL = function (url, buffer) {
  31949. if (buffer === void 0) { buffer = null; }
  31950. if (this.url) {
  31951. throw new Error("URL is already set");
  31952. }
  31953. this.url = url;
  31954. this._buffer = buffer;
  31955. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  31956. this.delayLoad();
  31957. };
  31958. /**
  31959. * Finish the loading sequence of a texture flagged as delayed load.
  31960. * @hidden
  31961. */
  31962. Texture.prototype.delayLoad = function () {
  31963. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31964. return;
  31965. }
  31966. var scene = this.getScene();
  31967. if (!scene) {
  31968. return;
  31969. }
  31970. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  31971. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  31972. if (!this._texture) {
  31973. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  31974. if (this._deleteBuffer) {
  31975. delete this._buffer;
  31976. }
  31977. }
  31978. else {
  31979. if (this._delayedOnLoad) {
  31980. if (this._texture.isReady) {
  31981. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  31982. }
  31983. else {
  31984. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  31985. }
  31986. }
  31987. }
  31988. this._delayedOnLoad = null;
  31989. this._delayedOnError = null;
  31990. };
  31991. /**
  31992. * Update the sampling mode of the texture.
  31993. * Default is Trilinear mode.
  31994. *
  31995. * | Value | Type | Description |
  31996. * | ----- | ------------------ | ----------- |
  31997. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31998. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31999. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  32000. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  32001. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  32002. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  32003. * | 7 | NEAREST_LINEAR | |
  32004. * | 8 | NEAREST_NEAREST | |
  32005. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  32006. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  32007. * | 11 | LINEAR_LINEAR | |
  32008. * | 12 | LINEAR_NEAREST | |
  32009. *
  32010. * > _mag_: magnification filter (close to the viewer)
  32011. * > _min_: minification filter (far from the viewer)
  32012. * > _mip_: filter used between mip map levels
  32013. *@param samplingMode Define the new sampling mode of the texture
  32014. */
  32015. Texture.prototype.updateSamplingMode = function (samplingMode) {
  32016. if (!this._texture) {
  32017. return;
  32018. }
  32019. var scene = this.getScene();
  32020. if (!scene) {
  32021. return;
  32022. }
  32023. this._samplingMode = samplingMode;
  32024. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  32025. };
  32026. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32027. x *= this.uScale;
  32028. y *= this.vScale;
  32029. x -= this.uRotationCenter * this.uScale;
  32030. y -= this.vRotationCenter * this.vScale;
  32031. z -= this.wRotationCenter;
  32032. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32033. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32034. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32035. t.z += this.wRotationCenter;
  32036. };
  32037. /**
  32038. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32039. * @returns the transform matrix of the texture.
  32040. */
  32041. Texture.prototype.getTextureMatrix = function () {
  32042. var _this = this;
  32043. if (this.uOffset === this._cachedUOffset &&
  32044. this.vOffset === this._cachedVOffset &&
  32045. this.uScale === this._cachedUScale &&
  32046. this.vScale === this._cachedVScale &&
  32047. this.uAng === this._cachedUAng &&
  32048. this.vAng === this._cachedVAng &&
  32049. this.wAng === this._cachedWAng) {
  32050. return this._cachedTextureMatrix;
  32051. }
  32052. this._cachedUOffset = this.uOffset;
  32053. this._cachedVOffset = this.vOffset;
  32054. this._cachedUScale = this.uScale;
  32055. this._cachedVScale = this.vScale;
  32056. this._cachedUAng = this.uAng;
  32057. this._cachedVAng = this.vAng;
  32058. this._cachedWAng = this.wAng;
  32059. if (!this._cachedTextureMatrix) {
  32060. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32061. this._rowGenerationMatrix = new BABYLON.Matrix();
  32062. this._t0 = BABYLON.Vector3.Zero();
  32063. this._t1 = BABYLON.Vector3.Zero();
  32064. this._t2 = BABYLON.Vector3.Zero();
  32065. }
  32066. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32067. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32068. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32069. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32070. this._t1.subtractInPlace(this._t0);
  32071. this._t2.subtractInPlace(this._t0);
  32072. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32073. this._cachedTextureMatrix.m[0] = this._t1.x;
  32074. this._cachedTextureMatrix.m[1] = this._t1.y;
  32075. this._cachedTextureMatrix.m[2] = this._t1.z;
  32076. this._cachedTextureMatrix.m[4] = this._t2.x;
  32077. this._cachedTextureMatrix.m[5] = this._t2.y;
  32078. this._cachedTextureMatrix.m[6] = this._t2.z;
  32079. this._cachedTextureMatrix.m[8] = this._t0.x;
  32080. this._cachedTextureMatrix.m[9] = this._t0.y;
  32081. this._cachedTextureMatrix.m[10] = this._t0.z;
  32082. var scene = this.getScene();
  32083. if (!scene) {
  32084. return this._cachedTextureMatrix;
  32085. }
  32086. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32087. return mat.hasTexture(_this);
  32088. });
  32089. return this._cachedTextureMatrix;
  32090. };
  32091. /**
  32092. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32093. * @returns The reflection texture transform
  32094. */
  32095. Texture.prototype.getReflectionTextureMatrix = function () {
  32096. var _this = this;
  32097. var scene = this.getScene();
  32098. if (!scene) {
  32099. return this._cachedTextureMatrix;
  32100. }
  32101. if (this.uOffset === this._cachedUOffset &&
  32102. this.vOffset === this._cachedVOffset &&
  32103. this.uScale === this._cachedUScale &&
  32104. this.vScale === this._cachedVScale &&
  32105. this.coordinatesMode === this._cachedCoordinatesMode) {
  32106. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32107. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32108. return this._cachedTextureMatrix;
  32109. }
  32110. }
  32111. else {
  32112. return this._cachedTextureMatrix;
  32113. }
  32114. }
  32115. if (!this._cachedTextureMatrix) {
  32116. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32117. }
  32118. if (!this._projectionModeMatrix) {
  32119. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32120. }
  32121. this._cachedUOffset = this.uOffset;
  32122. this._cachedVOffset = this.vOffset;
  32123. this._cachedUScale = this.uScale;
  32124. this._cachedVScale = this.vScale;
  32125. this._cachedCoordinatesMode = this.coordinatesMode;
  32126. switch (this.coordinatesMode) {
  32127. case Texture.PLANAR_MODE:
  32128. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32129. this._cachedTextureMatrix[0] = this.uScale;
  32130. this._cachedTextureMatrix[5] = this.vScale;
  32131. this._cachedTextureMatrix[12] = this.uOffset;
  32132. this._cachedTextureMatrix[13] = this.vOffset;
  32133. break;
  32134. case Texture.PROJECTION_MODE:
  32135. BABYLON.Matrix.IdentityToRef(this._projectionModeMatrix);
  32136. this._projectionModeMatrix.m[0] = 0.5;
  32137. this._projectionModeMatrix.m[5] = -0.5;
  32138. this._projectionModeMatrix.m[10] = 0.0;
  32139. this._projectionModeMatrix.m[12] = 0.5;
  32140. this._projectionModeMatrix.m[13] = 0.5;
  32141. this._projectionModeMatrix.m[14] = 1.0;
  32142. this._projectionModeMatrix.m[15] = 1.0;
  32143. var projectionMatrix = scene.getProjectionMatrix();
  32144. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32145. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32146. break;
  32147. default:
  32148. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32149. break;
  32150. }
  32151. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32152. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32153. });
  32154. return this._cachedTextureMatrix;
  32155. };
  32156. /**
  32157. * Clones the texture.
  32158. * @returns the cloned texture
  32159. */
  32160. Texture.prototype.clone = function () {
  32161. var _this = this;
  32162. return BABYLON.SerializationHelper.Clone(function () {
  32163. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32164. }, this);
  32165. };
  32166. /**
  32167. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32168. * @returns The JSON representation of the texture
  32169. */
  32170. Texture.prototype.serialize = function () {
  32171. var serializationObject = _super.prototype.serialize.call(this);
  32172. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32173. serializationObject.base64String = this._buffer;
  32174. serializationObject.name = serializationObject.name.replace("data:", "");
  32175. }
  32176. serializationObject.invertY = this._invertY;
  32177. serializationObject.samplingMode = this.samplingMode;
  32178. return serializationObject;
  32179. };
  32180. /**
  32181. * Get the current class name of the texture usefull for serialization or dynamic coding.
  32182. * @returns "Texture"
  32183. */
  32184. Texture.prototype.getClassName = function () {
  32185. return "Texture";
  32186. };
  32187. /**
  32188. * Dispose the texture and release its associated resources.
  32189. */
  32190. Texture.prototype.dispose = function () {
  32191. _super.prototype.dispose.call(this);
  32192. this.onLoadObservable.clear();
  32193. this._delayedOnLoad = null;
  32194. this._delayedOnError = null;
  32195. };
  32196. /**
  32197. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32198. * @param parsedTexture Define the JSON representation of the texture
  32199. * @param scene Define the scene the parsed texture should be instantiated in
  32200. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32201. * @returns The parsed texture if successful
  32202. */
  32203. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32204. if (parsedTexture.customType) {
  32205. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32206. // Update Sampling Mode
  32207. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32208. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32209. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32210. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32211. }
  32212. }
  32213. return parsedCustomTexture;
  32214. }
  32215. if (parsedTexture.isCube) {
  32216. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32217. }
  32218. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32219. return null;
  32220. }
  32221. var texture = BABYLON.SerializationHelper.Parse(function () {
  32222. var generateMipMaps = true;
  32223. if (parsedTexture.noMipmap) {
  32224. generateMipMaps = false;
  32225. }
  32226. if (parsedTexture.mirrorPlane) {
  32227. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32228. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32229. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32230. return mirrorTexture;
  32231. }
  32232. else if (parsedTexture.isRenderTarget) {
  32233. var renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32234. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32235. return renderTargetTexture;
  32236. }
  32237. else {
  32238. var texture;
  32239. if (parsedTexture.base64String) {
  32240. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32241. }
  32242. else {
  32243. var url = rootUrl + parsedTexture.name;
  32244. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32245. url = parsedTexture.url;
  32246. }
  32247. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32248. }
  32249. return texture;
  32250. }
  32251. }, parsedTexture, scene);
  32252. // Update Sampling Mode
  32253. if (parsedTexture.samplingMode) {
  32254. var sampling = parsedTexture.samplingMode;
  32255. if (texture._samplingMode !== sampling) {
  32256. texture.updateSamplingMode(sampling);
  32257. }
  32258. }
  32259. // Animations
  32260. if (parsedTexture.animations) {
  32261. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32262. var parsedAnimation = parsedTexture.animations[animationIndex];
  32263. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32264. }
  32265. }
  32266. return texture;
  32267. };
  32268. /**
  32269. * Creates a texture from its base 64 representation.
  32270. * @param data Define the base64 payload without the data: prefix
  32271. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32272. * @param scene Define the scene the texture should belong to
  32273. * @param noMipmap Forces the texture to not create mip map information if true
  32274. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32275. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32276. * @param onLoad define a callback triggered when the texture has been loaded
  32277. * @param onError define a callback triggered when an error occurred during the loading session
  32278. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32279. * @returns the created texture
  32280. */
  32281. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32282. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32283. if (onLoad === void 0) { onLoad = null; }
  32284. if (onError === void 0) { onError = null; }
  32285. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32286. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32287. };
  32288. /**
  32289. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32290. * @param data Define the base64 payload without the data: prefix
  32291. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32292. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32293. * @param scene Define the scene the texture should belong to
  32294. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32295. * @param noMipmap Forces the texture to not create mip map information if true
  32296. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32297. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32298. * @param onLoad define a callback triggered when the texture has been loaded
  32299. * @param onError define a callback triggered when an error occurred during the loading session
  32300. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32301. * @returns the created texture
  32302. */
  32303. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32304. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32305. if (noMipmap === void 0) { noMipmap = false; }
  32306. if (invertY === void 0) { invertY = true; }
  32307. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32308. if (onLoad === void 0) { onLoad = null; }
  32309. if (onError === void 0) { onError = null; }
  32310. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32311. if (name.substr(0, 5) !== "data:") {
  32312. name = "data:" + name;
  32313. }
  32314. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32315. };
  32316. /** nearest is mag = nearest and min = nearest and mip = linear */
  32317. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32318. /** nearest is mag = nearest and min = nearest and mip = linear */
  32319. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32320. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32321. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32322. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32323. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32324. /** Trilinear is mag = linear and min = linear and mip = linear */
  32325. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32326. /** Trilinear is mag = linear and min = linear and mip = linear */
  32327. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32328. /** mag = nearest and min = nearest and mip = nearest */
  32329. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32330. /** mag = nearest and min = linear and mip = nearest */
  32331. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32332. /** mag = nearest and min = linear and mip = linear */
  32333. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32334. /** mag = nearest and min = linear and mip = none */
  32335. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32336. /** mag = nearest and min = nearest and mip = none */
  32337. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32338. /** mag = linear and min = nearest and mip = nearest */
  32339. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32340. /** mag = linear and min = nearest and mip = linear */
  32341. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32342. /** mag = linear and min = linear and mip = none */
  32343. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32344. /** mag = linear and min = nearest and mip = none */
  32345. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32346. /** Explicit coordinates mode */
  32347. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32348. /** Spherical coordinates mode */
  32349. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32350. /** Planar coordinates mode */
  32351. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32352. /** Cubic coordinates mode */
  32353. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32354. /** Projection coordinates mode */
  32355. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32356. /** Inverse Cubic coordinates mode */
  32357. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32358. /** Inverse Cubic coordinates mode */
  32359. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32360. /** Equirectangular coordinates mode */
  32361. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32362. /** Equirectangular Fixed coordinates mode */
  32363. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32364. /** Equirectangular Fixed Mirrored coordinates mode */
  32365. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32366. /** Texture is not repeating outside of 0..1 UVs */
  32367. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32368. /** Texture is repeating outside of 0..1 UVs */
  32369. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32370. /** Texture is repeating and mirrored */
  32371. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32372. /**
  32373. * 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
  32374. */
  32375. Texture.UseSerializedUrlIfAny = false;
  32376. __decorate([
  32377. BABYLON.serialize()
  32378. ], Texture.prototype, "url", void 0);
  32379. __decorate([
  32380. BABYLON.serialize()
  32381. ], Texture.prototype, "uOffset", void 0);
  32382. __decorate([
  32383. BABYLON.serialize()
  32384. ], Texture.prototype, "vOffset", void 0);
  32385. __decorate([
  32386. BABYLON.serialize()
  32387. ], Texture.prototype, "uScale", void 0);
  32388. __decorate([
  32389. BABYLON.serialize()
  32390. ], Texture.prototype, "vScale", void 0);
  32391. __decorate([
  32392. BABYLON.serialize()
  32393. ], Texture.prototype, "uAng", void 0);
  32394. __decorate([
  32395. BABYLON.serialize()
  32396. ], Texture.prototype, "vAng", void 0);
  32397. __decorate([
  32398. BABYLON.serialize()
  32399. ], Texture.prototype, "wAng", void 0);
  32400. __decorate([
  32401. BABYLON.serialize()
  32402. ], Texture.prototype, "uRotationCenter", void 0);
  32403. __decorate([
  32404. BABYLON.serialize()
  32405. ], Texture.prototype, "vRotationCenter", void 0);
  32406. __decorate([
  32407. BABYLON.serialize()
  32408. ], Texture.prototype, "wRotationCenter", void 0);
  32409. __decorate([
  32410. BABYLON.serialize()
  32411. ], Texture.prototype, "isBlocking", null);
  32412. return Texture;
  32413. }(BABYLON.BaseTexture));
  32414. BABYLON.Texture = Texture;
  32415. })(BABYLON || (BABYLON = {}));
  32416. //# sourceMappingURL=babylon.texture.js.map
  32417. var BABYLON;
  32418. (function (BABYLON) {
  32419. /**
  32420. * @hidden
  32421. **/
  32422. var _CreationDataStorage = /** @class */ (function () {
  32423. function _CreationDataStorage() {
  32424. }
  32425. return _CreationDataStorage;
  32426. }());
  32427. BABYLON._CreationDataStorage = _CreationDataStorage;
  32428. /**
  32429. * @hidden
  32430. **/
  32431. var _InstanceDataStorage = /** @class */ (function () {
  32432. function _InstanceDataStorage() {
  32433. this.visibleInstances = {};
  32434. this.renderIdForInstances = new Array();
  32435. this.batchCache = new _InstancesBatch();
  32436. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32437. }
  32438. return _InstanceDataStorage;
  32439. }());
  32440. /**
  32441. * @hidden
  32442. **/
  32443. var _InstancesBatch = /** @class */ (function () {
  32444. function _InstancesBatch() {
  32445. this.mustReturn = false;
  32446. this.visibleInstances = new Array();
  32447. this.renderSelf = new Array();
  32448. }
  32449. return _InstancesBatch;
  32450. }());
  32451. BABYLON._InstancesBatch = _InstancesBatch;
  32452. /**
  32453. * Class used to represent renderable models
  32454. */
  32455. var Mesh = /** @class */ (function (_super) {
  32456. __extends(Mesh, _super);
  32457. /**
  32458. * @constructor
  32459. * @param name The value used by scene.getMeshByName() to do a lookup.
  32460. * @param scene The scene to add this mesh to.
  32461. * @param parent The parent of this mesh, if it has one
  32462. * @param source An optional Mesh from which geometry is shared, cloned.
  32463. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32464. * When false, achieved by calling a clone(), also passing False.
  32465. * This will make creation of children, recursive.
  32466. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32467. */
  32468. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32469. if (scene === void 0) { scene = null; }
  32470. if (parent === void 0) { parent = null; }
  32471. if (source === void 0) { source = null; }
  32472. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32473. var _this = _super.call(this, name, scene) || this;
  32474. // Members
  32475. /**
  32476. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32477. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32478. */
  32479. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32480. /**
  32481. * Gets the list of instances created from this mesh
  32482. * it is not supposed to be modified manually.
  32483. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32484. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32485. */
  32486. _this.instances = new Array();
  32487. _this._LODLevels = new Array();
  32488. /** @hidden */
  32489. _this._instanceDataStorage = new _InstanceDataStorage();
  32490. // Use by builder only to know what orientation were the mesh build in.
  32491. /** @hidden */
  32492. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32493. /**
  32494. * Use this property to change the original side orientation defined at construction time
  32495. */
  32496. _this.overrideMaterialSideOrientation = null;
  32497. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32498. // Will be used to save a source mesh reference, If any
  32499. _this._source = null;
  32500. scene = _this.getScene();
  32501. if (source) {
  32502. // Geometry
  32503. if (source._geometry) {
  32504. source._geometry.applyToMesh(_this);
  32505. }
  32506. // Deep copy
  32507. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32508. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32509. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32510. ], ["_poseMatrix"]);
  32511. // Source mesh
  32512. _this._source = source;
  32513. if (scene.useClonedMeshhMap) {
  32514. if (!source.meshMap) {
  32515. source.meshMap = {};
  32516. }
  32517. source.meshMap[_this.uniqueId] = _this;
  32518. }
  32519. // Construction Params
  32520. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32521. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32522. _this._creationDataStorage = source._creationDataStorage;
  32523. // Animation ranges
  32524. if (_this._source._ranges) {
  32525. var ranges = _this._source._ranges;
  32526. for (var name in ranges) {
  32527. if (!ranges.hasOwnProperty(name)) {
  32528. continue;
  32529. }
  32530. if (!ranges[name]) {
  32531. continue;
  32532. }
  32533. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  32534. }
  32535. }
  32536. // Metadata
  32537. if (source.metadata && source.metadata.clone) {
  32538. _this.metadata = source.metadata.clone();
  32539. }
  32540. else {
  32541. _this.metadata = source.metadata;
  32542. }
  32543. // Tags
  32544. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  32545. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  32546. }
  32547. // Parent
  32548. _this.parent = source.parent;
  32549. // Pivot
  32550. _this.setPivotMatrix(source.getPivotMatrix());
  32551. _this.id = name + "." + source.id;
  32552. // Material
  32553. _this.material = source.material;
  32554. var index;
  32555. if (!doNotCloneChildren) {
  32556. // Children
  32557. var directDescendants = source.getDescendants(true);
  32558. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  32559. var child = directDescendants[index_1];
  32560. if (child.clone) {
  32561. child.clone(name + "." + child.name, _this);
  32562. }
  32563. }
  32564. }
  32565. // Physics clone
  32566. var physicsEngine = _this.getScene().getPhysicsEngine();
  32567. if (clonePhysicsImpostor && physicsEngine) {
  32568. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  32569. if (impostor) {
  32570. _this.physicsImpostor = impostor.clone(_this);
  32571. }
  32572. }
  32573. // Particles
  32574. for (index = 0; index < scene.particleSystems.length; index++) {
  32575. var system = scene.particleSystems[index];
  32576. if (system.emitter === source) {
  32577. system.clone(system.name, _this);
  32578. }
  32579. }
  32580. _this.refreshBoundingInfo();
  32581. _this.computeWorldMatrix(true);
  32582. }
  32583. // Parent
  32584. if (parent !== null) {
  32585. _this.parent = parent;
  32586. }
  32587. return _this;
  32588. }
  32589. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  32590. /**
  32591. * An event triggered before rendering the mesh
  32592. */
  32593. get: function () {
  32594. if (!this._onBeforeRenderObservable) {
  32595. this._onBeforeRenderObservable = new BABYLON.Observable();
  32596. }
  32597. return this._onBeforeRenderObservable;
  32598. },
  32599. enumerable: true,
  32600. configurable: true
  32601. });
  32602. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  32603. /**
  32604. * An event triggered after rendering the mesh
  32605. */
  32606. get: function () {
  32607. if (!this._onAfterRenderObservable) {
  32608. this._onAfterRenderObservable = new BABYLON.Observable();
  32609. }
  32610. return this._onAfterRenderObservable;
  32611. },
  32612. enumerable: true,
  32613. configurable: true
  32614. });
  32615. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  32616. /**
  32617. * An event triggered before drawing the mesh
  32618. */
  32619. get: function () {
  32620. if (!this._onBeforeDrawObservable) {
  32621. this._onBeforeDrawObservable = new BABYLON.Observable();
  32622. }
  32623. return this._onBeforeDrawObservable;
  32624. },
  32625. enumerable: true,
  32626. configurable: true
  32627. });
  32628. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  32629. /**
  32630. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  32631. */
  32632. set: function (callback) {
  32633. if (this._onBeforeDrawObserver) {
  32634. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  32635. }
  32636. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  32637. },
  32638. enumerable: true,
  32639. configurable: true
  32640. });
  32641. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  32642. /**
  32643. * Gets or sets the morph target manager
  32644. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  32645. */
  32646. get: function () {
  32647. return this._morphTargetManager;
  32648. },
  32649. set: function (value) {
  32650. if (this._morphTargetManager === value) {
  32651. return;
  32652. }
  32653. this._morphTargetManager = value;
  32654. this._syncGeometryWithMorphTargetManager();
  32655. },
  32656. enumerable: true,
  32657. configurable: true
  32658. });
  32659. Object.defineProperty(Mesh.prototype, "source", {
  32660. /**
  32661. * Gets the source mesh (the one used to clone this one from)
  32662. */
  32663. get: function () {
  32664. return this._source;
  32665. },
  32666. enumerable: true,
  32667. configurable: true
  32668. });
  32669. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  32670. /**
  32671. * Gets or sets a boolean indicating that this mesh does not use index buffer
  32672. */
  32673. get: function () {
  32674. return this._unIndexed;
  32675. },
  32676. set: function (value) {
  32677. if (this._unIndexed !== value) {
  32678. this._unIndexed = value;
  32679. this._markSubMeshesAsAttributesDirty();
  32680. }
  32681. },
  32682. enumerable: true,
  32683. configurable: true
  32684. });
  32685. // Methods
  32686. /**
  32687. * Gets the class name
  32688. * @returns the string "Mesh".
  32689. */
  32690. Mesh.prototype.getClassName = function () {
  32691. return "Mesh";
  32692. };
  32693. /**
  32694. * Returns a description of this mesh
  32695. * @param fullDetails define if full details about this mesh must be used
  32696. * @returns a descriptive string representing this mesh
  32697. */
  32698. Mesh.prototype.toString = function (fullDetails) {
  32699. var ret = _super.prototype.toString.call(this, fullDetails);
  32700. ret += ", n vertices: " + this.getTotalVertices();
  32701. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  32702. if (this.animations) {
  32703. for (var i = 0; i < this.animations.length; i++) {
  32704. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  32705. }
  32706. }
  32707. if (fullDetails) {
  32708. if (this._geometry) {
  32709. var ib = this.getIndices();
  32710. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  32711. if (vb && ib) {
  32712. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  32713. }
  32714. }
  32715. else {
  32716. ret += ", flat shading: UNKNOWN";
  32717. }
  32718. }
  32719. return ret;
  32720. };
  32721. /** @hidden */
  32722. Mesh.prototype._unBindEffect = function () {
  32723. _super.prototype._unBindEffect.call(this);
  32724. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  32725. var instance = _a[_i];
  32726. instance._unBindEffect();
  32727. }
  32728. };
  32729. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  32730. /**
  32731. * Gets a boolean indicating if this mesh has LOD
  32732. */
  32733. get: function () {
  32734. return this._LODLevels.length > 0;
  32735. },
  32736. enumerable: true,
  32737. configurable: true
  32738. });
  32739. /**
  32740. * Gets the list of MeshLODLevel associated with the current mesh
  32741. * @returns an array of MeshLODLevel
  32742. */
  32743. Mesh.prototype.getLODLevels = function () {
  32744. return this._LODLevels;
  32745. };
  32746. Mesh.prototype._sortLODLevels = function () {
  32747. this._LODLevels.sort(function (a, b) {
  32748. if (a.distance < b.distance) {
  32749. return 1;
  32750. }
  32751. if (a.distance > b.distance) {
  32752. return -1;
  32753. }
  32754. return 0;
  32755. });
  32756. };
  32757. /**
  32758. * Add a mesh as LOD level triggered at the given distance.
  32759. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32760. * @param distance The distance from the center of the object to show this level
  32761. * @param mesh The mesh to be added as LOD level (can be null)
  32762. * @return This mesh (for chaining)
  32763. */
  32764. Mesh.prototype.addLODLevel = function (distance, mesh) {
  32765. if (mesh && mesh._masterMesh) {
  32766. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  32767. return this;
  32768. }
  32769. var level = new BABYLON.MeshLODLevel(distance, mesh);
  32770. this._LODLevels.push(level);
  32771. if (mesh) {
  32772. mesh._masterMesh = this;
  32773. }
  32774. this._sortLODLevels();
  32775. return this;
  32776. };
  32777. /**
  32778. * Returns the LOD level mesh at the passed distance or null if not found.
  32779. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32780. * @param distance The distance from the center of the object to show this level
  32781. * @returns a Mesh or `null`
  32782. */
  32783. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  32784. for (var index = 0; index < this._LODLevels.length; index++) {
  32785. var level = this._LODLevels[index];
  32786. if (level.distance === distance) {
  32787. return level.mesh;
  32788. }
  32789. }
  32790. return null;
  32791. };
  32792. /**
  32793. * Remove a mesh from the LOD array
  32794. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32795. * @param mesh defines the mesh to be removed
  32796. * @return This mesh (for chaining)
  32797. */
  32798. Mesh.prototype.removeLODLevel = function (mesh) {
  32799. for (var index = 0; index < this._LODLevels.length; index++) {
  32800. if (this._LODLevels[index].mesh === mesh) {
  32801. this._LODLevels.splice(index, 1);
  32802. if (mesh) {
  32803. mesh._masterMesh = null;
  32804. }
  32805. }
  32806. }
  32807. this._sortLODLevels();
  32808. return this;
  32809. };
  32810. /**
  32811. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  32812. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  32813. * @param camera defines the camera to use to compute distance
  32814. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  32815. * @return This mesh (for chaining)
  32816. */
  32817. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  32818. if (!this._LODLevels || this._LODLevels.length === 0) {
  32819. return this;
  32820. }
  32821. var bSphere;
  32822. if (boundingSphere) {
  32823. bSphere = boundingSphere;
  32824. }
  32825. else {
  32826. var boundingInfo = this.getBoundingInfo();
  32827. bSphere = boundingInfo.boundingSphere;
  32828. }
  32829. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  32830. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  32831. if (this.onLODLevelSelection) {
  32832. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  32833. }
  32834. return this;
  32835. }
  32836. for (var index = 0; index < this._LODLevels.length; index++) {
  32837. var level = this._LODLevels[index];
  32838. if (level.distance < distanceToCamera) {
  32839. if (level.mesh) {
  32840. level.mesh._preActivate();
  32841. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  32842. }
  32843. if (this.onLODLevelSelection) {
  32844. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  32845. }
  32846. return level.mesh;
  32847. }
  32848. }
  32849. if (this.onLODLevelSelection) {
  32850. this.onLODLevelSelection(distanceToCamera, this, this);
  32851. }
  32852. return this;
  32853. };
  32854. Object.defineProperty(Mesh.prototype, "geometry", {
  32855. /**
  32856. * Gets the mesh internal Geometry object
  32857. */
  32858. get: function () {
  32859. return this._geometry;
  32860. },
  32861. enumerable: true,
  32862. configurable: true
  32863. });
  32864. /**
  32865. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  32866. * @returns the total number of vertices
  32867. */
  32868. Mesh.prototype.getTotalVertices = function () {
  32869. if (this._geometry === null || this._geometry === undefined) {
  32870. return 0;
  32871. }
  32872. return this._geometry.getTotalVertices();
  32873. };
  32874. /**
  32875. * Returns the content of an associated vertex buffer
  32876. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32877. * - BABYLON.VertexBuffer.PositionKind
  32878. * - BABYLON.VertexBuffer.UVKind
  32879. * - BABYLON.VertexBuffer.UV2Kind
  32880. * - BABYLON.VertexBuffer.UV3Kind
  32881. * - BABYLON.VertexBuffer.UV4Kind
  32882. * - BABYLON.VertexBuffer.UV5Kind
  32883. * - BABYLON.VertexBuffer.UV6Kind
  32884. * - BABYLON.VertexBuffer.ColorKind
  32885. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32886. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32887. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32888. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32889. * @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
  32890. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  32891. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  32892. */
  32893. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  32894. if (!this._geometry) {
  32895. return null;
  32896. }
  32897. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  32898. };
  32899. /**
  32900. * Returns the mesh VertexBuffer object from the requested `kind`
  32901. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32902. * - BABYLON.VertexBuffer.PositionKind
  32903. * - BABYLON.VertexBuffer.UVKind
  32904. * - BABYLON.VertexBuffer.UV2Kind
  32905. * - BABYLON.VertexBuffer.UV3Kind
  32906. * - BABYLON.VertexBuffer.UV4Kind
  32907. * - BABYLON.VertexBuffer.UV5Kind
  32908. * - BABYLON.VertexBuffer.UV6Kind
  32909. * - BABYLON.VertexBuffer.ColorKind
  32910. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32911. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32912. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32913. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32914. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  32915. */
  32916. Mesh.prototype.getVertexBuffer = function (kind) {
  32917. if (!this._geometry) {
  32918. return null;
  32919. }
  32920. return this._geometry.getVertexBuffer(kind);
  32921. };
  32922. /**
  32923. * Tests if a specific vertex buffer is associated with this mesh
  32924. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32925. * - BABYLON.VertexBuffer.PositionKind
  32926. * - BABYLON.VertexBuffer.UVKind
  32927. * - BABYLON.VertexBuffer.UV2Kind
  32928. * - BABYLON.VertexBuffer.UV3Kind
  32929. * - BABYLON.VertexBuffer.UV4Kind
  32930. * - BABYLON.VertexBuffer.UV5Kind
  32931. * - BABYLON.VertexBuffer.UV6Kind
  32932. * - BABYLON.VertexBuffer.ColorKind
  32933. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32934. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32935. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32936. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32937. * @returns a boolean
  32938. */
  32939. Mesh.prototype.isVerticesDataPresent = function (kind) {
  32940. if (!this._geometry) {
  32941. if (this._delayInfo) {
  32942. return this._delayInfo.indexOf(kind) !== -1;
  32943. }
  32944. return false;
  32945. }
  32946. return this._geometry.isVerticesDataPresent(kind);
  32947. };
  32948. /**
  32949. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  32950. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  32951. * - BABYLON.VertexBuffer.PositionKind
  32952. * - BABYLON.VertexBuffer.UVKind
  32953. * - BABYLON.VertexBuffer.UV2Kind
  32954. * - BABYLON.VertexBuffer.UV3Kind
  32955. * - BABYLON.VertexBuffer.UV4Kind
  32956. * - BABYLON.VertexBuffer.UV5Kind
  32957. * - BABYLON.VertexBuffer.UV6Kind
  32958. * - BABYLON.VertexBuffer.ColorKind
  32959. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32960. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32961. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32962. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32963. * @returns a boolean
  32964. */
  32965. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  32966. if (!this._geometry) {
  32967. if (this._delayInfo) {
  32968. return this._delayInfo.indexOf(kind) !== -1;
  32969. }
  32970. return false;
  32971. }
  32972. return this._geometry.isVertexBufferUpdatable(kind);
  32973. };
  32974. /**
  32975. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  32976. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  32977. * - BABYLON.VertexBuffer.PositionKind
  32978. * - BABYLON.VertexBuffer.UVKind
  32979. * - BABYLON.VertexBuffer.UV2Kind
  32980. * - BABYLON.VertexBuffer.UV3Kind
  32981. * - BABYLON.VertexBuffer.UV4Kind
  32982. * - BABYLON.VertexBuffer.UV5Kind
  32983. * - BABYLON.VertexBuffer.UV6Kind
  32984. * - BABYLON.VertexBuffer.ColorKind
  32985. * - BABYLON.VertexBuffer.MatricesIndicesKind
  32986. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  32987. * - BABYLON.VertexBuffer.MatricesWeightsKind
  32988. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  32989. * @returns an array of strings
  32990. */
  32991. Mesh.prototype.getVerticesDataKinds = function () {
  32992. if (!this._geometry) {
  32993. var result = new Array();
  32994. if (this._delayInfo) {
  32995. this._delayInfo.forEach(function (kind, index, array) {
  32996. result.push(kind);
  32997. });
  32998. }
  32999. return result;
  33000. }
  33001. return this._geometry.getVerticesDataKinds();
  33002. };
  33003. /**
  33004. * Returns a positive integer : the total number of indices in this mesh geometry.
  33005. * @returns the numner of indices or zero if the mesh has no geometry.
  33006. */
  33007. Mesh.prototype.getTotalIndices = function () {
  33008. if (!this._geometry) {
  33009. return 0;
  33010. }
  33011. return this._geometry.getTotalIndices();
  33012. };
  33013. /**
  33014. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33015. * @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.
  33016. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33017. * @returns the indices array or an empty array if the mesh has no geometry
  33018. */
  33019. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33020. if (!this._geometry) {
  33021. return [];
  33022. }
  33023. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33024. };
  33025. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33026. get: function () {
  33027. return this._masterMesh !== null && this._masterMesh !== undefined;
  33028. },
  33029. enumerable: true,
  33030. configurable: true
  33031. });
  33032. /**
  33033. * Determine if the current mesh is ready to be rendered
  33034. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33035. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33036. * @returns true if all associated assets are ready (material, textures, shaders)
  33037. */
  33038. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33039. if (completeCheck === void 0) { completeCheck = false; }
  33040. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33041. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33042. return false;
  33043. }
  33044. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33045. return false;
  33046. }
  33047. if (!this.subMeshes || this.subMeshes.length === 0) {
  33048. return true;
  33049. }
  33050. if (!completeCheck) {
  33051. return true;
  33052. }
  33053. var engine = this.getEngine();
  33054. var scene = this.getScene();
  33055. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33056. this.computeWorldMatrix();
  33057. var mat = this.material || scene.defaultMaterial;
  33058. if (mat) {
  33059. if (mat._storeEffectOnSubMeshes) {
  33060. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33061. var subMesh = _a[_i];
  33062. var effectiveMaterial = subMesh.getMaterial();
  33063. if (effectiveMaterial) {
  33064. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33065. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33066. return false;
  33067. }
  33068. }
  33069. else {
  33070. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33071. return false;
  33072. }
  33073. }
  33074. }
  33075. }
  33076. }
  33077. else {
  33078. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33079. return false;
  33080. }
  33081. }
  33082. }
  33083. // Shadows
  33084. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33085. var light = _c[_b];
  33086. var generator = light.getShadowGenerator();
  33087. if (generator) {
  33088. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33089. var subMesh = _e[_d];
  33090. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33091. return false;
  33092. }
  33093. }
  33094. }
  33095. }
  33096. // LOD
  33097. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33098. var lod = _g[_f];
  33099. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33100. return false;
  33101. }
  33102. }
  33103. return true;
  33104. };
  33105. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33106. /**
  33107. * 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.
  33108. */
  33109. get: function () {
  33110. return this._areNormalsFrozen;
  33111. },
  33112. enumerable: true,
  33113. configurable: true
  33114. });
  33115. /**
  33116. * 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.
  33117. * @returns the current mesh
  33118. */
  33119. Mesh.prototype.freezeNormals = function () {
  33120. this._areNormalsFrozen = true;
  33121. return this;
  33122. };
  33123. /**
  33124. * 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
  33125. * @returns the current mesh
  33126. */
  33127. Mesh.prototype.unfreezeNormals = function () {
  33128. this._areNormalsFrozen = false;
  33129. return this;
  33130. };
  33131. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33132. /**
  33133. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33134. */
  33135. set: function (count) {
  33136. this._instanceDataStorage.overridenInstanceCount = count;
  33137. },
  33138. enumerable: true,
  33139. configurable: true
  33140. });
  33141. // Methods
  33142. /** @hidden */
  33143. Mesh.prototype._preActivate = function () {
  33144. var sceneRenderId = this.getScene().getRenderId();
  33145. if (this._preActivateId === sceneRenderId) {
  33146. return this;
  33147. }
  33148. this._preActivateId = sceneRenderId;
  33149. this._instanceDataStorage.visibleInstances = null;
  33150. return this;
  33151. };
  33152. /** @hidden */
  33153. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33154. if (this._instanceDataStorage.visibleInstances) {
  33155. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33156. }
  33157. return this;
  33158. };
  33159. /** @hidden */
  33160. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33161. if (!this._instanceDataStorage.visibleInstances) {
  33162. this._instanceDataStorage.visibleInstances = {
  33163. defaultRenderId: renderId,
  33164. selfDefaultRenderId: this._renderId
  33165. };
  33166. }
  33167. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33168. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33169. }
  33170. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33171. return this;
  33172. };
  33173. /**
  33174. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33175. * This means the mesh underlying bounding box and sphere are recomputed.
  33176. * @returns the current mesh
  33177. */
  33178. Mesh.prototype.refreshBoundingInfo = function () {
  33179. return this._refreshBoundingInfo(false);
  33180. };
  33181. /** @hidden */
  33182. Mesh.prototype._refreshBoundingInfo = function (applySkeleton) {
  33183. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33184. return this;
  33185. }
  33186. var data = this._getPositionData(applySkeleton);
  33187. if (data) {
  33188. var bias = this.geometry ? this.geometry.boundingBias : null;
  33189. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  33190. if (this._boundingInfo) {
  33191. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  33192. }
  33193. else {
  33194. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  33195. }
  33196. }
  33197. if (this.subMeshes) {
  33198. for (var index = 0; index < this.subMeshes.length; index++) {
  33199. this.subMeshes[index].refreshBoundingInfo();
  33200. }
  33201. }
  33202. this._updateBoundingInfo();
  33203. return this;
  33204. };
  33205. Mesh.prototype._getPositionData = function (applySkeleton) {
  33206. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33207. if (data && applySkeleton && this.skeleton) {
  33208. data = BABYLON.Tools.Slice(data);
  33209. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33210. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33211. if (matricesWeightsData && matricesIndicesData) {
  33212. var needExtras = this.numBoneInfluencers > 4;
  33213. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  33214. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  33215. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  33216. var tempVector = BABYLON.Tmp.Vector3[0];
  33217. var finalMatrix = BABYLON.Tmp.Matrix[0];
  33218. var tempMatrix = BABYLON.Tmp.Matrix[1];
  33219. var matWeightIdx = 0;
  33220. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  33221. finalMatrix.reset();
  33222. var inf;
  33223. var weight;
  33224. for (inf = 0; inf < 4; inf++) {
  33225. weight = matricesWeightsData[matWeightIdx + inf];
  33226. if (weight > 0) {
  33227. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33228. finalMatrix.addToSelf(tempMatrix);
  33229. }
  33230. }
  33231. if (needExtras) {
  33232. for (inf = 0; inf < 4; inf++) {
  33233. weight = matricesWeightsExtraData[matWeightIdx + inf];
  33234. if (weight > 0) {
  33235. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  33236. finalMatrix.addToSelf(tempMatrix);
  33237. }
  33238. }
  33239. }
  33240. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  33241. tempVector.toArray(data, index);
  33242. }
  33243. }
  33244. }
  33245. return data;
  33246. };
  33247. /** @hidden */
  33248. Mesh.prototype._createGlobalSubMesh = function (force) {
  33249. var totalVertices = this.getTotalVertices();
  33250. if (!totalVertices || !this.getIndices()) {
  33251. return null;
  33252. }
  33253. // Check if we need to recreate the submeshes
  33254. if (this.subMeshes && this.subMeshes.length > 0) {
  33255. var ib = this.getIndices();
  33256. if (!ib) {
  33257. return null;
  33258. }
  33259. var totalIndices = ib.length;
  33260. var needToRecreate = false;
  33261. if (force) {
  33262. needToRecreate = true;
  33263. }
  33264. else {
  33265. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33266. var submesh = _a[_i];
  33267. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33268. needToRecreate = true;
  33269. break;
  33270. }
  33271. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33272. needToRecreate = true;
  33273. break;
  33274. }
  33275. }
  33276. }
  33277. if (!needToRecreate) {
  33278. return this.subMeshes[0];
  33279. }
  33280. }
  33281. this.releaseSubMeshes();
  33282. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33283. };
  33284. /**
  33285. * This function will subdivide the mesh into multiple submeshes
  33286. * @param count defines the expected number of submeshes
  33287. */
  33288. Mesh.prototype.subdivide = function (count) {
  33289. if (count < 1) {
  33290. return;
  33291. }
  33292. var totalIndices = this.getTotalIndices();
  33293. var subdivisionSize = (totalIndices / count) | 0;
  33294. var offset = 0;
  33295. // Ensure that subdivisionSize is a multiple of 3
  33296. while (subdivisionSize % 3 !== 0) {
  33297. subdivisionSize++;
  33298. }
  33299. this.releaseSubMeshes();
  33300. for (var index = 0; index < count; index++) {
  33301. if (offset >= totalIndices) {
  33302. break;
  33303. }
  33304. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33305. offset += subdivisionSize;
  33306. }
  33307. this.synchronizeInstances();
  33308. };
  33309. /**
  33310. * Copy a FloatArray into a specific associated vertex buffer
  33311. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33312. * - BABYLON.VertexBuffer.PositionKind
  33313. * - BABYLON.VertexBuffer.UVKind
  33314. * - BABYLON.VertexBuffer.UV2Kind
  33315. * - BABYLON.VertexBuffer.UV3Kind
  33316. * - BABYLON.VertexBuffer.UV4Kind
  33317. * - BABYLON.VertexBuffer.UV5Kind
  33318. * - BABYLON.VertexBuffer.UV6Kind
  33319. * - BABYLON.VertexBuffer.ColorKind
  33320. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33321. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33322. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33323. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33324. * @param data defines the data source
  33325. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33326. * @param stride defines the data stride size (can be null)
  33327. * @returns the current mesh
  33328. */
  33329. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33330. if (updatable === void 0) { updatable = false; }
  33331. if (!this._geometry) {
  33332. var vertexData = new BABYLON.VertexData();
  33333. vertexData.set(data, kind);
  33334. var scene = this.getScene();
  33335. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33336. }
  33337. else {
  33338. this._geometry.setVerticesData(kind, data, updatable, stride);
  33339. }
  33340. return this;
  33341. };
  33342. /**
  33343. * Flags an associated vertex buffer as updatable
  33344. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33345. * - BABYLON.VertexBuffer.PositionKind
  33346. * - BABYLON.VertexBuffer.UVKind
  33347. * - BABYLON.VertexBuffer.UV2Kind
  33348. * - BABYLON.VertexBuffer.UV3Kind
  33349. * - BABYLON.VertexBuffer.UV4Kind
  33350. * - BABYLON.VertexBuffer.UV5Kind
  33351. * - BABYLON.VertexBuffer.UV6Kind
  33352. * - BABYLON.VertexBuffer.ColorKind
  33353. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33354. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33355. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33356. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33357. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33358. */
  33359. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33360. if (updatable === void 0) { updatable = true; }
  33361. var vb = this.getVertexBuffer(kind);
  33362. if (!vb || vb.isUpdatable() === updatable) {
  33363. return;
  33364. }
  33365. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33366. };
  33367. /**
  33368. * Sets the mesh global Vertex Buffer
  33369. * @param buffer defines the buffer to use
  33370. * @returns the current mesh
  33371. */
  33372. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33373. if (!this._geometry) {
  33374. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33375. }
  33376. this._geometry.setVerticesBuffer(buffer);
  33377. return this;
  33378. };
  33379. /**
  33380. * Update a specific associated vertex buffer
  33381. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33382. * - BABYLON.VertexBuffer.PositionKind
  33383. * - BABYLON.VertexBuffer.UVKind
  33384. * - BABYLON.VertexBuffer.UV2Kind
  33385. * - BABYLON.VertexBuffer.UV3Kind
  33386. * - BABYLON.VertexBuffer.UV4Kind
  33387. * - BABYLON.VertexBuffer.UV5Kind
  33388. * - BABYLON.VertexBuffer.UV6Kind
  33389. * - BABYLON.VertexBuffer.ColorKind
  33390. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33391. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33392. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33393. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33394. * @param data defines the data source
  33395. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33396. * @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)
  33397. * @returns the current mesh
  33398. */
  33399. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33400. if (!this._geometry) {
  33401. return this;
  33402. }
  33403. if (!makeItUnique) {
  33404. this._geometry.updateVerticesData(kind, data, updateExtends);
  33405. }
  33406. else {
  33407. this.makeGeometryUnique();
  33408. this.updateVerticesData(kind, data, updateExtends, false);
  33409. }
  33410. return this;
  33411. };
  33412. /**
  33413. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33414. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33415. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33416. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33417. * @returns the current mesh
  33418. */
  33419. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33420. if (computeNormals === void 0) { computeNormals = true; }
  33421. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33422. if (!positions) {
  33423. return this;
  33424. }
  33425. positionFunction(positions);
  33426. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33427. if (computeNormals) {
  33428. var indices = this.getIndices();
  33429. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33430. if (!normals) {
  33431. return this;
  33432. }
  33433. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33434. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33435. }
  33436. return this;
  33437. };
  33438. /**
  33439. * Creates a un-shared specific occurence of the geometry for the mesh.
  33440. * @returns the current mesh
  33441. */
  33442. Mesh.prototype.makeGeometryUnique = function () {
  33443. if (!this._geometry) {
  33444. return this;
  33445. }
  33446. var oldGeometry = this._geometry;
  33447. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33448. oldGeometry.releaseForMesh(this, true);
  33449. geometry.applyToMesh(this);
  33450. return this;
  33451. };
  33452. /**
  33453. * Set the index buffer of this mesh
  33454. * @param indices defines the source data
  33455. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33456. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33457. * @returns the current mesh
  33458. */
  33459. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33460. if (totalVertices === void 0) { totalVertices = null; }
  33461. if (updatable === void 0) { updatable = false; }
  33462. if (!this._geometry) {
  33463. var vertexData = new BABYLON.VertexData();
  33464. vertexData.indices = indices;
  33465. var scene = this.getScene();
  33466. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33467. }
  33468. else {
  33469. this._geometry.setIndices(indices, totalVertices, updatable);
  33470. }
  33471. return this;
  33472. };
  33473. /**
  33474. * Update the current index buffer
  33475. * @param indices defines the source data
  33476. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33477. * @returns the current mesh
  33478. */
  33479. Mesh.prototype.updateIndices = function (indices, offset) {
  33480. if (!this._geometry) {
  33481. return this;
  33482. }
  33483. this._geometry.updateIndices(indices, offset);
  33484. return this;
  33485. };
  33486. /**
  33487. * Invert the geometry to move from a right handed system to a left handed one.
  33488. * @returns the current mesh
  33489. */
  33490. Mesh.prototype.toLeftHanded = function () {
  33491. if (!this._geometry) {
  33492. return this;
  33493. }
  33494. this._geometry.toLeftHanded();
  33495. return this;
  33496. };
  33497. /** @hidden */
  33498. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33499. if (!this._geometry) {
  33500. return this;
  33501. }
  33502. var engine = this.getScene().getEngine();
  33503. // Wireframe
  33504. var indexToBind;
  33505. if (this._unIndexed) {
  33506. indexToBind = null;
  33507. }
  33508. else {
  33509. switch (fillMode) {
  33510. case BABYLON.Material.PointFillMode:
  33511. indexToBind = null;
  33512. break;
  33513. case BABYLON.Material.WireFrameFillMode:
  33514. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33515. break;
  33516. default:
  33517. case BABYLON.Material.TriangleFillMode:
  33518. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33519. break;
  33520. }
  33521. }
  33522. // VBOs
  33523. this._geometry._bind(effect, indexToBind);
  33524. return this;
  33525. };
  33526. /** @hidden */
  33527. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33528. if (alternate === void 0) { alternate = false; }
  33529. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33530. return this;
  33531. }
  33532. if (this._onBeforeDrawObservable) {
  33533. this._onBeforeDrawObservable.notifyObservers(this);
  33534. }
  33535. var scene = this.getScene();
  33536. var engine = scene.getEngine();
  33537. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33538. // or triangles as points
  33539. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33540. }
  33541. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33542. // Triangles as wireframe
  33543. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33544. }
  33545. else {
  33546. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33547. }
  33548. if (scene._isAlternateRenderingEnabled && !alternate) {
  33549. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33550. if (!effect || !scene.activeCamera) {
  33551. return this;
  33552. }
  33553. scene._switchToAlternateCameraConfiguration(true);
  33554. this._effectiveMaterial.bindView(effect);
  33555. this._effectiveMaterial.bindViewProjection(effect);
  33556. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33557. this._draw(subMesh, fillMode, instancesCount, true);
  33558. engine.setViewport(scene.activeCamera.viewport);
  33559. scene._switchToAlternateCameraConfiguration(false);
  33560. this._effectiveMaterial.bindView(effect);
  33561. this._effectiveMaterial.bindViewProjection(effect);
  33562. }
  33563. return this;
  33564. };
  33565. /**
  33566. * Registers for this mesh a javascript function called just before the rendering process
  33567. * @param func defines the function to call before rendering this mesh
  33568. * @returns the current mesh
  33569. */
  33570. Mesh.prototype.registerBeforeRender = function (func) {
  33571. this.onBeforeRenderObservable.add(func);
  33572. return this;
  33573. };
  33574. /**
  33575. * Disposes a previously registered javascript function called before the rendering
  33576. * @param func defines the function to remove
  33577. * @returns the current mesh
  33578. */
  33579. Mesh.prototype.unregisterBeforeRender = function (func) {
  33580. this.onBeforeRenderObservable.removeCallback(func);
  33581. return this;
  33582. };
  33583. /**
  33584. * Registers for this mesh a javascript function called just after the rendering is complete
  33585. * @param func defines the function to call after rendering this mesh
  33586. * @returns the current mesh
  33587. */
  33588. Mesh.prototype.registerAfterRender = function (func) {
  33589. this.onAfterRenderObservable.add(func);
  33590. return this;
  33591. };
  33592. /**
  33593. * Disposes a previously registered javascript function called after the rendering.
  33594. * @param func defines the function to remove
  33595. * @returns the current mesh
  33596. */
  33597. Mesh.prototype.unregisterAfterRender = function (func) {
  33598. this.onAfterRenderObservable.removeCallback(func);
  33599. return this;
  33600. };
  33601. /** @hidden */
  33602. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  33603. var scene = this.getScene();
  33604. var batchCache = this._instanceDataStorage.batchCache;
  33605. batchCache.mustReturn = false;
  33606. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  33607. batchCache.visibleInstances[subMeshId] = null;
  33608. if (this._instanceDataStorage.visibleInstances) {
  33609. var visibleInstances = this._instanceDataStorage.visibleInstances;
  33610. var currentRenderId = scene.getRenderId();
  33611. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  33612. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  33613. var selfRenderId = this._renderId;
  33614. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  33615. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  33616. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  33617. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  33618. }
  33619. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  33620. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  33621. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  33622. batchCache.mustReturn = true;
  33623. return batchCache;
  33624. }
  33625. if (currentRenderId !== selfRenderId) {
  33626. batchCache.renderSelf[subMeshId] = false;
  33627. }
  33628. }
  33629. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  33630. }
  33631. return batchCache;
  33632. };
  33633. /** @hidden */
  33634. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  33635. var visibleInstances = batch.visibleInstances[subMesh._id];
  33636. if (!visibleInstances) {
  33637. return this;
  33638. }
  33639. var matricesCount = visibleInstances.length + 1;
  33640. var bufferSize = matricesCount * 16 * 4;
  33641. var instanceStorage = this._instanceDataStorage;
  33642. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  33643. var instancesBuffer = instanceStorage.instancesBuffer;
  33644. while (instanceStorage.instancesBufferSize < bufferSize) {
  33645. instanceStorage.instancesBufferSize *= 2;
  33646. }
  33647. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33648. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  33649. }
  33650. var offset = 0;
  33651. var instancesCount = 0;
  33652. var world = this.getWorldMatrix();
  33653. if (batch.renderSelf[subMesh._id]) {
  33654. world.copyToArray(instanceStorage.instancesData, offset);
  33655. offset += 16;
  33656. instancesCount++;
  33657. }
  33658. if (visibleInstances) {
  33659. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  33660. var instance = visibleInstances[instanceIndex];
  33661. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  33662. offset += 16;
  33663. instancesCount++;
  33664. }
  33665. }
  33666. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  33667. if (instancesBuffer) {
  33668. instancesBuffer.dispose();
  33669. }
  33670. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  33671. instanceStorage.instancesBuffer = instancesBuffer;
  33672. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  33673. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  33674. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  33675. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  33676. }
  33677. else {
  33678. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  33679. }
  33680. this._bind(subMesh, effect, fillMode);
  33681. this._draw(subMesh, fillMode, instancesCount);
  33682. engine.unbindInstanceAttributes();
  33683. return this;
  33684. };
  33685. /** @hidden */
  33686. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  33687. var scene = this.getScene();
  33688. var engine = scene.getEngine();
  33689. if (hardwareInstancedRendering) {
  33690. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  33691. }
  33692. else {
  33693. if (batch.renderSelf[subMesh._id]) {
  33694. // Draw
  33695. if (onBeforeDraw) {
  33696. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  33697. }
  33698. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  33699. }
  33700. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  33701. if (visibleInstancesForSubMesh) {
  33702. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  33703. var instance = visibleInstancesForSubMesh[instanceIndex];
  33704. // World
  33705. var world = instance.getWorldMatrix();
  33706. if (onBeforeDraw) {
  33707. onBeforeDraw(true, world, effectiveMaterial);
  33708. }
  33709. // Draw
  33710. this._draw(subMesh, fillMode);
  33711. }
  33712. }
  33713. }
  33714. return this;
  33715. };
  33716. /**
  33717. * 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
  33718. * @param subMesh defines the subMesh to render
  33719. * @param enableAlphaMode defines if alpha mode can be changed
  33720. * @returns the current mesh
  33721. */
  33722. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  33723. if (this._checkOcclusionQuery()) {
  33724. return this;
  33725. }
  33726. var scene = this.getScene();
  33727. // Managing instances
  33728. var batch = this._getInstancesRenderList(subMesh._id);
  33729. if (batch.mustReturn) {
  33730. return this;
  33731. }
  33732. // Checking geometry state
  33733. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33734. return this;
  33735. }
  33736. if (this._onBeforeRenderObservable) {
  33737. this._onBeforeRenderObservable.notifyObservers(this);
  33738. }
  33739. var engine = scene.getEngine();
  33740. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  33741. // Material
  33742. var material = subMesh.getMaterial();
  33743. if (!material) {
  33744. return this;
  33745. }
  33746. this._effectiveMaterial = material;
  33747. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33748. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33749. return this;
  33750. }
  33751. }
  33752. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33753. return this;
  33754. }
  33755. // Alpha mode
  33756. if (enableAlphaMode) {
  33757. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  33758. }
  33759. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  33760. var step = _a[_i];
  33761. step.action(this, subMesh, batch);
  33762. }
  33763. var effect;
  33764. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33765. effect = subMesh.effect;
  33766. }
  33767. else {
  33768. effect = this._effectiveMaterial.getEffect();
  33769. }
  33770. if (!effect) {
  33771. return this;
  33772. }
  33773. var sideOrientation = this.overrideMaterialSideOrientation;
  33774. if (sideOrientation == null) {
  33775. sideOrientation = this._effectiveMaterial.sideOrientation;
  33776. if (this._getWorldMatrixDeterminant() < 0) {
  33777. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  33778. }
  33779. }
  33780. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  33781. if (this._effectiveMaterial.forceDepthWrite) {
  33782. engine.setDepthWrite(true);
  33783. }
  33784. // Bind
  33785. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  33786. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  33787. this._bind(subMesh, effect, fillMode);
  33788. }
  33789. var world = this.getWorldMatrix();
  33790. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  33791. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  33792. }
  33793. else {
  33794. this._effectiveMaterial.bind(world, this);
  33795. }
  33796. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  33797. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  33798. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33799. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  33800. }
  33801. // Draw
  33802. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  33803. // Unbind
  33804. this._effectiveMaterial.unbind();
  33805. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  33806. var step = _c[_b];
  33807. step.action(this, subMesh, batch);
  33808. }
  33809. if (this._onAfterRenderObservable) {
  33810. this._onAfterRenderObservable.notifyObservers(this);
  33811. }
  33812. return this;
  33813. };
  33814. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  33815. if (isInstance && effectiveMaterial) {
  33816. effectiveMaterial.bindOnlyWorldMatrix(world);
  33817. }
  33818. };
  33819. /**
  33820. * Renormalize the mesh and patch it up if there are no weights
  33821. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  33822. * However in the case of zero weights then we set just a single influence to 1.
  33823. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  33824. */
  33825. Mesh.prototype.cleanMatrixWeights = function () {
  33826. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  33827. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  33828. this.normalizeSkinWeightsAndExtra();
  33829. }
  33830. else {
  33831. this.normalizeSkinFourWeights();
  33832. }
  33833. }
  33834. };
  33835. // faster 4 weight version.
  33836. Mesh.prototype.normalizeSkinFourWeights = function () {
  33837. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33838. var numWeights = matricesWeights.length;
  33839. for (var a = 0; a < numWeights; a += 4) {
  33840. // accumulate weights
  33841. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33842. // check for invalid weight and just set it to 1.
  33843. if (t === 0) {
  33844. matricesWeights[a] = 1;
  33845. }
  33846. else {
  33847. // renormalize so everything adds to 1 use reciprical
  33848. var recip = 1 / t;
  33849. matricesWeights[a] *= recip;
  33850. matricesWeights[a + 1] *= recip;
  33851. matricesWeights[a + 2] *= recip;
  33852. matricesWeights[a + 3] *= recip;
  33853. }
  33854. }
  33855. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33856. };
  33857. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  33858. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  33859. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33860. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33861. var numWeights = matricesWeights.length;
  33862. for (var a = 0; a < numWeights; a += 4) {
  33863. // accumulate weights
  33864. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  33865. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  33866. // check for invalid weight and just set it to 1.
  33867. if (t === 0) {
  33868. matricesWeights[a] = 1;
  33869. }
  33870. else {
  33871. // renormalize so everything adds to 1 use reciprical
  33872. var recip = 1 / t;
  33873. matricesWeights[a] *= recip;
  33874. matricesWeights[a + 1] *= recip;
  33875. matricesWeights[a + 2] *= recip;
  33876. matricesWeights[a + 3] *= recip;
  33877. // same goes for extras
  33878. matricesWeightsExtra[a] *= recip;
  33879. matricesWeightsExtra[a + 1] *= recip;
  33880. matricesWeightsExtra[a + 2] *= recip;
  33881. matricesWeightsExtra[a + 3] *= recip;
  33882. }
  33883. }
  33884. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  33885. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  33886. };
  33887. /**
  33888. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  33889. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  33890. * the user know there was an issue with importing the mesh
  33891. * @returns a validation object with skinned, valid and report string
  33892. */
  33893. Mesh.prototype.validateSkinning = function () {
  33894. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  33895. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  33896. if (matricesWeights === null || this.skeleton == null) {
  33897. return { skinned: false, valid: true, report: "not skinned" };
  33898. }
  33899. var numWeights = matricesWeights.length;
  33900. var numberNotSorted = 0;
  33901. var missingWeights = 0;
  33902. var maxUsedWeights = 0;
  33903. var numberNotNormalized = 0;
  33904. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  33905. var usedWeightCounts = new Array();
  33906. for (var a = 0; a <= numInfluences; a++) {
  33907. usedWeightCounts[a] = 0;
  33908. }
  33909. var toleranceEpsilon = 0.001;
  33910. for (var a = 0; a < numWeights; a += 4) {
  33911. var lastWeight = matricesWeights[a];
  33912. var t = lastWeight;
  33913. var usedWeights = t === 0 ? 0 : 1;
  33914. for (var b = 1; b < numInfluences; b++) {
  33915. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  33916. if (d > lastWeight) {
  33917. numberNotSorted++;
  33918. }
  33919. if (d !== 0) {
  33920. usedWeights++;
  33921. }
  33922. t += d;
  33923. lastWeight = d;
  33924. }
  33925. // count the buffer weights usage
  33926. usedWeightCounts[usedWeights]++;
  33927. // max influences
  33928. if (usedWeights > maxUsedWeights) {
  33929. maxUsedWeights = usedWeights;
  33930. }
  33931. // check for invalid weight and just set it to 1.
  33932. if (t === 0) {
  33933. missingWeights++;
  33934. }
  33935. else {
  33936. // renormalize so everything adds to 1 use reciprical
  33937. var recip = 1 / t;
  33938. var tolerance = 0;
  33939. for (b = 0; b < numInfluences; b++) {
  33940. if (b < 4) {
  33941. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  33942. }
  33943. else {
  33944. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  33945. }
  33946. }
  33947. // arbitary epsilon value for dicdating not normalized
  33948. if (tolerance > toleranceEpsilon) {
  33949. numberNotNormalized++;
  33950. }
  33951. }
  33952. }
  33953. // validate bone indices are in range of the skeleton
  33954. var numBones = this.skeleton.bones.length;
  33955. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  33956. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  33957. var numBadBoneIndices = 0;
  33958. for (var a = 0; a < numWeights; a++) {
  33959. for (var b = 0; b < numInfluences; b++) {
  33960. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  33961. if (index >= numBones || index < 0) {
  33962. numBadBoneIndices++;
  33963. }
  33964. }
  33965. }
  33966. // log mesh stats
  33967. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  33968. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  33969. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  33970. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  33971. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  33972. };
  33973. /** @hidden */
  33974. Mesh.prototype._checkDelayState = function () {
  33975. var scene = this.getScene();
  33976. if (this._geometry) {
  33977. this._geometry.load(scene);
  33978. }
  33979. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  33980. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  33981. this._queueLoad(scene);
  33982. }
  33983. return this;
  33984. };
  33985. Mesh.prototype._queueLoad = function (scene) {
  33986. var _this = this;
  33987. scene._addPendingData(this);
  33988. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  33989. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  33990. if (data instanceof ArrayBuffer) {
  33991. _this._delayLoadingFunction(data, _this);
  33992. }
  33993. else {
  33994. _this._delayLoadingFunction(JSON.parse(data), _this);
  33995. }
  33996. _this.instances.forEach(function (instance) {
  33997. instance._syncSubMeshes();
  33998. });
  33999. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34000. scene._removePendingData(_this);
  34001. }, function () { }, scene.offlineProvider, getBinaryData);
  34002. return this;
  34003. };
  34004. /**
  34005. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34006. * A mesh is in the frustum if its bounding box intersects the frustum
  34007. * @param frustumPlanes defines the frustum to test
  34008. * @returns true if the mesh is in the frustum planes
  34009. */
  34010. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34011. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34012. return false;
  34013. }
  34014. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34015. return false;
  34016. }
  34017. this._checkDelayState();
  34018. return true;
  34019. };
  34020. /**
  34021. * Sets the mesh material by the material or multiMaterial `id` property
  34022. * @param id is a string identifying the material or the multiMaterial
  34023. * @returns the current mesh
  34024. */
  34025. Mesh.prototype.setMaterialByID = function (id) {
  34026. var materials = this.getScene().materials;
  34027. var index;
  34028. for (index = materials.length - 1; index > -1; index--) {
  34029. if (materials[index].id === id) {
  34030. this.material = materials[index];
  34031. return this;
  34032. }
  34033. }
  34034. // Multi
  34035. var multiMaterials = this.getScene().multiMaterials;
  34036. for (index = multiMaterials.length - 1; index > -1; index--) {
  34037. if (multiMaterials[index].id === id) {
  34038. this.material = multiMaterials[index];
  34039. return this;
  34040. }
  34041. }
  34042. return this;
  34043. };
  34044. /**
  34045. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34046. * @returns an array of IAnimatable
  34047. */
  34048. Mesh.prototype.getAnimatables = function () {
  34049. var results = new Array();
  34050. if (this.material) {
  34051. results.push(this.material);
  34052. }
  34053. if (this.skeleton) {
  34054. results.push(this.skeleton);
  34055. }
  34056. return results;
  34057. };
  34058. /**
  34059. * Modifies the mesh geometry according to the passed transformation matrix.
  34060. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34061. * The mesh normals are modified using the same transformation.
  34062. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34063. * @param transform defines the transform matrix to use
  34064. * @see http://doc.babylonjs.com/resources/baking_transformations
  34065. * @returns the current mesh
  34066. */
  34067. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34068. // Position
  34069. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34070. return this;
  34071. }
  34072. var submeshes = this.subMeshes.splice(0);
  34073. this._resetPointsArrayCache();
  34074. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34075. var temp = new Array();
  34076. var index;
  34077. for (index = 0; index < data.length; index += 3) {
  34078. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34079. }
  34080. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34081. // Normals
  34082. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34083. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34084. temp = [];
  34085. for (index = 0; index < data.length; index += 3) {
  34086. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34087. }
  34088. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34089. }
  34090. // flip faces?
  34091. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34092. this.flipFaces();
  34093. }
  34094. // Restore submeshes
  34095. this.releaseSubMeshes();
  34096. this.subMeshes = submeshes;
  34097. return this;
  34098. };
  34099. /**
  34100. * Modifies the mesh geometry according to its own current World Matrix.
  34101. * The mesh World Matrix is then reset.
  34102. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34103. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34104. * @see http://doc.babylonjs.com/resources/baking_transformations
  34105. * @returns the current mesh
  34106. */
  34107. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34108. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34109. this.scaling.copyFromFloats(1, 1, 1);
  34110. this.position.copyFromFloats(0, 0, 0);
  34111. this.rotation.copyFromFloats(0, 0, 0);
  34112. //only if quaternion is already set
  34113. if (this.rotationQuaternion) {
  34114. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34115. }
  34116. this._worldMatrix = BABYLON.Matrix.Identity();
  34117. return this;
  34118. };
  34119. Object.defineProperty(Mesh.prototype, "_positions", {
  34120. // Cache
  34121. /** @hidden */
  34122. get: function () {
  34123. if (this._geometry) {
  34124. return this._geometry._positions;
  34125. }
  34126. return null;
  34127. },
  34128. enumerable: true,
  34129. configurable: true
  34130. });
  34131. /** @hidden */
  34132. Mesh.prototype._resetPointsArrayCache = function () {
  34133. if (this._geometry) {
  34134. this._geometry._resetPointsArrayCache();
  34135. }
  34136. return this;
  34137. };
  34138. /** @hidden */
  34139. Mesh.prototype._generatePointsArray = function () {
  34140. if (this._geometry) {
  34141. return this._geometry._generatePointsArray();
  34142. }
  34143. return false;
  34144. };
  34145. /**
  34146. * Returns a new Mesh object generated from the current mesh properties.
  34147. * This method must not get confused with createInstance()
  34148. * @param name is a string, the name given to the new mesh
  34149. * @param newParent can be any Node object (default `null`)
  34150. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34151. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34152. * @returns a new mesh
  34153. */
  34154. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34155. if (name === void 0) { name = ""; }
  34156. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34157. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34158. };
  34159. /**
  34160. * Releases resources associated with this mesh.
  34161. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34162. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34163. */
  34164. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34165. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34166. this.morphTargetManager = null;
  34167. if (this._geometry) {
  34168. this._geometry.releaseForMesh(this, true);
  34169. }
  34170. if (this._onBeforeDrawObservable) {
  34171. this._onBeforeDrawObservable.clear();
  34172. }
  34173. if (this._onBeforeRenderObservable) {
  34174. this._onBeforeRenderObservable.clear();
  34175. }
  34176. if (this._onAfterRenderObservable) {
  34177. this._onAfterRenderObservable.clear();
  34178. }
  34179. // Sources
  34180. if (this._scene.useClonedMeshhMap) {
  34181. if (this.meshMap) {
  34182. for (var uniqueId in this.meshMap) {
  34183. var mesh = this.meshMap[uniqueId];
  34184. if (mesh) {
  34185. mesh._source = null;
  34186. this.meshMap[uniqueId] = undefined;
  34187. }
  34188. }
  34189. }
  34190. if (this._source && this._source.meshMap) {
  34191. this._source.meshMap[this.uniqueId] = undefined;
  34192. }
  34193. }
  34194. else {
  34195. var meshes = this.getScene().meshes;
  34196. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34197. var abstractMesh = meshes_1[_i];
  34198. var mesh = abstractMesh;
  34199. if (mesh._source && mesh._source === this) {
  34200. mesh._source = null;
  34201. }
  34202. }
  34203. }
  34204. this._source = null;
  34205. // Instances
  34206. if (this._instanceDataStorage.instancesBuffer) {
  34207. this._instanceDataStorage.instancesBuffer.dispose();
  34208. this._instanceDataStorage.instancesBuffer = null;
  34209. }
  34210. while (this.instances.length) {
  34211. this.instances[0].dispose();
  34212. }
  34213. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34214. };
  34215. /**
  34216. * Modifies the mesh geometry according to a displacement map.
  34217. * 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.
  34218. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34219. * @param url is a string, the URL from the image file is to be downloaded.
  34220. * @param minHeight is the lower limit of the displacement.
  34221. * @param maxHeight is the upper limit of the displacement.
  34222. * @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.
  34223. * @param uvOffset is an optional vector2 used to offset UV.
  34224. * @param uvScale is an optional vector2 used to scale UV.
  34225. * @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.
  34226. * @returns the Mesh.
  34227. */
  34228. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34229. var _this = this;
  34230. if (forceUpdate === void 0) { forceUpdate = false; }
  34231. var scene = this.getScene();
  34232. var onload = function (img) {
  34233. // Getting height map data
  34234. var canvas = document.createElement("canvas");
  34235. var context = canvas.getContext("2d");
  34236. var heightMapWidth = img.width;
  34237. var heightMapHeight = img.height;
  34238. canvas.width = heightMapWidth;
  34239. canvas.height = heightMapHeight;
  34240. context.drawImage(img, 0, 0);
  34241. // Create VertexData from map data
  34242. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34243. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34244. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34245. //execute success callback, if set
  34246. if (onSuccess) {
  34247. onSuccess(_this);
  34248. }
  34249. };
  34250. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34251. return this;
  34252. };
  34253. /**
  34254. * Modifies the mesh geometry according to a displacementMap buffer.
  34255. * 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.
  34256. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34257. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34258. * @param heightMapWidth is the width of the buffer image.
  34259. * @param heightMapHeight is the height of the buffer image.
  34260. * @param minHeight is the lower limit of the displacement.
  34261. * @param maxHeight is the upper limit of the displacement.
  34262. * @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.
  34263. * @param uvOffset is an optional vector2 used to offset UV.
  34264. * @param uvScale is an optional vector2 used to scale UV.
  34265. * @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.
  34266. * @returns the Mesh.
  34267. */
  34268. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34269. if (forceUpdate === void 0) { forceUpdate = false; }
  34270. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34271. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34272. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34273. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34274. return this;
  34275. }
  34276. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34277. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34278. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34279. var position = BABYLON.Vector3.Zero();
  34280. var normal = BABYLON.Vector3.Zero();
  34281. var uv = BABYLON.Vector2.Zero();
  34282. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34283. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34284. for (var index = 0; index < positions.length; index += 3) {
  34285. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34286. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34287. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34288. // Compute height
  34289. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34290. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34291. var pos = (u + v * heightMapWidth) * 4;
  34292. var r = buffer[pos] / 255.0;
  34293. var g = buffer[pos + 1] / 255.0;
  34294. var b = buffer[pos + 2] / 255.0;
  34295. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34296. normal.normalize();
  34297. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34298. position = position.add(normal);
  34299. position.toArray(positions, index);
  34300. }
  34301. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34302. if (forceUpdate) {
  34303. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34304. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34305. }
  34306. else {
  34307. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34308. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34309. }
  34310. return this;
  34311. };
  34312. /**
  34313. * Modify the mesh to get a flat shading rendering.
  34314. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34315. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34316. * @returns current mesh
  34317. */
  34318. Mesh.prototype.convertToFlatShadedMesh = function () {
  34319. var kinds = this.getVerticesDataKinds();
  34320. var vbs = {};
  34321. var data = {};
  34322. var newdata = {};
  34323. var updatableNormals = false;
  34324. var kindIndex;
  34325. var kind;
  34326. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34327. kind = kinds[kindIndex];
  34328. var vertexBuffer = this.getVertexBuffer(kind);
  34329. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34330. updatableNormals = vertexBuffer.isUpdatable();
  34331. kinds.splice(kindIndex, 1);
  34332. kindIndex--;
  34333. continue;
  34334. }
  34335. vbs[kind] = vertexBuffer;
  34336. data[kind] = vbs[kind].getData();
  34337. newdata[kind] = [];
  34338. }
  34339. // Save previous submeshes
  34340. var previousSubmeshes = this.subMeshes.slice(0);
  34341. var indices = this.getIndices();
  34342. var totalIndices = this.getTotalIndices();
  34343. // Generating unique vertices per face
  34344. var index;
  34345. for (index = 0; index < totalIndices; index++) {
  34346. var vertexIndex = indices[index];
  34347. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34348. kind = kinds[kindIndex];
  34349. var stride = vbs[kind].getStrideSize();
  34350. for (var offset = 0; offset < stride; offset++) {
  34351. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34352. }
  34353. }
  34354. }
  34355. // Updating faces & normal
  34356. var normals = [];
  34357. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34358. for (index = 0; index < totalIndices; index += 3) {
  34359. indices[index] = index;
  34360. indices[index + 1] = index + 1;
  34361. indices[index + 2] = index + 2;
  34362. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34363. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34364. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34365. var p1p2 = p1.subtract(p2);
  34366. var p3p2 = p3.subtract(p2);
  34367. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34368. // Store same normals for every vertex
  34369. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34370. normals.push(normal.x);
  34371. normals.push(normal.y);
  34372. normals.push(normal.z);
  34373. }
  34374. }
  34375. this.setIndices(indices);
  34376. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34377. // Updating vertex buffers
  34378. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34379. kind = kinds[kindIndex];
  34380. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34381. }
  34382. // Updating submeshes
  34383. this.releaseSubMeshes();
  34384. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34385. var previousOne = previousSubmeshes[submeshIndex];
  34386. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34387. }
  34388. this.synchronizeInstances();
  34389. return this;
  34390. };
  34391. /**
  34392. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34393. * In other words, more vertices, no more indices and a single bigger VBO.
  34394. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34395. * @returns current mesh
  34396. */
  34397. Mesh.prototype.convertToUnIndexedMesh = function () {
  34398. var kinds = this.getVerticesDataKinds();
  34399. var vbs = {};
  34400. var data = {};
  34401. var newdata = {};
  34402. var kindIndex;
  34403. var kind;
  34404. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34405. kind = kinds[kindIndex];
  34406. var vertexBuffer = this.getVertexBuffer(kind);
  34407. vbs[kind] = vertexBuffer;
  34408. data[kind] = vbs[kind].getData();
  34409. newdata[kind] = [];
  34410. }
  34411. // Save previous submeshes
  34412. var previousSubmeshes = this.subMeshes.slice(0);
  34413. var indices = this.getIndices();
  34414. var totalIndices = this.getTotalIndices();
  34415. // Generating unique vertices per face
  34416. var index;
  34417. for (index = 0; index < totalIndices; index++) {
  34418. var vertexIndex = indices[index];
  34419. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34420. kind = kinds[kindIndex];
  34421. var stride = vbs[kind].getStrideSize();
  34422. for (var offset = 0; offset < stride; offset++) {
  34423. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34424. }
  34425. }
  34426. }
  34427. // Updating indices
  34428. for (index = 0; index < totalIndices; index += 3) {
  34429. indices[index] = index;
  34430. indices[index + 1] = index + 1;
  34431. indices[index + 2] = index + 2;
  34432. }
  34433. this.setIndices(indices);
  34434. // Updating vertex buffers
  34435. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34436. kind = kinds[kindIndex];
  34437. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34438. }
  34439. // Updating submeshes
  34440. this.releaseSubMeshes();
  34441. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34442. var previousOne = previousSubmeshes[submeshIndex];
  34443. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34444. }
  34445. this._unIndexed = true;
  34446. this.synchronizeInstances();
  34447. return this;
  34448. };
  34449. /**
  34450. * Inverses facet orientations.
  34451. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34452. * @param flipNormals will also inverts the normals
  34453. * @returns current mesh
  34454. */
  34455. Mesh.prototype.flipFaces = function (flipNormals) {
  34456. if (flipNormals === void 0) { flipNormals = false; }
  34457. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34458. var i;
  34459. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34460. for (i = 0; i < vertex_data.normals.length; i++) {
  34461. vertex_data.normals[i] *= -1;
  34462. }
  34463. }
  34464. if (vertex_data.indices) {
  34465. var temp;
  34466. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34467. // reassign indices
  34468. temp = vertex_data.indices[i + 1];
  34469. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34470. vertex_data.indices[i + 2] = temp;
  34471. }
  34472. }
  34473. vertex_data.applyToMesh(this);
  34474. return this;
  34475. };
  34476. // Instances
  34477. /**
  34478. * Creates a new InstancedMesh object from the mesh model.
  34479. * Warning : this method is not supported for Line mesh and LineSystem
  34480. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34481. * @param name defines the name of the new instance
  34482. * @returns a new InstancedMesh
  34483. */
  34484. Mesh.prototype.createInstance = function (name) {
  34485. return new BABYLON.InstancedMesh(name, this);
  34486. };
  34487. /**
  34488. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34489. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34490. * @returns the current mesh
  34491. */
  34492. Mesh.prototype.synchronizeInstances = function () {
  34493. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34494. var instance = this.instances[instanceIndex];
  34495. instance._syncSubMeshes();
  34496. }
  34497. return this;
  34498. };
  34499. /**
  34500. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34501. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34502. * This should be used together with the simplification to avoid disappearing triangles.
  34503. * @param successCallback an optional success callback to be called after the optimization finished.
  34504. * @returns the current mesh
  34505. */
  34506. Mesh.prototype.optimizeIndices = function (successCallback) {
  34507. var _this = this;
  34508. var indices = this.getIndices();
  34509. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34510. if (!positions || !indices) {
  34511. return this;
  34512. }
  34513. var vectorPositions = new Array();
  34514. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34515. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34516. }
  34517. var dupes = new Array();
  34518. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34519. var realPos = vectorPositions.length - 1 - iteration;
  34520. var testedPosition = vectorPositions[realPos];
  34521. for (var j = 0; j < realPos; ++j) {
  34522. var againstPosition = vectorPositions[j];
  34523. if (testedPosition.equals(againstPosition)) {
  34524. dupes[realPos] = j;
  34525. break;
  34526. }
  34527. }
  34528. }, function () {
  34529. for (var i = 0; i < indices.length; ++i) {
  34530. indices[i] = dupes[indices[i]] || indices[i];
  34531. }
  34532. //indices are now reordered
  34533. var originalSubMeshes = _this.subMeshes.slice(0);
  34534. _this.setIndices(indices);
  34535. _this.subMeshes = originalSubMeshes;
  34536. if (successCallback) {
  34537. successCallback(_this);
  34538. }
  34539. });
  34540. return this;
  34541. };
  34542. /**
  34543. * Serialize current mesh
  34544. * @param serializationObject defines the object which will receive the serialization data
  34545. */
  34546. Mesh.prototype.serialize = function (serializationObject) {
  34547. serializationObject.name = this.name;
  34548. serializationObject.id = this.id;
  34549. serializationObject.type = this.getClassName();
  34550. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34551. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34552. }
  34553. serializationObject.position = this.position.asArray();
  34554. if (this.rotationQuaternion) {
  34555. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34556. }
  34557. else if (this.rotation) {
  34558. serializationObject.rotation = this.rotation.asArray();
  34559. }
  34560. serializationObject.scaling = this.scaling.asArray();
  34561. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34562. serializationObject.isEnabled = this.isEnabled(false);
  34563. serializationObject.isVisible = this.isVisible;
  34564. serializationObject.infiniteDistance = this.infiniteDistance;
  34565. serializationObject.pickable = this.isPickable;
  34566. serializationObject.receiveShadows = this.receiveShadows;
  34567. serializationObject.billboardMode = this.billboardMode;
  34568. serializationObject.visibility = this.visibility;
  34569. serializationObject.checkCollisions = this.checkCollisions;
  34570. serializationObject.isBlocker = this.isBlocker;
  34571. // Parent
  34572. if (this.parent) {
  34573. serializationObject.parentId = this.parent.id;
  34574. }
  34575. // Geometry
  34576. serializationObject.isUnIndexed = this.isUnIndexed;
  34577. var geometry = this._geometry;
  34578. if (geometry) {
  34579. var geometryId = geometry.id;
  34580. serializationObject.geometryId = geometryId;
  34581. // SubMeshes
  34582. serializationObject.subMeshes = [];
  34583. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  34584. var subMesh = this.subMeshes[subIndex];
  34585. serializationObject.subMeshes.push({
  34586. materialIndex: subMesh.materialIndex,
  34587. verticesStart: subMesh.verticesStart,
  34588. verticesCount: subMesh.verticesCount,
  34589. indexStart: subMesh.indexStart,
  34590. indexCount: subMesh.indexCount
  34591. });
  34592. }
  34593. }
  34594. // Material
  34595. if (this.material) {
  34596. serializationObject.materialId = this.material.id;
  34597. }
  34598. else {
  34599. this.material = null;
  34600. }
  34601. // Morph targets
  34602. if (this.morphTargetManager) {
  34603. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  34604. }
  34605. // Skeleton
  34606. if (this.skeleton) {
  34607. serializationObject.skeletonId = this.skeleton.id;
  34608. }
  34609. // Physics
  34610. //TODO implement correct serialization for physics impostors.
  34611. var impostor = this.getPhysicsImpostor();
  34612. if (impostor) {
  34613. serializationObject.physicsMass = impostor.getParam("mass");
  34614. serializationObject.physicsFriction = impostor.getParam("friction");
  34615. serializationObject.physicsRestitution = impostor.getParam("mass");
  34616. serializationObject.physicsImpostor = impostor.type;
  34617. }
  34618. // Metadata
  34619. if (this.metadata) {
  34620. serializationObject.metadata = this.metadata;
  34621. }
  34622. // Instances
  34623. serializationObject.instances = [];
  34624. for (var index = 0; index < this.instances.length; index++) {
  34625. var instance = this.instances[index];
  34626. if (instance.doNotSerialize) {
  34627. continue;
  34628. }
  34629. var serializationInstance = {
  34630. name: instance.name,
  34631. id: instance.id,
  34632. position: instance.position.asArray(),
  34633. scaling: instance.scaling.asArray()
  34634. };
  34635. if (instance.parent) {
  34636. serializationInstance.parentId = instance.parent.id;
  34637. }
  34638. if (instance.rotationQuaternion) {
  34639. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  34640. }
  34641. else if (instance.rotation) {
  34642. serializationInstance.rotation = instance.rotation.asArray();
  34643. }
  34644. serializationObject.instances.push(serializationInstance);
  34645. // Animations
  34646. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  34647. serializationInstance.ranges = instance.serializeAnimationRanges();
  34648. }
  34649. //
  34650. // Animations
  34651. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  34652. serializationObject.ranges = this.serializeAnimationRanges();
  34653. // Layer mask
  34654. serializationObject.layerMask = this.layerMask;
  34655. // Alpha
  34656. serializationObject.alphaIndex = this.alphaIndex;
  34657. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  34658. // Overlay
  34659. serializationObject.overlayAlpha = this.overlayAlpha;
  34660. serializationObject.overlayColor = this.overlayColor.asArray();
  34661. serializationObject.renderOverlay = this.renderOverlay;
  34662. // Fog
  34663. serializationObject.applyFog = this.applyFog;
  34664. // Action Manager
  34665. if (this.actionManager) {
  34666. serializationObject.actions = this.actionManager.serialize(this.name);
  34667. }
  34668. };
  34669. /** @hidden */
  34670. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  34671. if (!this.geometry) {
  34672. return;
  34673. }
  34674. this._markSubMeshesAsAttributesDirty();
  34675. var morphTargetManager = this._morphTargetManager;
  34676. if (morphTargetManager && morphTargetManager.vertexCount) {
  34677. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  34678. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  34679. this.morphTargetManager = null;
  34680. return;
  34681. }
  34682. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  34683. var morphTarget = morphTargetManager.getActiveTarget(index);
  34684. var positions = morphTarget.getPositions();
  34685. if (!positions) {
  34686. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  34687. return;
  34688. }
  34689. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  34690. var normals = morphTarget.getNormals();
  34691. if (normals) {
  34692. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  34693. }
  34694. var tangents = morphTarget.getTangents();
  34695. if (tangents) {
  34696. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  34697. }
  34698. }
  34699. }
  34700. else {
  34701. var index = 0;
  34702. // Positions
  34703. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  34704. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  34705. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  34706. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  34707. }
  34708. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  34709. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  34710. }
  34711. index++;
  34712. }
  34713. }
  34714. };
  34715. // Statics
  34716. /**
  34717. * Returns a new Mesh object parsed from the source provided.
  34718. * @param parsedMesh is the source
  34719. * @param scene defines the hosting scene
  34720. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  34721. * @returns a new Mesh
  34722. */
  34723. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  34724. var mesh;
  34725. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  34726. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  34727. }
  34728. else {
  34729. mesh = new Mesh(parsedMesh.name, scene);
  34730. }
  34731. mesh.id = parsedMesh.id;
  34732. if (BABYLON.Tags) {
  34733. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  34734. }
  34735. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  34736. if (parsedMesh.metadata !== undefined) {
  34737. mesh.metadata = parsedMesh.metadata;
  34738. }
  34739. if (parsedMesh.rotationQuaternion) {
  34740. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  34741. }
  34742. else if (parsedMesh.rotation) {
  34743. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  34744. }
  34745. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  34746. if (parsedMesh.localMatrix) {
  34747. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  34748. }
  34749. else if (parsedMesh.pivotMatrix) {
  34750. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  34751. }
  34752. mesh.setEnabled(parsedMesh.isEnabled);
  34753. mesh.isVisible = parsedMesh.isVisible;
  34754. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  34755. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  34756. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  34757. if (parsedMesh.applyFog !== undefined) {
  34758. mesh.applyFog = parsedMesh.applyFog;
  34759. }
  34760. if (parsedMesh.pickable !== undefined) {
  34761. mesh.isPickable = parsedMesh.pickable;
  34762. }
  34763. if (parsedMesh.alphaIndex !== undefined) {
  34764. mesh.alphaIndex = parsedMesh.alphaIndex;
  34765. }
  34766. mesh.receiveShadows = parsedMesh.receiveShadows;
  34767. mesh.billboardMode = parsedMesh.billboardMode;
  34768. if (parsedMesh.visibility !== undefined) {
  34769. mesh.visibility = parsedMesh.visibility;
  34770. }
  34771. mesh.checkCollisions = parsedMesh.checkCollisions;
  34772. if (parsedMesh.isBlocker !== undefined) {
  34773. mesh.isBlocker = parsedMesh.isBlocker;
  34774. }
  34775. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  34776. // freezeWorldMatrix
  34777. if (parsedMesh.freezeWorldMatrix) {
  34778. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  34779. }
  34780. // Parent
  34781. if (parsedMesh.parentId) {
  34782. mesh._waitingParentId = parsedMesh.parentId;
  34783. }
  34784. // Actions
  34785. if (parsedMesh.actions !== undefined) {
  34786. mesh._waitingActions = parsedMesh.actions;
  34787. }
  34788. // Overlay
  34789. if (parsedMesh.overlayAlpha !== undefined) {
  34790. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  34791. }
  34792. if (parsedMesh.overlayColor !== undefined) {
  34793. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  34794. }
  34795. if (parsedMesh.renderOverlay !== undefined) {
  34796. mesh.renderOverlay = parsedMesh.renderOverlay;
  34797. }
  34798. // Geometry
  34799. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  34800. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  34801. if (parsedMesh.delayLoadingFile) {
  34802. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  34803. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  34804. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  34805. if (parsedMesh._binaryInfo) {
  34806. mesh._binaryInfo = parsedMesh._binaryInfo;
  34807. }
  34808. mesh._delayInfo = [];
  34809. if (parsedMesh.hasUVs) {
  34810. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  34811. }
  34812. if (parsedMesh.hasUVs2) {
  34813. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  34814. }
  34815. if (parsedMesh.hasUVs3) {
  34816. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  34817. }
  34818. if (parsedMesh.hasUVs4) {
  34819. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  34820. }
  34821. if (parsedMesh.hasUVs5) {
  34822. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  34823. }
  34824. if (parsedMesh.hasUVs6) {
  34825. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  34826. }
  34827. if (parsedMesh.hasColors) {
  34828. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  34829. }
  34830. if (parsedMesh.hasMatricesIndices) {
  34831. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  34832. }
  34833. if (parsedMesh.hasMatricesWeights) {
  34834. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  34835. }
  34836. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  34837. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  34838. mesh._checkDelayState();
  34839. }
  34840. }
  34841. else {
  34842. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  34843. }
  34844. // Material
  34845. if (parsedMesh.materialId) {
  34846. mesh.setMaterialByID(parsedMesh.materialId);
  34847. }
  34848. else {
  34849. mesh.material = null;
  34850. }
  34851. // Morph targets
  34852. if (parsedMesh.morphTargetManagerId > -1) {
  34853. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  34854. }
  34855. // Skeleton
  34856. if (parsedMesh.skeletonId > -1) {
  34857. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  34858. if (parsedMesh.numBoneInfluencers) {
  34859. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  34860. }
  34861. }
  34862. // Animations
  34863. if (parsedMesh.animations) {
  34864. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  34865. var parsedAnimation = parsedMesh.animations[animationIndex];
  34866. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34867. }
  34868. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  34869. }
  34870. if (parsedMesh.autoAnimate) {
  34871. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  34872. }
  34873. // Layer Mask
  34874. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  34875. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  34876. }
  34877. else {
  34878. mesh.layerMask = 0x0FFFFFFF;
  34879. }
  34880. // Physics
  34881. if (parsedMesh.physicsImpostor) {
  34882. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  34883. mass: parsedMesh.physicsMass,
  34884. friction: parsedMesh.physicsFriction,
  34885. restitution: parsedMesh.physicsRestitution
  34886. }, scene);
  34887. }
  34888. // Instances
  34889. if (parsedMesh.instances) {
  34890. for (var index = 0; index < parsedMesh.instances.length; index++) {
  34891. var parsedInstance = parsedMesh.instances[index];
  34892. var instance = mesh.createInstance(parsedInstance.name);
  34893. if (parsedInstance.id) {
  34894. instance.id = parsedInstance.id;
  34895. }
  34896. if (BABYLON.Tags) {
  34897. if (parsedInstance.tags) {
  34898. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  34899. }
  34900. else {
  34901. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  34902. }
  34903. }
  34904. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  34905. if (parsedInstance.parentId) {
  34906. instance._waitingParentId = parsedInstance.parentId;
  34907. }
  34908. if (parsedInstance.rotationQuaternion) {
  34909. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  34910. }
  34911. else if (parsedInstance.rotation) {
  34912. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  34913. }
  34914. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  34915. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  34916. instance.checkCollisions = parsedInstance.checkCollisions;
  34917. }
  34918. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  34919. instance.isPickable = parsedInstance.pickable;
  34920. }
  34921. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  34922. instance.showBoundingBox = parsedInstance.showBoundingBox;
  34923. }
  34924. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34925. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  34926. }
  34927. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  34928. instance.alphaIndex = parsedInstance.alphaIndex;
  34929. }
  34930. // Physics
  34931. if (parsedInstance.physicsImpostor) {
  34932. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  34933. mass: parsedInstance.physicsMass,
  34934. friction: parsedInstance.physicsFriction,
  34935. restitution: parsedInstance.physicsRestitution
  34936. }, scene);
  34937. }
  34938. // Animation
  34939. if (parsedInstance.animations) {
  34940. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  34941. parsedAnimation = parsedInstance.animations[animationIndex];
  34942. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  34943. }
  34944. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  34945. if (parsedInstance.autoAnimate) {
  34946. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  34947. }
  34948. }
  34949. }
  34950. }
  34951. return mesh;
  34952. };
  34953. /**
  34954. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  34955. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  34956. * @param name defines the name of the mesh to create
  34957. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  34958. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  34959. * @param closePath creates a seam between the first and the last points of each path of the path array
  34960. * @param offset is taken in account only if the `pathArray` is containing a single path
  34961. * @param scene defines the hosting scene
  34962. * @param updatable defines if the mesh must be flagged as updatable
  34963. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34964. * @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)
  34965. * @returns a new Mesh
  34966. */
  34967. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  34968. if (closeArray === void 0) { closeArray = false; }
  34969. if (updatable === void 0) { updatable = false; }
  34970. return BABYLON.MeshBuilder.CreateRibbon(name, {
  34971. pathArray: pathArray,
  34972. closeArray: closeArray,
  34973. closePath: closePath,
  34974. offset: offset,
  34975. updatable: updatable,
  34976. sideOrientation: sideOrientation,
  34977. instance: instance
  34978. }, scene);
  34979. };
  34980. /**
  34981. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  34982. * @param name defines the name of the mesh to create
  34983. * @param radius sets the radius size (float) of the polygon (default 0.5)
  34984. * @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
  34985. * @param scene defines the hosting scene
  34986. * @param updatable defines if the mesh must be flagged as updatable
  34987. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  34988. * @returns a new Mesh
  34989. */
  34990. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  34991. if (scene === void 0) { scene = null; }
  34992. var options = {
  34993. radius: radius,
  34994. tessellation: tessellation,
  34995. sideOrientation: sideOrientation,
  34996. updatable: updatable
  34997. };
  34998. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  34999. };
  35000. /**
  35001. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35002. * @param name defines the name of the mesh to create
  35003. * @param size sets the size (float) of each box side (default 1)
  35004. * @param scene defines the hosting scene
  35005. * @param updatable defines if the mesh must be flagged as updatable
  35006. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35007. * @returns a new Mesh
  35008. */
  35009. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35010. if (scene === void 0) { scene = null; }
  35011. var options = {
  35012. size: size,
  35013. sideOrientation: sideOrientation,
  35014. updatable: updatable
  35015. };
  35016. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35017. };
  35018. /**
  35019. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35020. * @param name defines the name of the mesh to create
  35021. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35022. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35023. * @param scene defines the hosting scene
  35024. * @param updatable defines if the mesh must be flagged as updatable
  35025. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35026. * @returns a new Mesh
  35027. */
  35028. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35029. var options = {
  35030. segments: segments,
  35031. diameterX: diameter,
  35032. diameterY: diameter,
  35033. diameterZ: diameter,
  35034. sideOrientation: sideOrientation,
  35035. updatable: updatable
  35036. };
  35037. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35038. };
  35039. /**
  35040. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35041. * @param name defines the name of the mesh to create
  35042. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35043. * @param diameterTop set the top cap diameter (floats, default 1)
  35044. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35045. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35046. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35047. * @param scene defines the hosting scene
  35048. * @param updatable defines if the mesh must be flagged as updatable
  35049. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35050. * @returns a new Mesh
  35051. */
  35052. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35053. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35054. if (scene !== undefined) {
  35055. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35056. updatable = scene;
  35057. }
  35058. scene = subdivisions;
  35059. subdivisions = 1;
  35060. }
  35061. var options = {
  35062. height: height,
  35063. diameterTop: diameterTop,
  35064. diameterBottom: diameterBottom,
  35065. tessellation: tessellation,
  35066. subdivisions: subdivisions,
  35067. sideOrientation: sideOrientation,
  35068. updatable: updatable
  35069. };
  35070. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35071. };
  35072. // Torus (Code from SharpDX.org)
  35073. /**
  35074. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35075. * @param name defines the name of the mesh to create
  35076. * @param diameter sets the diameter size (float) of the torus (default 1)
  35077. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35078. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35079. * @param scene defines the hosting scene
  35080. * @param updatable defines if the mesh must be flagged as updatable
  35081. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35082. * @returns a new Mesh
  35083. */
  35084. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35085. var options = {
  35086. diameter: diameter,
  35087. thickness: thickness,
  35088. tessellation: tessellation,
  35089. sideOrientation: sideOrientation,
  35090. updatable: updatable
  35091. };
  35092. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35093. };
  35094. /**
  35095. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35096. * @param name defines the name of the mesh to create
  35097. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35098. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35099. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35100. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35101. * @param p the number of windings on X axis (positive integers, default 2)
  35102. * @param q the number of windings on Y axis (positive integers, default 3)
  35103. * @param scene defines the hosting scene
  35104. * @param updatable defines if the mesh must be flagged as updatable
  35105. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35106. * @returns a new Mesh
  35107. */
  35108. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35109. var options = {
  35110. radius: radius,
  35111. tube: tube,
  35112. radialSegments: radialSegments,
  35113. tubularSegments: tubularSegments,
  35114. p: p,
  35115. q: q,
  35116. sideOrientation: sideOrientation,
  35117. updatable: updatable
  35118. };
  35119. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35120. };
  35121. /**
  35122. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35123. * @param name defines the name of the mesh to create
  35124. * @param points is an array successive Vector3
  35125. * @param scene defines the hosting scene
  35126. * @param updatable defines if the mesh must be flagged as updatable
  35127. * @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).
  35128. * @returns a new Mesh
  35129. */
  35130. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35131. if (scene === void 0) { scene = null; }
  35132. if (updatable === void 0) { updatable = false; }
  35133. if (instance === void 0) { instance = null; }
  35134. var options = {
  35135. points: points,
  35136. updatable: updatable,
  35137. instance: instance
  35138. };
  35139. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35140. };
  35141. /**
  35142. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35143. * @param name defines the name of the mesh to create
  35144. * @param points is an array successive Vector3
  35145. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35146. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35147. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35148. * @param scene defines the hosting scene
  35149. * @param updatable defines if the mesh must be flagged as updatable
  35150. * @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)
  35151. * @returns a new Mesh
  35152. */
  35153. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35154. if (scene === void 0) { scene = null; }
  35155. var options = {
  35156. points: points,
  35157. dashSize: dashSize,
  35158. gapSize: gapSize,
  35159. dashNb: dashNb,
  35160. updatable: updatable,
  35161. instance: instance
  35162. };
  35163. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35164. };
  35165. /**
  35166. * Creates a polygon mesh.
  35167. * Please consider using the same method from the MeshBuilder class instead.
  35168. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35169. * 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.
  35170. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35171. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35172. * Remember you can only change the shape positions, not their number when updating a polygon.
  35173. */
  35174. /**
  35175. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35176. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35177. * @param name defines the name of the mesh to create
  35178. * @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
  35179. * @param scene defines the hosting scene
  35180. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35181. * @param updatable defines if the mesh must be flagged as updatable
  35182. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35183. * @returns a new Mesh
  35184. */
  35185. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35186. var options = {
  35187. shape: shape,
  35188. holes: holes,
  35189. updatable: updatable,
  35190. sideOrientation: sideOrientation
  35191. };
  35192. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35193. };
  35194. /**
  35195. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35196. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35197. * @param name defines the name of the mesh to create
  35198. * @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
  35199. * @param depth defines the height of extrusion
  35200. * @param scene defines the hosting scene
  35201. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35202. * @param updatable defines if the mesh must be flagged as updatable
  35203. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35204. * @returns a new Mesh
  35205. */
  35206. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35207. var options = {
  35208. shape: shape,
  35209. holes: holes,
  35210. depth: depth,
  35211. updatable: updatable,
  35212. sideOrientation: sideOrientation
  35213. };
  35214. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35215. };
  35216. /**
  35217. * Creates an extruded shape mesh.
  35218. * 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
  35219. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35220. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35221. * @param name defines the name of the mesh to create
  35222. * @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
  35223. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35224. * @param scale is the value to scale the shape
  35225. * @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
  35226. * @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
  35227. * @param scene defines the hosting scene
  35228. * @param updatable defines if the mesh must be flagged as updatable
  35229. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35230. * @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)
  35231. * @returns a new Mesh
  35232. */
  35233. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35234. if (scene === void 0) { scene = null; }
  35235. var options = {
  35236. shape: shape,
  35237. path: path,
  35238. scale: scale,
  35239. rotation: rotation,
  35240. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35241. sideOrientation: sideOrientation,
  35242. instance: instance,
  35243. updatable: updatable
  35244. };
  35245. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35246. };
  35247. /**
  35248. * Creates an custom extruded shape mesh.
  35249. * The custom extrusion is a parametric shape.
  35250. * It has no predefined shape. Its final shape will depend on the input parameters.
  35251. * Please consider using the same method from the MeshBuilder class instead
  35252. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35253. * @param name defines the name of the mesh to create
  35254. * @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
  35255. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35256. * @param scaleFunction is a custom Javascript function called on each path point
  35257. * @param rotationFunction is a custom Javascript function called on each path point
  35258. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35259. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35260. * @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
  35261. * @param scene defines the hosting scene
  35262. * @param updatable defines if the mesh must be flagged as updatable
  35263. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35264. * @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)
  35265. * @returns a new Mesh
  35266. */
  35267. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35268. var options = {
  35269. shape: shape,
  35270. path: path,
  35271. scaleFunction: scaleFunction,
  35272. rotationFunction: rotationFunction,
  35273. ribbonCloseArray: ribbonCloseArray,
  35274. ribbonClosePath: ribbonClosePath,
  35275. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35276. sideOrientation: sideOrientation,
  35277. instance: instance,
  35278. updatable: updatable
  35279. };
  35280. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35281. };
  35282. /**
  35283. * Creates lathe mesh.
  35284. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35285. * Please consider using the same method from the MeshBuilder class instead
  35286. * @param name defines the name of the mesh to create
  35287. * @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
  35288. * @param radius is the radius value of the lathe
  35289. * @param tessellation is the side number of the lathe.
  35290. * @param scene defines the hosting scene
  35291. * @param updatable defines if the mesh must be flagged as updatable
  35292. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35293. * @returns a new Mesh
  35294. */
  35295. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35296. var options = {
  35297. shape: shape,
  35298. radius: radius,
  35299. tessellation: tessellation,
  35300. sideOrientation: sideOrientation,
  35301. updatable: updatable
  35302. };
  35303. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35304. };
  35305. /**
  35306. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35307. * @param name defines the name of the mesh to create
  35308. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35309. * @param scene defines the hosting scene
  35310. * @param updatable defines if the mesh must be flagged as updatable
  35311. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35312. * @returns a new Mesh
  35313. */
  35314. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35315. var options = {
  35316. size: size,
  35317. width: size,
  35318. height: size,
  35319. sideOrientation: sideOrientation,
  35320. updatable: updatable
  35321. };
  35322. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35323. };
  35324. /**
  35325. * Creates a ground mesh.
  35326. * Please consider using the same method from the MeshBuilder class instead
  35327. * @param name defines the name of the mesh to create
  35328. * @param width set the width of the ground
  35329. * @param height set the height of the ground
  35330. * @param subdivisions sets the number of subdivisions per side
  35331. * @param scene defines the hosting scene
  35332. * @param updatable defines if the mesh must be flagged as updatable
  35333. * @returns a new Mesh
  35334. */
  35335. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35336. var options = {
  35337. width: width,
  35338. height: height,
  35339. subdivisions: subdivisions,
  35340. updatable: updatable
  35341. };
  35342. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35343. };
  35344. /**
  35345. * Creates a tiled ground mesh.
  35346. * Please consider using the same method from the MeshBuilder class instead
  35347. * @param name defines the name of the mesh to create
  35348. * @param xmin set the ground minimum X coordinate
  35349. * @param zmin set the ground minimum Y coordinate
  35350. * @param xmax set the ground maximum X coordinate
  35351. * @param zmax set the ground maximum Z coordinate
  35352. * @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
  35353. * @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
  35354. * @param scene defines the hosting scene
  35355. * @param updatable defines if the mesh must be flagged as updatable
  35356. * @returns a new Mesh
  35357. */
  35358. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35359. var options = {
  35360. xmin: xmin,
  35361. zmin: zmin,
  35362. xmax: xmax,
  35363. zmax: zmax,
  35364. subdivisions: subdivisions,
  35365. precision: precision,
  35366. updatable: updatable
  35367. };
  35368. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35369. };
  35370. /**
  35371. * Creates a ground mesh from a height map.
  35372. * Please consider using the same method from the MeshBuilder class instead
  35373. * @see http://doc.babylonjs.com/babylon101/height_map
  35374. * @param name defines the name of the mesh to create
  35375. * @param url sets the URL of the height map image resource
  35376. * @param width set the ground width size
  35377. * @param height set the ground height size
  35378. * @param subdivisions sets the number of subdivision per side
  35379. * @param minHeight is the minimum altitude on the ground
  35380. * @param maxHeight is the maximum altitude on the ground
  35381. * @param scene defines the hosting scene
  35382. * @param updatable defines if the mesh must be flagged as updatable
  35383. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35384. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35385. * @returns a new Mesh
  35386. */
  35387. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35388. var options = {
  35389. width: width,
  35390. height: height,
  35391. subdivisions: subdivisions,
  35392. minHeight: minHeight,
  35393. maxHeight: maxHeight,
  35394. updatable: updatable,
  35395. onReady: onReady,
  35396. alphaFilter: alphaFilter
  35397. };
  35398. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35399. };
  35400. /**
  35401. * Creates a tube mesh.
  35402. * The tube is a parametric shape.
  35403. * It has no predefined shape. Its final shape will depend on the input parameters.
  35404. * Please consider using the same method from the MeshBuilder class instead
  35405. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35406. * @param name defines the name of the mesh to create
  35407. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35408. * @param radius sets the tube radius size
  35409. * @param tessellation is the number of sides on the tubular surface
  35410. * @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
  35411. * @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
  35412. * @param scene defines the hosting scene
  35413. * @param updatable defines if the mesh must be flagged as updatable
  35414. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35415. * @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)
  35416. * @returns a new Mesh
  35417. */
  35418. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35419. var options = {
  35420. path: path,
  35421. radius: radius,
  35422. tessellation: tessellation,
  35423. radiusFunction: radiusFunction,
  35424. arc: 1,
  35425. cap: cap,
  35426. updatable: updatable,
  35427. sideOrientation: sideOrientation,
  35428. instance: instance
  35429. };
  35430. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35431. };
  35432. /**
  35433. * Creates a polyhedron mesh.
  35434. * Please consider using the same method from the MeshBuilder class instead.
  35435. * * 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
  35436. * * The parameter `size` (positive float, default 1) sets the polygon size
  35437. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35438. * * 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`
  35439. * * 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
  35440. * * 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)`)
  35441. * * 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
  35442. * * 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
  35443. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35444. * * 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
  35445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35446. * @param name defines the name of the mesh to create
  35447. * @param options defines the options used to create the mesh
  35448. * @param scene defines the hosting scene
  35449. * @returns a new Mesh
  35450. */
  35451. Mesh.CreatePolyhedron = function (name, options, scene) {
  35452. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35453. };
  35454. /**
  35455. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35456. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35457. * * 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`)
  35458. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35459. * * 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
  35460. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35461. * * 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
  35462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35463. * @param name defines the name of the mesh
  35464. * @param options defines the options used to create the mesh
  35465. * @param scene defines the hosting scene
  35466. * @returns a new Mesh
  35467. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35468. */
  35469. Mesh.CreateIcoSphere = function (name, options, scene) {
  35470. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35471. };
  35472. /**
  35473. * Creates a decal mesh.
  35474. * Please consider using the same method from the MeshBuilder class instead.
  35475. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35476. * @param name defines the name of the mesh
  35477. * @param sourceMesh defines the mesh receiving the decal
  35478. * @param position sets the position of the decal in world coordinates
  35479. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35480. * @param size sets the decal scaling
  35481. * @param angle sets the angle to rotate the decal
  35482. * @returns a new Mesh
  35483. */
  35484. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35485. var options = {
  35486. position: position,
  35487. normal: normal,
  35488. size: size,
  35489. angle: angle
  35490. };
  35491. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35492. };
  35493. // Skeletons
  35494. /**
  35495. * Prepare internal position array for software CPU skinning
  35496. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35497. */
  35498. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35499. if (!this._sourcePositions) {
  35500. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35501. if (!source) {
  35502. return this._sourcePositions;
  35503. }
  35504. this._sourcePositions = new Float32Array(source);
  35505. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35506. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35507. }
  35508. }
  35509. return this._sourcePositions;
  35510. };
  35511. /**
  35512. * Prepare internal normal array for software CPU skinning
  35513. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35514. */
  35515. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35516. if (!this._sourceNormals) {
  35517. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35518. if (!source) {
  35519. return this._sourceNormals;
  35520. }
  35521. this._sourceNormals = new Float32Array(source);
  35522. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35523. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35524. }
  35525. }
  35526. return this._sourceNormals;
  35527. };
  35528. /**
  35529. * Updates the vertex buffer by applying transformation from the bones
  35530. * @param skeleton defines the skeleton to apply to current mesh
  35531. * @returns the current mesh
  35532. */
  35533. Mesh.prototype.applySkeleton = function (skeleton) {
  35534. if (!this.geometry) {
  35535. return this;
  35536. }
  35537. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35538. return this;
  35539. }
  35540. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35541. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35542. return this;
  35543. }
  35544. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35545. return this;
  35546. }
  35547. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35548. return this;
  35549. }
  35550. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35551. return this;
  35552. }
  35553. if (!this._sourcePositions) {
  35554. var submeshes = this.subMeshes.slice();
  35555. this.setPositionsForCPUSkinning();
  35556. this.subMeshes = submeshes;
  35557. }
  35558. if (!this._sourceNormals) {
  35559. this.setNormalsForCPUSkinning();
  35560. }
  35561. // positionsData checks for not being Float32Array will only pass at most once
  35562. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35563. if (!positionsData) {
  35564. return this;
  35565. }
  35566. if (!(positionsData instanceof Float32Array)) {
  35567. positionsData = new Float32Array(positionsData);
  35568. }
  35569. // normalsData checks for not being Float32Array will only pass at most once
  35570. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35571. if (!normalsData) {
  35572. return this;
  35573. }
  35574. if (!(normalsData instanceof Float32Array)) {
  35575. normalsData = new Float32Array(normalsData);
  35576. }
  35577. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35578. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35579. if (!matricesWeightsData || !matricesIndicesData) {
  35580. return this;
  35581. }
  35582. var needExtras = this.numBoneInfluencers > 4;
  35583. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  35584. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  35585. var skeletonMatrices = skeleton.getTransformMatrices(this);
  35586. var tempVector3 = BABYLON.Vector3.Zero();
  35587. var finalMatrix = new BABYLON.Matrix();
  35588. var tempMatrix = new BABYLON.Matrix();
  35589. var matWeightIdx = 0;
  35590. var inf;
  35591. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  35592. var weight;
  35593. for (inf = 0; inf < 4; inf++) {
  35594. weight = matricesWeightsData[matWeightIdx + inf];
  35595. if (weight > 0) {
  35596. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35597. finalMatrix.addToSelf(tempMatrix);
  35598. }
  35599. }
  35600. if (needExtras) {
  35601. for (inf = 0; inf < 4; inf++) {
  35602. weight = matricesWeightsExtraData[matWeightIdx + inf];
  35603. if (weight > 0) {
  35604. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  35605. finalMatrix.addToSelf(tempMatrix);
  35606. }
  35607. }
  35608. }
  35609. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  35610. tempVector3.toArray(positionsData, index);
  35611. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  35612. tempVector3.toArray(normalsData, index);
  35613. finalMatrix.reset();
  35614. }
  35615. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  35616. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  35617. return this;
  35618. };
  35619. // Tools
  35620. /**
  35621. * 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
  35622. * @param meshes defines the list of meshes to scan
  35623. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  35624. */
  35625. Mesh.MinMax = function (meshes) {
  35626. var minVector = null;
  35627. var maxVector = null;
  35628. meshes.forEach(function (mesh, index, array) {
  35629. var boundingInfo = mesh.getBoundingInfo();
  35630. var boundingBox = boundingInfo.boundingBox;
  35631. if (!minVector || !maxVector) {
  35632. minVector = boundingBox.minimumWorld;
  35633. maxVector = boundingBox.maximumWorld;
  35634. }
  35635. else {
  35636. minVector.minimizeInPlace(boundingBox.minimumWorld);
  35637. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  35638. }
  35639. });
  35640. if (!minVector || !maxVector) {
  35641. return {
  35642. min: BABYLON.Vector3.Zero(),
  35643. max: BABYLON.Vector3.Zero()
  35644. };
  35645. }
  35646. return {
  35647. min: minVector,
  35648. max: maxVector
  35649. };
  35650. };
  35651. /**
  35652. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  35653. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  35654. * @returns a vector3
  35655. */
  35656. Mesh.Center = function (meshesOrMinMaxVector) {
  35657. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  35658. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  35659. };
  35660. /**
  35661. * Merge the array of meshes into a single mesh for performance reasons.
  35662. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  35663. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  35664. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  35665. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  35666. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  35667. * @returns a new mesh
  35668. */
  35669. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  35670. if (disposeSource === void 0) { disposeSource = true; }
  35671. var index;
  35672. if (!allow32BitsIndices) {
  35673. var totalVertices = 0;
  35674. // Counting vertices
  35675. for (index = 0; index < meshes.length; index++) {
  35676. if (meshes[index]) {
  35677. totalVertices += meshes[index].getTotalVertices();
  35678. if (totalVertices > 65536) {
  35679. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  35680. return null;
  35681. }
  35682. }
  35683. }
  35684. }
  35685. // Merge
  35686. var vertexData = null;
  35687. var otherVertexData;
  35688. var indiceArray = new Array();
  35689. var source = null;
  35690. for (index = 0; index < meshes.length; index++) {
  35691. if (meshes[index]) {
  35692. var wm = meshes[index].computeWorldMatrix(true);
  35693. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  35694. otherVertexData.transform(wm);
  35695. if (vertexData) {
  35696. vertexData.merge(otherVertexData, allow32BitsIndices);
  35697. }
  35698. else {
  35699. vertexData = otherVertexData;
  35700. source = meshes[index];
  35701. }
  35702. if (subdivideWithSubMeshes) {
  35703. indiceArray.push(meshes[index].getTotalIndices());
  35704. }
  35705. }
  35706. }
  35707. source = source;
  35708. if (!meshSubclass) {
  35709. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  35710. }
  35711. vertexData.applyToMesh(meshSubclass);
  35712. // Setting properties
  35713. meshSubclass.material = source.material;
  35714. meshSubclass.checkCollisions = source.checkCollisions;
  35715. // Cleaning
  35716. if (disposeSource) {
  35717. for (index = 0; index < meshes.length; index++) {
  35718. if (meshes[index]) {
  35719. meshes[index].dispose();
  35720. }
  35721. }
  35722. }
  35723. // Subdivide
  35724. if (subdivideWithSubMeshes) {
  35725. //-- removal of global submesh
  35726. meshSubclass.releaseSubMeshes();
  35727. index = 0;
  35728. var offset = 0;
  35729. //-- apply subdivision according to index table
  35730. while (index < indiceArray.length) {
  35731. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  35732. offset += indiceArray[index];
  35733. index++;
  35734. }
  35735. }
  35736. return meshSubclass;
  35737. };
  35738. /** @hidden */
  35739. Mesh.prototype.addInstance = function (instance) {
  35740. instance._indexInSourceMeshInstanceArray = this.instances.length;
  35741. this.instances.push(instance);
  35742. };
  35743. /** @hidden */
  35744. Mesh.prototype.removeInstance = function (instance) {
  35745. // Remove from mesh
  35746. var index = instance._indexInSourceMeshInstanceArray;
  35747. if (index != -1) {
  35748. if (index !== this.instances.length - 1) {
  35749. var last = this.instances[this.instances.length - 1];
  35750. this.instances[index] = last;
  35751. last._indexInSourceMeshInstanceArray = index;
  35752. }
  35753. instance._indexInSourceMeshInstanceArray = -1;
  35754. this.instances.pop();
  35755. }
  35756. };
  35757. // Consts
  35758. /**
  35759. * Mesh side orientation : usually the external or front surface
  35760. */
  35761. Mesh.FRONTSIDE = 0;
  35762. /**
  35763. * Mesh side orientation : usually the internal or back surface
  35764. */
  35765. Mesh.BACKSIDE = 1;
  35766. /**
  35767. * Mesh side orientation : both internal and external or front and back surfaces
  35768. */
  35769. Mesh.DOUBLESIDE = 2;
  35770. /**
  35771. * Mesh side orientation : by default, `FRONTSIDE`
  35772. */
  35773. Mesh.DEFAULTSIDE = 0;
  35774. /**
  35775. * Mesh cap setting : no cap
  35776. */
  35777. Mesh.NO_CAP = 0;
  35778. /**
  35779. * Mesh cap setting : one cap at the beginning of the mesh
  35780. */
  35781. Mesh.CAP_START = 1;
  35782. /**
  35783. * Mesh cap setting : one cap at the end of the mesh
  35784. */
  35785. Mesh.CAP_END = 2;
  35786. /**
  35787. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  35788. */
  35789. Mesh.CAP_ALL = 3;
  35790. return Mesh;
  35791. }(BABYLON.AbstractMesh));
  35792. BABYLON.Mesh = Mesh;
  35793. })(BABYLON || (BABYLON = {}));
  35794. //# sourceMappingURL=babylon.mesh.js.map
  35795. var BABYLON;
  35796. (function (BABYLON) {
  35797. /**
  35798. * Base class for submeshes
  35799. */
  35800. var BaseSubMesh = /** @class */ (function () {
  35801. function BaseSubMesh() {
  35802. }
  35803. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  35804. /**
  35805. * Gets associated effect
  35806. */
  35807. get: function () {
  35808. return this._materialEffect;
  35809. },
  35810. enumerable: true,
  35811. configurable: true
  35812. });
  35813. /**
  35814. * Sets associated effect (effect used to render this submesh)
  35815. * @param effect defines the effect to associate with
  35816. * @param defines defines the set of defines used to compile this effect
  35817. */
  35818. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  35819. if (defines === void 0) { defines = null; }
  35820. if (this._materialEffect === effect) {
  35821. if (!effect) {
  35822. this._materialDefines = null;
  35823. }
  35824. return;
  35825. }
  35826. this._materialDefines = defines;
  35827. this._materialEffect = effect;
  35828. };
  35829. return BaseSubMesh;
  35830. }());
  35831. BABYLON.BaseSubMesh = BaseSubMesh;
  35832. /**
  35833. * Defines a subdivision inside a mesh
  35834. */
  35835. var SubMesh = /** @class */ (function (_super) {
  35836. __extends(SubMesh, _super);
  35837. /**
  35838. * Creates a new submesh
  35839. * @param materialIndex defines the material index to use
  35840. * @param verticesStart defines vertex index start
  35841. * @param verticesCount defines vertices count
  35842. * @param indexStart defines index start
  35843. * @param indexCount defines indices count
  35844. * @param mesh defines the parent mesh
  35845. * @param renderingMesh defines an optional rendering mesh
  35846. * @param createBoundingBox defines if bounding box should be created for this submesh
  35847. */
  35848. function SubMesh(
  35849. /** the material index to use */
  35850. materialIndex,
  35851. /** vertex index start */
  35852. verticesStart,
  35853. /** vertices count */
  35854. verticesCount,
  35855. /** index start */
  35856. indexStart,
  35857. /** indices count */
  35858. indexCount, mesh, renderingMesh, createBoundingBox) {
  35859. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35860. var _this = _super.call(this) || this;
  35861. _this.materialIndex = materialIndex;
  35862. _this.verticesStart = verticesStart;
  35863. _this.verticesCount = verticesCount;
  35864. _this.indexStart = indexStart;
  35865. _this.indexCount = indexCount;
  35866. /** @hidden */
  35867. _this._renderId = 0;
  35868. _this._mesh = mesh;
  35869. _this._renderingMesh = renderingMesh || mesh;
  35870. mesh.subMeshes.push(_this);
  35871. _this._trianglePlanes = [];
  35872. _this._id = mesh.subMeshes.length - 1;
  35873. if (createBoundingBox) {
  35874. _this.refreshBoundingInfo();
  35875. mesh.computeWorldMatrix(true);
  35876. }
  35877. return _this;
  35878. }
  35879. /**
  35880. * Add a new submesh to a mesh
  35881. * @param materialIndex defines the material index to use
  35882. * @param verticesStart defines vertex index start
  35883. * @param verticesCount defines vertices count
  35884. * @param indexStart defines index start
  35885. * @param indexCount defines indices count
  35886. * @param mesh defines the parent mesh
  35887. * @param renderingMesh defines an optional rendering mesh
  35888. * @param createBoundingBox defines if bounding box should be created for this submesh
  35889. * @returns the new submesh
  35890. */
  35891. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  35892. if (createBoundingBox === void 0) { createBoundingBox = true; }
  35893. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  35894. };
  35895. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  35896. /**
  35897. * Returns true if this submesh covers the entire parent mesh
  35898. * @ignorenaming
  35899. */
  35900. get: function () {
  35901. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  35902. },
  35903. enumerable: true,
  35904. configurable: true
  35905. });
  35906. /**
  35907. * Returns the submesh BoudingInfo object
  35908. * @returns current bounding info (or mesh's one if the submesh is global)
  35909. */
  35910. SubMesh.prototype.getBoundingInfo = function () {
  35911. if (this.IsGlobal) {
  35912. return this._mesh.getBoundingInfo();
  35913. }
  35914. return this._boundingInfo;
  35915. };
  35916. /**
  35917. * Sets the submesh BoundingInfo
  35918. * @param boundingInfo defines the new bounding info to use
  35919. * @returns the SubMesh
  35920. */
  35921. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  35922. this._boundingInfo = boundingInfo;
  35923. return this;
  35924. };
  35925. /**
  35926. * Returns the mesh of the current submesh
  35927. * @return the parent mesh
  35928. */
  35929. SubMesh.prototype.getMesh = function () {
  35930. return this._mesh;
  35931. };
  35932. /**
  35933. * Returns the rendering mesh of the submesh
  35934. * @returns the rendering mesh (could be different from parent mesh)
  35935. */
  35936. SubMesh.prototype.getRenderingMesh = function () {
  35937. return this._renderingMesh;
  35938. };
  35939. /**
  35940. * Returns the submesh material
  35941. * @returns null or the current material
  35942. */
  35943. SubMesh.prototype.getMaterial = function () {
  35944. var rootMaterial = this._renderingMesh.material;
  35945. if (rootMaterial === null || rootMaterial === undefined) {
  35946. return this._mesh.getScene().defaultMaterial;
  35947. }
  35948. else if (rootMaterial.getSubMaterial) {
  35949. var multiMaterial = rootMaterial;
  35950. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  35951. if (this._currentMaterial !== effectiveMaterial) {
  35952. this._currentMaterial = effectiveMaterial;
  35953. this._materialDefines = null;
  35954. }
  35955. return effectiveMaterial;
  35956. }
  35957. return rootMaterial;
  35958. };
  35959. // Methods
  35960. /**
  35961. * Sets a new updated BoundingInfo object to the submesh
  35962. * @returns the SubMesh
  35963. */
  35964. SubMesh.prototype.refreshBoundingInfo = function () {
  35965. this._lastColliderWorldVertices = null;
  35966. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  35967. return this;
  35968. }
  35969. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35970. if (!data) {
  35971. this._boundingInfo = this._mesh.getBoundingInfo();
  35972. return this;
  35973. }
  35974. var indices = this._renderingMesh.getIndices();
  35975. var extend;
  35976. //is this the only submesh?
  35977. if (this.indexStart === 0 && this.indexCount === indices.length) {
  35978. var boundingInfo = this._renderingMesh.getBoundingInfo();
  35979. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  35980. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  35981. }
  35982. else {
  35983. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  35984. }
  35985. if (this._boundingInfo) {
  35986. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  35987. }
  35988. else {
  35989. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  35990. }
  35991. return this;
  35992. };
  35993. /** @hidden */
  35994. SubMesh.prototype._checkCollision = function (collider) {
  35995. var boundingInfo = this.getBoundingInfo();
  35996. return boundingInfo._checkCollision(collider);
  35997. };
  35998. /**
  35999. * Updates the submesh BoundingInfo
  36000. * @param world defines the world matrix to use to update the bounding info
  36001. * @returns the submesh
  36002. */
  36003. SubMesh.prototype.updateBoundingInfo = function (world) {
  36004. var boundingInfo = this.getBoundingInfo();
  36005. if (!boundingInfo) {
  36006. this.refreshBoundingInfo();
  36007. boundingInfo = this.getBoundingInfo();
  36008. }
  36009. boundingInfo.update(world);
  36010. return this;
  36011. };
  36012. /**
  36013. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36014. * @param frustumPlanes defines the frustum planes
  36015. * @returns true if the submesh is intersecting with the frustum
  36016. */
  36017. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36018. var boundingInfo = this.getBoundingInfo();
  36019. if (!boundingInfo) {
  36020. return false;
  36021. }
  36022. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36023. };
  36024. /**
  36025. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36026. * @param frustumPlanes defines the frustum planes
  36027. * @returns true if the submesh is inside the frustum
  36028. */
  36029. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36030. var boundingInfo = this.getBoundingInfo();
  36031. if (!boundingInfo) {
  36032. return false;
  36033. }
  36034. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36035. };
  36036. /**
  36037. * Renders the submesh
  36038. * @param enableAlphaMode defines if alpha needs to be used
  36039. * @returns the submesh
  36040. */
  36041. SubMesh.prototype.render = function (enableAlphaMode) {
  36042. this._renderingMesh.render(this, enableAlphaMode);
  36043. return this;
  36044. };
  36045. /**
  36046. * @hidden
  36047. */
  36048. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36049. if (!this._linesIndexBuffer) {
  36050. var linesIndices = [];
  36051. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36052. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36053. }
  36054. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36055. this._linesIndexCount = linesIndices.length;
  36056. }
  36057. return this._linesIndexBuffer;
  36058. };
  36059. /**
  36060. * Checks if the submesh intersects with a ray
  36061. * @param ray defines the ray to test
  36062. * @returns true is the passed ray intersects the submesh bounding box
  36063. */
  36064. SubMesh.prototype.canIntersects = function (ray) {
  36065. var boundingInfo = this.getBoundingInfo();
  36066. if (!boundingInfo) {
  36067. return false;
  36068. }
  36069. return ray.intersectsBox(boundingInfo.boundingBox);
  36070. };
  36071. /**
  36072. * Intersects current submesh with a ray
  36073. * @param ray defines the ray to test
  36074. * @param positions defines mesh's positions array
  36075. * @param indices defines mesh's indices array
  36076. * @param fastCheck defines if only bounding info should be used
  36077. * @returns intersection info or null if no intersection
  36078. */
  36079. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36080. var material = this.getMaterial();
  36081. if (!material) {
  36082. return null;
  36083. }
  36084. switch (material.fillMode) {
  36085. case BABYLON.Material.PointListDrawMode:
  36086. case BABYLON.Material.LineListDrawMode:
  36087. case BABYLON.Material.LineLoopDrawMode:
  36088. case BABYLON.Material.LineStripDrawMode:
  36089. case BABYLON.Material.TriangleFanDrawMode:
  36090. case BABYLON.Material.TriangleStripDrawMode:
  36091. return null;
  36092. }
  36093. // LineMesh first as it's also a Mesh...
  36094. if (BABYLON.LinesMesh) {
  36095. var mesh = this._mesh instanceof BABYLON.InstancedMesh ? this._mesh.sourceMesh : this._mesh;
  36096. if (mesh instanceof BABYLON.LinesMesh) {
  36097. var linesMesh = mesh;
  36098. return this._intersectLines(ray, positions, indices, linesMesh.intersectionThreshold, fastCheck);
  36099. }
  36100. }
  36101. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36102. };
  36103. /** @hidden */
  36104. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36105. var intersectInfo = null;
  36106. // Line test
  36107. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36108. var p0 = positions[indices[index]];
  36109. var p1 = positions[indices[index + 1]];
  36110. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36111. if (length < 0) {
  36112. continue;
  36113. }
  36114. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36115. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36116. if (fastCheck) {
  36117. break;
  36118. }
  36119. }
  36120. }
  36121. return intersectInfo;
  36122. };
  36123. /** @hidden */
  36124. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36125. var intersectInfo = null;
  36126. // Triangles test
  36127. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36128. var p0 = positions[indices[index]];
  36129. var p1 = positions[indices[index + 1]];
  36130. var p2 = positions[indices[index + 2]];
  36131. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36132. if (currentIntersectInfo) {
  36133. if (currentIntersectInfo.distance < 0) {
  36134. continue;
  36135. }
  36136. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36137. intersectInfo = currentIntersectInfo;
  36138. intersectInfo.faceId = index / 3;
  36139. if (fastCheck) {
  36140. break;
  36141. }
  36142. }
  36143. }
  36144. }
  36145. return intersectInfo;
  36146. };
  36147. /** @hidden */
  36148. SubMesh.prototype._rebuild = function () {
  36149. if (this._linesIndexBuffer) {
  36150. this._linesIndexBuffer = null;
  36151. }
  36152. };
  36153. // Clone
  36154. /**
  36155. * Creates a new submesh from the passed mesh
  36156. * @param newMesh defines the new hosting mesh
  36157. * @param newRenderingMesh defines an optional rendering mesh
  36158. * @returns the new submesh
  36159. */
  36160. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36161. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36162. if (!this.IsGlobal) {
  36163. var boundingInfo = this.getBoundingInfo();
  36164. if (!boundingInfo) {
  36165. return result;
  36166. }
  36167. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36168. }
  36169. return result;
  36170. };
  36171. // Dispose
  36172. /**
  36173. * Release associated resources
  36174. */
  36175. SubMesh.prototype.dispose = function () {
  36176. if (this._linesIndexBuffer) {
  36177. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36178. this._linesIndexBuffer = null;
  36179. }
  36180. // Remove from mesh
  36181. var index = this._mesh.subMeshes.indexOf(this);
  36182. this._mesh.subMeshes.splice(index, 1);
  36183. };
  36184. // Statics
  36185. /**
  36186. * Creates a new submesh from indices data
  36187. * @param materialIndex the index of the main mesh material
  36188. * @param startIndex the index where to start the copy in the mesh indices array
  36189. * @param indexCount the number of indices to copy then from the startIndex
  36190. * @param mesh the main mesh to create the submesh from
  36191. * @param renderingMesh the optional rendering mesh
  36192. * @returns a new submesh
  36193. */
  36194. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36195. var minVertexIndex = Number.MAX_VALUE;
  36196. var maxVertexIndex = -Number.MAX_VALUE;
  36197. renderingMesh = (renderingMesh || mesh);
  36198. var indices = renderingMesh.getIndices();
  36199. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36200. var vertexIndex = indices[index];
  36201. if (vertexIndex < minVertexIndex) {
  36202. minVertexIndex = vertexIndex;
  36203. }
  36204. if (vertexIndex > maxVertexIndex) {
  36205. maxVertexIndex = vertexIndex;
  36206. }
  36207. }
  36208. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36209. };
  36210. return SubMesh;
  36211. }(BaseSubMesh));
  36212. BABYLON.SubMesh = SubMesh;
  36213. })(BABYLON || (BABYLON = {}));
  36214. //# sourceMappingURL=babylon.subMesh.js.map
  36215. var __assign = (this && this.__assign) || function () {
  36216. __assign = Object.assign || function(t) {
  36217. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36218. s = arguments[i];
  36219. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36220. t[p] = s[p];
  36221. }
  36222. return t;
  36223. };
  36224. return __assign.apply(this, arguments);
  36225. };
  36226. var BABYLON;
  36227. (function (BABYLON) {
  36228. /**
  36229. * Manages the defines for the Material
  36230. */
  36231. var MaterialDefines = /** @class */ (function () {
  36232. function MaterialDefines() {
  36233. this._isDirty = true;
  36234. /** @hidden */
  36235. this._areLightsDirty = true;
  36236. /** @hidden */
  36237. this._areAttributesDirty = true;
  36238. /** @hidden */
  36239. this._areTexturesDirty = true;
  36240. /** @hidden */
  36241. this._areFresnelDirty = true;
  36242. /** @hidden */
  36243. this._areMiscDirty = true;
  36244. /** @hidden */
  36245. this._areImageProcessingDirty = true;
  36246. /** @hidden */
  36247. this._normals = false;
  36248. /** @hidden */
  36249. this._uvs = false;
  36250. /** @hidden */
  36251. this._needNormals = false;
  36252. /** @hidden */
  36253. this._needUVs = false;
  36254. }
  36255. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36256. /**
  36257. * Specifies if the material needs to be re-calculated
  36258. */
  36259. get: function () {
  36260. return this._isDirty;
  36261. },
  36262. enumerable: true,
  36263. configurable: true
  36264. });
  36265. /**
  36266. * Marks the material to indicate that it has been re-calculated
  36267. */
  36268. MaterialDefines.prototype.markAsProcessed = function () {
  36269. this._isDirty = false;
  36270. this._areAttributesDirty = false;
  36271. this._areTexturesDirty = false;
  36272. this._areFresnelDirty = false;
  36273. this._areLightsDirty = false;
  36274. this._areMiscDirty = false;
  36275. this._areImageProcessingDirty = false;
  36276. };
  36277. /**
  36278. * Marks the material to indicate that it needs to be re-calculated
  36279. */
  36280. MaterialDefines.prototype.markAsUnprocessed = function () {
  36281. this._isDirty = true;
  36282. };
  36283. /**
  36284. * Marks the material to indicate all of its defines need to be re-calculated
  36285. */
  36286. MaterialDefines.prototype.markAllAsDirty = function () {
  36287. this._areTexturesDirty = true;
  36288. this._areAttributesDirty = true;
  36289. this._areLightsDirty = true;
  36290. this._areFresnelDirty = true;
  36291. this._areMiscDirty = true;
  36292. this._areImageProcessingDirty = true;
  36293. this._isDirty = true;
  36294. };
  36295. /**
  36296. * Marks the material to indicate that image processing needs to be re-calculated
  36297. */
  36298. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36299. this._areImageProcessingDirty = true;
  36300. this._isDirty = true;
  36301. };
  36302. /**
  36303. * Marks the material to indicate the lights need to be re-calculated
  36304. */
  36305. MaterialDefines.prototype.markAsLightDirty = function () {
  36306. this._areLightsDirty = true;
  36307. this._isDirty = true;
  36308. };
  36309. /**
  36310. * Marks the attribute state as changed
  36311. */
  36312. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36313. this._areAttributesDirty = true;
  36314. this._isDirty = true;
  36315. };
  36316. /**
  36317. * Marks the texture state as changed
  36318. */
  36319. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36320. this._areTexturesDirty = true;
  36321. this._isDirty = true;
  36322. };
  36323. /**
  36324. * Marks the fresnel state as changed
  36325. */
  36326. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36327. this._areFresnelDirty = true;
  36328. this._isDirty = true;
  36329. };
  36330. /**
  36331. * Marks the misc state as changed
  36332. */
  36333. MaterialDefines.prototype.markAsMiscDirty = function () {
  36334. this._areMiscDirty = true;
  36335. this._isDirty = true;
  36336. };
  36337. /**
  36338. * Rebuilds the material defines
  36339. */
  36340. MaterialDefines.prototype.rebuild = function () {
  36341. if (this._keys) {
  36342. delete this._keys;
  36343. }
  36344. this._keys = [];
  36345. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36346. var key = _a[_i];
  36347. if (key[0] === "_") {
  36348. continue;
  36349. }
  36350. this._keys.push(key);
  36351. }
  36352. };
  36353. /**
  36354. * Specifies if two material defines are equal
  36355. * @param other - A material define instance to compare to
  36356. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36357. */
  36358. MaterialDefines.prototype.isEqual = function (other) {
  36359. if (this._keys.length !== other._keys.length) {
  36360. return false;
  36361. }
  36362. for (var index = 0; index < this._keys.length; index++) {
  36363. var prop = this._keys[index];
  36364. if (this[prop] !== other[prop]) {
  36365. return false;
  36366. }
  36367. }
  36368. return true;
  36369. };
  36370. /**
  36371. * Clones this instance's defines to another instance
  36372. * @param other - material defines to clone values to
  36373. */
  36374. MaterialDefines.prototype.cloneTo = function (other) {
  36375. if (this._keys.length !== other._keys.length) {
  36376. other._keys = this._keys.slice(0);
  36377. }
  36378. for (var index = 0; index < this._keys.length; index++) {
  36379. var prop = this._keys[index];
  36380. other[prop] = this[prop];
  36381. }
  36382. };
  36383. /**
  36384. * Resets the material define values
  36385. */
  36386. MaterialDefines.prototype.reset = function () {
  36387. for (var index = 0; index < this._keys.length; index++) {
  36388. var prop = this._keys[index];
  36389. var type = typeof this[prop];
  36390. switch (type) {
  36391. case "number":
  36392. this[prop] = 0;
  36393. break;
  36394. case "string":
  36395. this[prop] = "";
  36396. break;
  36397. default:
  36398. this[prop] = false;
  36399. break;
  36400. }
  36401. }
  36402. };
  36403. /**
  36404. * Converts the material define values to a string
  36405. * @returns - String of material define information
  36406. */
  36407. MaterialDefines.prototype.toString = function () {
  36408. var result = "";
  36409. for (var index = 0; index < this._keys.length; index++) {
  36410. var prop = this._keys[index];
  36411. var value = this[prop];
  36412. var type = typeof value;
  36413. switch (type) {
  36414. case "number":
  36415. case "string":
  36416. result += "#define " + prop + " " + value + "\n";
  36417. break;
  36418. default:
  36419. if (value) {
  36420. result += "#define " + prop + "\n";
  36421. }
  36422. break;
  36423. }
  36424. }
  36425. return result;
  36426. };
  36427. return MaterialDefines;
  36428. }());
  36429. BABYLON.MaterialDefines = MaterialDefines;
  36430. /**
  36431. * Base class for the main features of a material in Babylon.js
  36432. */
  36433. var Material = /** @class */ (function () {
  36434. /**
  36435. * Creates a material instance
  36436. * @param name defines the name of the material
  36437. * @param scene defines the scene to reference
  36438. * @param doNotAdd specifies if the material should be added to the scene
  36439. */
  36440. function Material(name, scene, doNotAdd) {
  36441. /**
  36442. * Specifies if the ready state should be checked on each call
  36443. */
  36444. this.checkReadyOnEveryCall = false;
  36445. /**
  36446. * Specifies if the ready state should be checked once
  36447. */
  36448. this.checkReadyOnlyOnce = false;
  36449. /**
  36450. * The state of the material
  36451. */
  36452. this.state = "";
  36453. /**
  36454. * The alpha value of the material
  36455. */
  36456. this._alpha = 1.0;
  36457. /**
  36458. * Specifies if back face culling is enabled
  36459. */
  36460. this._backFaceCulling = true;
  36461. /**
  36462. * Specifies if the material should be serialized
  36463. */
  36464. this.doNotSerialize = false;
  36465. /**
  36466. * @hidden
  36467. */
  36468. this._storeEffectOnSubMeshes = false;
  36469. /**
  36470. * An event triggered when the material is disposed
  36471. */
  36472. this.onDisposeObservable = new BABYLON.Observable();
  36473. /**
  36474. * Stores the value of the alpha mode
  36475. */
  36476. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36477. /**
  36478. * Stores the state of the need depth pre-pass value
  36479. */
  36480. this._needDepthPrePass = false;
  36481. /**
  36482. * Specifies if depth writing should be disabled
  36483. */
  36484. this.disableDepthWrite = false;
  36485. /**
  36486. * Specifies if depth writing should be forced
  36487. */
  36488. this.forceDepthWrite = false;
  36489. /**
  36490. * Specifies if there should be a separate pass for culling
  36491. */
  36492. this.separateCullingPass = false;
  36493. /**
  36494. * Stores the state specifing if fog should be enabled
  36495. */
  36496. this._fogEnabled = true;
  36497. /**
  36498. * Stores the size of points
  36499. */
  36500. this.pointSize = 1.0;
  36501. /**
  36502. * Stores the z offset value
  36503. */
  36504. this.zOffset = 0;
  36505. /**
  36506. * @hidden
  36507. * Specifies if the material was previously ready
  36508. */
  36509. this._wasPreviouslyReady = false;
  36510. /**
  36511. * Stores the fill mode state
  36512. */
  36513. this._fillMode = Material.TriangleFillMode;
  36514. /** @hidden */
  36515. this._indexInSceneMaterialArray = -1;
  36516. this.name = name;
  36517. this.id = name || BABYLON.Tools.RandomId();
  36518. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36519. this.uniqueId = this._scene.getUniqueId();
  36520. if (this._scene.useRightHandedSystem) {
  36521. this.sideOrientation = Material.ClockWiseSideOrientation;
  36522. }
  36523. else {
  36524. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36525. }
  36526. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36527. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36528. if (!doNotAdd) {
  36529. this._scene.addMaterial(this);
  36530. }
  36531. if (this._scene.useMaterialMeshMap) {
  36532. this.meshMap = {};
  36533. }
  36534. }
  36535. Object.defineProperty(Material, "TriangleFillMode", {
  36536. /**
  36537. * Returns the triangle fill mode
  36538. */
  36539. get: function () {
  36540. return Material._TriangleFillMode;
  36541. },
  36542. enumerable: true,
  36543. configurable: true
  36544. });
  36545. Object.defineProperty(Material, "WireFrameFillMode", {
  36546. /**
  36547. * Returns the wireframe mode
  36548. */
  36549. get: function () {
  36550. return Material._WireFrameFillMode;
  36551. },
  36552. enumerable: true,
  36553. configurable: true
  36554. });
  36555. Object.defineProperty(Material, "PointFillMode", {
  36556. /**
  36557. * Returns the point fill mode
  36558. */
  36559. get: function () {
  36560. return Material._PointFillMode;
  36561. },
  36562. enumerable: true,
  36563. configurable: true
  36564. });
  36565. Object.defineProperty(Material, "PointListDrawMode", {
  36566. /**
  36567. * Returns the point list draw mode
  36568. */
  36569. get: function () {
  36570. return Material._PointListDrawMode;
  36571. },
  36572. enumerable: true,
  36573. configurable: true
  36574. });
  36575. Object.defineProperty(Material, "LineListDrawMode", {
  36576. /**
  36577. * Returns the line list draw mode
  36578. */
  36579. get: function () {
  36580. return Material._LineListDrawMode;
  36581. },
  36582. enumerable: true,
  36583. configurable: true
  36584. });
  36585. Object.defineProperty(Material, "LineLoopDrawMode", {
  36586. /**
  36587. * Returns the line loop draw mode
  36588. */
  36589. get: function () {
  36590. return Material._LineLoopDrawMode;
  36591. },
  36592. enumerable: true,
  36593. configurable: true
  36594. });
  36595. Object.defineProperty(Material, "LineStripDrawMode", {
  36596. /**
  36597. * Returns the line strip draw mode
  36598. */
  36599. get: function () {
  36600. return Material._LineStripDrawMode;
  36601. },
  36602. enumerable: true,
  36603. configurable: true
  36604. });
  36605. Object.defineProperty(Material, "TriangleStripDrawMode", {
  36606. /**
  36607. * Returns the triangle strip draw mode
  36608. */
  36609. get: function () {
  36610. return Material._TriangleStripDrawMode;
  36611. },
  36612. enumerable: true,
  36613. configurable: true
  36614. });
  36615. Object.defineProperty(Material, "TriangleFanDrawMode", {
  36616. /**
  36617. * Returns the triangle fan draw mode
  36618. */
  36619. get: function () {
  36620. return Material._TriangleFanDrawMode;
  36621. },
  36622. enumerable: true,
  36623. configurable: true
  36624. });
  36625. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  36626. /**
  36627. * Returns the clock-wise side orientation
  36628. */
  36629. get: function () {
  36630. return Material._ClockWiseSideOrientation;
  36631. },
  36632. enumerable: true,
  36633. configurable: true
  36634. });
  36635. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  36636. /**
  36637. * Returns the counter clock-wise side orientation
  36638. */
  36639. get: function () {
  36640. return Material._CounterClockWiseSideOrientation;
  36641. },
  36642. enumerable: true,
  36643. configurable: true
  36644. });
  36645. Object.defineProperty(Material.prototype, "alpha", {
  36646. /**
  36647. * Gets the alpha value of the material
  36648. */
  36649. get: function () {
  36650. return this._alpha;
  36651. },
  36652. /**
  36653. * Sets the alpha value of the material
  36654. */
  36655. set: function (value) {
  36656. if (this._alpha === value) {
  36657. return;
  36658. }
  36659. this._alpha = value;
  36660. this.markAsDirty(Material.MiscDirtyFlag);
  36661. },
  36662. enumerable: true,
  36663. configurable: true
  36664. });
  36665. Object.defineProperty(Material.prototype, "backFaceCulling", {
  36666. /**
  36667. * Gets the back-face culling state
  36668. */
  36669. get: function () {
  36670. return this._backFaceCulling;
  36671. },
  36672. /**
  36673. * Sets the back-face culling state
  36674. */
  36675. set: function (value) {
  36676. if (this._backFaceCulling === value) {
  36677. return;
  36678. }
  36679. this._backFaceCulling = value;
  36680. this.markAsDirty(Material.TextureDirtyFlag);
  36681. },
  36682. enumerable: true,
  36683. configurable: true
  36684. });
  36685. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  36686. /**
  36687. * Gets a boolean indicating that current material needs to register RTT
  36688. */
  36689. get: function () {
  36690. return false;
  36691. },
  36692. enumerable: true,
  36693. configurable: true
  36694. });
  36695. Object.defineProperty(Material.prototype, "onDispose", {
  36696. /**
  36697. * Called during a dispose event
  36698. */
  36699. set: function (callback) {
  36700. if (this._onDisposeObserver) {
  36701. this.onDisposeObservable.remove(this._onDisposeObserver);
  36702. }
  36703. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  36704. },
  36705. enumerable: true,
  36706. configurable: true
  36707. });
  36708. Object.defineProperty(Material.prototype, "onBindObservable", {
  36709. /**
  36710. * An event triggered when the material is bound
  36711. */
  36712. get: function () {
  36713. if (!this._onBindObservable) {
  36714. this._onBindObservable = new BABYLON.Observable();
  36715. }
  36716. return this._onBindObservable;
  36717. },
  36718. enumerable: true,
  36719. configurable: true
  36720. });
  36721. Object.defineProperty(Material.prototype, "onBind", {
  36722. /**
  36723. * Called during a bind event
  36724. */
  36725. set: function (callback) {
  36726. if (this._onBindObserver) {
  36727. this.onBindObservable.remove(this._onBindObserver);
  36728. }
  36729. this._onBindObserver = this.onBindObservable.add(callback);
  36730. },
  36731. enumerable: true,
  36732. configurable: true
  36733. });
  36734. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  36735. /**
  36736. * An event triggered when the material is unbound
  36737. */
  36738. get: function () {
  36739. if (!this._onUnBindObservable) {
  36740. this._onUnBindObservable = new BABYLON.Observable();
  36741. }
  36742. return this._onUnBindObservable;
  36743. },
  36744. enumerable: true,
  36745. configurable: true
  36746. });
  36747. Object.defineProperty(Material.prototype, "alphaMode", {
  36748. /**
  36749. * Gets the value of the alpha mode
  36750. */
  36751. get: function () {
  36752. return this._alphaMode;
  36753. },
  36754. /**
  36755. * Sets the value of the alpha mode.
  36756. *
  36757. * | Value | Type | Description |
  36758. * | --- | --- | --- |
  36759. * | 0 | ALPHA_DISABLE | |
  36760. * | 1 | ALPHA_ADD | |
  36761. * | 2 | ALPHA_COMBINE | |
  36762. * | 3 | ALPHA_SUBTRACT | |
  36763. * | 4 | ALPHA_MULTIPLY | |
  36764. * | 5 | ALPHA_MAXIMIZED | |
  36765. * | 6 | ALPHA_ONEONE | |
  36766. * | 7 | ALPHA_PREMULTIPLIED | |
  36767. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  36768. * | 9 | ALPHA_INTERPOLATE | |
  36769. * | 10 | ALPHA_SCREENMODE | |
  36770. *
  36771. */
  36772. set: function (value) {
  36773. if (this._alphaMode === value) {
  36774. return;
  36775. }
  36776. this._alphaMode = value;
  36777. this.markAsDirty(Material.TextureDirtyFlag);
  36778. },
  36779. enumerable: true,
  36780. configurable: true
  36781. });
  36782. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  36783. /**
  36784. * Gets the depth pre-pass value
  36785. */
  36786. get: function () {
  36787. return this._needDepthPrePass;
  36788. },
  36789. /**
  36790. * Sets the need depth pre-pass value
  36791. */
  36792. set: function (value) {
  36793. if (this._needDepthPrePass === value) {
  36794. return;
  36795. }
  36796. this._needDepthPrePass = value;
  36797. if (this._needDepthPrePass) {
  36798. this.checkReadyOnEveryCall = true;
  36799. }
  36800. },
  36801. enumerable: true,
  36802. configurable: true
  36803. });
  36804. Object.defineProperty(Material.prototype, "fogEnabled", {
  36805. /**
  36806. * Gets the value of the fog enabled state
  36807. */
  36808. get: function () {
  36809. return this._fogEnabled;
  36810. },
  36811. /**
  36812. * Sets the state for enabling fog
  36813. */
  36814. set: function (value) {
  36815. if (this._fogEnabled === value) {
  36816. return;
  36817. }
  36818. this._fogEnabled = value;
  36819. this.markAsDirty(Material.MiscDirtyFlag);
  36820. },
  36821. enumerable: true,
  36822. configurable: true
  36823. });
  36824. Object.defineProperty(Material.prototype, "wireframe", {
  36825. /**
  36826. * Gets a value specifying if wireframe mode is enabled
  36827. */
  36828. get: function () {
  36829. switch (this._fillMode) {
  36830. case Material.WireFrameFillMode:
  36831. case Material.LineListDrawMode:
  36832. case Material.LineLoopDrawMode:
  36833. case Material.LineStripDrawMode:
  36834. return true;
  36835. }
  36836. return this._scene.forceWireframe;
  36837. },
  36838. /**
  36839. * Sets the state of wireframe mode
  36840. */
  36841. set: function (value) {
  36842. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  36843. },
  36844. enumerable: true,
  36845. configurable: true
  36846. });
  36847. Object.defineProperty(Material.prototype, "pointsCloud", {
  36848. /**
  36849. * Gets the value specifying if point clouds are enabled
  36850. */
  36851. get: function () {
  36852. switch (this._fillMode) {
  36853. case Material.PointFillMode:
  36854. case Material.PointListDrawMode:
  36855. return true;
  36856. }
  36857. return this._scene.forcePointsCloud;
  36858. },
  36859. /**
  36860. * Sets the state of point cloud mode
  36861. */
  36862. set: function (value) {
  36863. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  36864. },
  36865. enumerable: true,
  36866. configurable: true
  36867. });
  36868. Object.defineProperty(Material.prototype, "fillMode", {
  36869. /**
  36870. * Gets the material fill mode
  36871. */
  36872. get: function () {
  36873. return this._fillMode;
  36874. },
  36875. /**
  36876. * Sets the material fill mode
  36877. */
  36878. set: function (value) {
  36879. if (this._fillMode === value) {
  36880. return;
  36881. }
  36882. this._fillMode = value;
  36883. this.markAsDirty(Material.MiscDirtyFlag);
  36884. },
  36885. enumerable: true,
  36886. configurable: true
  36887. });
  36888. /**
  36889. * Returns a string representation of the current material
  36890. * @param fullDetails defines a boolean indicating which levels of logging is desired
  36891. * @returns a string with material information
  36892. */
  36893. Material.prototype.toString = function (fullDetails) {
  36894. var ret = "Name: " + this.name;
  36895. if (fullDetails) {
  36896. }
  36897. return ret;
  36898. };
  36899. /**
  36900. * Gets the class name of the material
  36901. * @returns a string with the class name of the material
  36902. */
  36903. Material.prototype.getClassName = function () {
  36904. return "Material";
  36905. };
  36906. Object.defineProperty(Material.prototype, "isFrozen", {
  36907. /**
  36908. * Specifies if updates for the material been locked
  36909. */
  36910. get: function () {
  36911. return this.checkReadyOnlyOnce;
  36912. },
  36913. enumerable: true,
  36914. configurable: true
  36915. });
  36916. /**
  36917. * Locks updates for the material
  36918. */
  36919. Material.prototype.freeze = function () {
  36920. this.checkReadyOnlyOnce = true;
  36921. };
  36922. /**
  36923. * Unlocks updates for the material
  36924. */
  36925. Material.prototype.unfreeze = function () {
  36926. this.checkReadyOnlyOnce = false;
  36927. };
  36928. /**
  36929. * Specifies if the material is ready to be used
  36930. * @param mesh defines the mesh to check
  36931. * @param useInstances specifies if instances should be used
  36932. * @returns a boolean indicating if the material is ready to be used
  36933. */
  36934. Material.prototype.isReady = function (mesh, useInstances) {
  36935. return true;
  36936. };
  36937. /**
  36938. * Specifies that the submesh is ready to be used
  36939. * @param mesh defines the mesh to check
  36940. * @param subMesh defines which submesh to check
  36941. * @param useInstances specifies that instances should be used
  36942. * @returns a boolean indicating that the submesh is ready or not
  36943. */
  36944. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  36945. return false;
  36946. };
  36947. /**
  36948. * Returns the material effect
  36949. * @returns the effect associated with the material
  36950. */
  36951. Material.prototype.getEffect = function () {
  36952. return this._effect;
  36953. };
  36954. /**
  36955. * Returns the current scene
  36956. * @returns a Scene
  36957. */
  36958. Material.prototype.getScene = function () {
  36959. return this._scene;
  36960. };
  36961. /**
  36962. * Specifies if the material will require alpha blending
  36963. * @returns a boolean specifying if alpha blending is needed
  36964. */
  36965. Material.prototype.needAlphaBlending = function () {
  36966. return (this.alpha < 1.0);
  36967. };
  36968. /**
  36969. * Specifies if the mesh will require alpha blending
  36970. * @param mesh defines the mesh to check
  36971. * @returns a boolean specifying if alpha blending is needed for the mesh
  36972. */
  36973. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  36974. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  36975. };
  36976. /**
  36977. * Specifies if this material should be rendered in alpha test mode
  36978. * @returns a boolean specifying if an alpha test is needed.
  36979. */
  36980. Material.prototype.needAlphaTesting = function () {
  36981. return false;
  36982. };
  36983. /**
  36984. * Gets the texture used for the alpha test
  36985. * @returns the texture to use for alpha testing
  36986. */
  36987. Material.prototype.getAlphaTestTexture = function () {
  36988. return null;
  36989. };
  36990. /**
  36991. * Marks the material to indicate that it needs to be re-calculated
  36992. */
  36993. Material.prototype.markDirty = function () {
  36994. this._wasPreviouslyReady = false;
  36995. };
  36996. /** @hidden */
  36997. Material.prototype._preBind = function (effect, overrideOrientation) {
  36998. if (overrideOrientation === void 0) { overrideOrientation = null; }
  36999. var engine = this._scene.getEngine();
  37000. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37001. var reverse = orientation === Material.ClockWiseSideOrientation;
  37002. engine.enableEffect(effect ? effect : this._effect);
  37003. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37004. return reverse;
  37005. };
  37006. /**
  37007. * Binds the material to the mesh
  37008. * @param world defines the world transformation matrix
  37009. * @param mesh defines the mesh to bind the material to
  37010. */
  37011. Material.prototype.bind = function (world, mesh) {
  37012. };
  37013. /**
  37014. * Binds the submesh to the material
  37015. * @param world defines the world transformation matrix
  37016. * @param mesh defines the mesh containing the submesh
  37017. * @param subMesh defines the submesh to bind the material to
  37018. */
  37019. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37020. };
  37021. /**
  37022. * Binds the world matrix to the material
  37023. * @param world defines the world transformation matrix
  37024. */
  37025. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37026. };
  37027. /**
  37028. * Binds the scene's uniform buffer to the effect.
  37029. * @param effect defines the effect to bind to the scene uniform buffer
  37030. * @param sceneUbo defines the uniform buffer storing scene data
  37031. */
  37032. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37033. sceneUbo.bindToEffect(effect, "Scene");
  37034. };
  37035. /**
  37036. * Binds the view matrix to the effect
  37037. * @param effect defines the effect to bind the view matrix to
  37038. */
  37039. Material.prototype.bindView = function (effect) {
  37040. if (!this._useUBO) {
  37041. effect.setMatrix("view", this.getScene().getViewMatrix());
  37042. }
  37043. else {
  37044. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37045. }
  37046. };
  37047. /**
  37048. * Binds the view projection matrix to the effect
  37049. * @param effect defines the effect to bind the view projection matrix to
  37050. */
  37051. Material.prototype.bindViewProjection = function (effect) {
  37052. if (!this._useUBO) {
  37053. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37054. }
  37055. else {
  37056. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37057. }
  37058. };
  37059. /**
  37060. * Specifies if material alpha testing should be turned on for the mesh
  37061. * @param mesh defines the mesh to check
  37062. */
  37063. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37064. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37065. };
  37066. /**
  37067. * Processes to execute after binding the material to a mesh
  37068. * @param mesh defines the rendered mesh
  37069. */
  37070. Material.prototype._afterBind = function (mesh) {
  37071. this._scene._cachedMaterial = this;
  37072. if (mesh) {
  37073. this._scene._cachedVisibility = mesh.visibility;
  37074. }
  37075. else {
  37076. this._scene._cachedVisibility = 1;
  37077. }
  37078. if (this._onBindObservable && mesh) {
  37079. this._onBindObservable.notifyObservers(mesh);
  37080. }
  37081. if (this.disableDepthWrite) {
  37082. var engine = this._scene.getEngine();
  37083. this._cachedDepthWriteState = engine.getDepthWrite();
  37084. engine.setDepthWrite(false);
  37085. }
  37086. };
  37087. /**
  37088. * Unbinds the material from the mesh
  37089. */
  37090. Material.prototype.unbind = function () {
  37091. if (this._onUnBindObservable) {
  37092. this._onUnBindObservable.notifyObservers(this);
  37093. }
  37094. if (this.disableDepthWrite) {
  37095. var engine = this._scene.getEngine();
  37096. engine.setDepthWrite(this._cachedDepthWriteState);
  37097. }
  37098. };
  37099. /**
  37100. * Gets the active textures from the material
  37101. * @returns an array of textures
  37102. */
  37103. Material.prototype.getActiveTextures = function () {
  37104. return [];
  37105. };
  37106. /**
  37107. * Specifies if the material uses a texture
  37108. * @param texture defines the texture to check against the material
  37109. * @returns a boolean specifying if the material uses the texture
  37110. */
  37111. Material.prototype.hasTexture = function (texture) {
  37112. return false;
  37113. };
  37114. /**
  37115. * Makes a duplicate of the material, and gives it a new name
  37116. * @param name defines the new name for the duplicated material
  37117. * @returns the cloned material
  37118. */
  37119. Material.prototype.clone = function (name) {
  37120. return null;
  37121. };
  37122. /**
  37123. * Gets the meshes bound to the material
  37124. * @returns an array of meshes bound to the material
  37125. */
  37126. Material.prototype.getBindedMeshes = function () {
  37127. var _this = this;
  37128. if (this.meshMap) {
  37129. var result = new Array();
  37130. for (var meshId in this.meshMap) {
  37131. var mesh = this.meshMap[meshId];
  37132. if (mesh) {
  37133. result.push(mesh);
  37134. }
  37135. }
  37136. return result;
  37137. }
  37138. else {
  37139. var meshes = this._scene.meshes;
  37140. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37141. }
  37142. };
  37143. /**
  37144. * Force shader compilation
  37145. * @param mesh defines the mesh associated with this material
  37146. * @param onCompiled defines a function to execute once the material is compiled
  37147. * @param options defines the options to configure the compilation
  37148. */
  37149. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37150. var _this = this;
  37151. var localOptions = __assign({ clipPlane: false }, options);
  37152. var subMesh = new BABYLON.BaseSubMesh();
  37153. var scene = this.getScene();
  37154. var checkReady = function () {
  37155. if (!_this._scene || !_this._scene.getEngine()) {
  37156. return;
  37157. }
  37158. if (subMesh._materialDefines) {
  37159. subMesh._materialDefines._renderId = -1;
  37160. }
  37161. var clipPlaneState = scene.clipPlane;
  37162. if (localOptions.clipPlane) {
  37163. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37164. }
  37165. if (_this._storeEffectOnSubMeshes) {
  37166. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37167. if (onCompiled) {
  37168. onCompiled(_this);
  37169. }
  37170. }
  37171. else {
  37172. setTimeout(checkReady, 16);
  37173. }
  37174. }
  37175. else {
  37176. if (_this.isReady(mesh)) {
  37177. if (onCompiled) {
  37178. onCompiled(_this);
  37179. }
  37180. }
  37181. else {
  37182. setTimeout(checkReady, 16);
  37183. }
  37184. }
  37185. if (localOptions.clipPlane) {
  37186. scene.clipPlane = clipPlaneState;
  37187. }
  37188. };
  37189. checkReady();
  37190. };
  37191. /**
  37192. * Force shader compilation
  37193. * @param mesh defines the mesh that will use this material
  37194. * @param options defines additional options for compiling the shaders
  37195. * @returns a promise that resolves when the compilation completes
  37196. */
  37197. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37198. var _this = this;
  37199. return new Promise(function (resolve) {
  37200. _this.forceCompilation(mesh, function () {
  37201. resolve();
  37202. }, options);
  37203. });
  37204. };
  37205. /**
  37206. * Marks a define in the material to indicate that it needs to be re-computed
  37207. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37208. */
  37209. Material.prototype.markAsDirty = function (flag) {
  37210. if (flag & Material.TextureDirtyFlag) {
  37211. this._markAllSubMeshesAsTexturesDirty();
  37212. }
  37213. if (flag & Material.LightDirtyFlag) {
  37214. this._markAllSubMeshesAsLightsDirty();
  37215. }
  37216. if (flag & Material.FresnelDirtyFlag) {
  37217. this._markAllSubMeshesAsFresnelDirty();
  37218. }
  37219. if (flag & Material.AttributesDirtyFlag) {
  37220. this._markAllSubMeshesAsAttributesDirty();
  37221. }
  37222. if (flag & Material.MiscDirtyFlag) {
  37223. this._markAllSubMeshesAsMiscDirty();
  37224. }
  37225. this.getScene().resetCachedMaterial();
  37226. };
  37227. /**
  37228. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37229. * @param func defines a function which checks material defines against the submeshes
  37230. */
  37231. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37232. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  37233. var mesh = _a[_i];
  37234. if (!mesh.subMeshes) {
  37235. continue;
  37236. }
  37237. for (var _b = 0, _c = mesh.subMeshes; _b < _c.length; _b++) {
  37238. var subMesh = _c[_b];
  37239. if (subMesh.getMaterial() !== this) {
  37240. continue;
  37241. }
  37242. if (!subMesh._materialDefines) {
  37243. continue;
  37244. }
  37245. func(subMesh._materialDefines);
  37246. }
  37247. }
  37248. };
  37249. /**
  37250. * Indicates that image processing needs to be re-calculated for all submeshes
  37251. */
  37252. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37253. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsImageProcessingDirty(); });
  37254. };
  37255. /**
  37256. * Indicates that textures need to be re-calculated for all submeshes
  37257. */
  37258. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37259. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsTexturesDirty(); });
  37260. };
  37261. /**
  37262. * Indicates that fresnel needs to be re-calculated for all submeshes
  37263. */
  37264. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37265. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsFresnelDirty(); });
  37266. };
  37267. /**
  37268. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37269. */
  37270. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37271. this._markAllSubMeshesAsDirty(function (defines) {
  37272. defines.markAsFresnelDirty();
  37273. defines.markAsMiscDirty();
  37274. });
  37275. };
  37276. /**
  37277. * Indicates that lights need to be re-calculated for all submeshes
  37278. */
  37279. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37280. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  37281. };
  37282. /**
  37283. * Indicates that attributes need to be re-calculated for all submeshes
  37284. */
  37285. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37286. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  37287. };
  37288. /**
  37289. * Indicates that misc needs to be re-calculated for all submeshes
  37290. */
  37291. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37292. this._markAllSubMeshesAsDirty(function (defines) { return defines.markAsMiscDirty(); });
  37293. };
  37294. /**
  37295. * Indicates that textures and misc need to be re-calculated for all submeshes
  37296. */
  37297. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37298. this._markAllSubMeshesAsDirty(function (defines) {
  37299. defines.markAsTexturesDirty();
  37300. defines.markAsMiscDirty();
  37301. });
  37302. };
  37303. /**
  37304. * Disposes the material
  37305. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37306. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37307. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37308. */
  37309. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37310. var scene = this.getScene();
  37311. // Animations
  37312. scene.stopAnimation(this);
  37313. scene.freeProcessedMaterials();
  37314. // Remove from scene
  37315. scene.removeMaterial(this);
  37316. if (notBoundToMesh !== true) {
  37317. // Remove from meshes
  37318. if (this.meshMap) {
  37319. for (var meshId in this.meshMap) {
  37320. var mesh = this.meshMap[meshId];
  37321. if (mesh) {
  37322. mesh.material = null; // will set the entry in the map to undefined
  37323. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37324. }
  37325. }
  37326. }
  37327. else {
  37328. var meshes = scene.meshes;
  37329. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37330. var mesh = meshes_1[_i];
  37331. if (mesh.material === this) {
  37332. mesh.material = null;
  37333. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37334. }
  37335. }
  37336. }
  37337. }
  37338. this._uniformBuffer.dispose();
  37339. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37340. if (forceDisposeEffect && this._effect) {
  37341. if (!this._storeEffectOnSubMeshes) {
  37342. scene.getEngine()._releaseEffect(this._effect);
  37343. }
  37344. this._effect = null;
  37345. }
  37346. // Callback
  37347. this.onDisposeObservable.notifyObservers(this);
  37348. this.onDisposeObservable.clear();
  37349. if (this._onBindObservable) {
  37350. this._onBindObservable.clear();
  37351. }
  37352. if (this._onUnBindObservable) {
  37353. this._onUnBindObservable.clear();
  37354. }
  37355. };
  37356. /** @hidden */
  37357. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37358. if (mesh.geometry) {
  37359. var geometry = (mesh.geometry);
  37360. var scene = this.getScene();
  37361. if (this._storeEffectOnSubMeshes) {
  37362. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37363. var subMesh = _a[_i];
  37364. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37365. if (forceDisposeEffect && subMesh._materialEffect) {
  37366. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37367. }
  37368. }
  37369. }
  37370. else {
  37371. geometry._releaseVertexArrayObject(this._effect);
  37372. }
  37373. }
  37374. };
  37375. /**
  37376. * Serializes this material
  37377. * @returns the serialized material object
  37378. */
  37379. Material.prototype.serialize = function () {
  37380. return BABYLON.SerializationHelper.Serialize(this);
  37381. };
  37382. /**
  37383. * Creates a MultiMaterial from parsed MultiMaterial data.
  37384. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37385. * @param scene defines the hosting scene
  37386. * @returns a new MultiMaterial
  37387. */
  37388. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37389. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37390. multiMaterial.id = parsedMultiMaterial.id;
  37391. if (BABYLON.Tags) {
  37392. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37393. }
  37394. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37395. var subMatId = parsedMultiMaterial.materials[matIndex];
  37396. if (subMatId) {
  37397. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37398. }
  37399. else {
  37400. multiMaterial.subMaterials.push(null);
  37401. }
  37402. }
  37403. return multiMaterial;
  37404. };
  37405. /**
  37406. * Creates a material from parsed material data
  37407. * @param parsedMaterial defines parsed material data
  37408. * @param scene defines the hosting scene
  37409. * @param rootUrl defines the root URL to use to load textures
  37410. * @returns a new material
  37411. */
  37412. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37413. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37414. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37415. }
  37416. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37417. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37418. if (!BABYLON.LegacyPBRMaterial) {
  37419. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37420. return;
  37421. }
  37422. }
  37423. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37424. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37425. };
  37426. // Triangle views
  37427. Material._TriangleFillMode = 0;
  37428. Material._WireFrameFillMode = 1;
  37429. Material._PointFillMode = 2;
  37430. // Draw modes
  37431. Material._PointListDrawMode = 3;
  37432. Material._LineListDrawMode = 4;
  37433. Material._LineLoopDrawMode = 5;
  37434. Material._LineStripDrawMode = 6;
  37435. Material._TriangleStripDrawMode = 7;
  37436. Material._TriangleFanDrawMode = 8;
  37437. /**
  37438. * Stores the clock-wise side orientation
  37439. */
  37440. Material._ClockWiseSideOrientation = 0;
  37441. /**
  37442. * Stores the counter clock-wise side orientation
  37443. */
  37444. Material._CounterClockWiseSideOrientation = 1;
  37445. /**
  37446. * The dirty texture flag value
  37447. */
  37448. Material.TextureDirtyFlag = 1;
  37449. /**
  37450. * The dirty light flag value
  37451. */
  37452. Material.LightDirtyFlag = 2;
  37453. /**
  37454. * The dirty fresnel flag value
  37455. */
  37456. Material.FresnelDirtyFlag = 4;
  37457. /**
  37458. * The dirty attribute flag value
  37459. */
  37460. Material.AttributesDirtyFlag = 8;
  37461. /**
  37462. * The dirty misc flag value
  37463. */
  37464. Material.MiscDirtyFlag = 16;
  37465. /**
  37466. * The all dirty flag value
  37467. */
  37468. Material.AllDirtyFlag = 31;
  37469. __decorate([
  37470. BABYLON.serialize()
  37471. ], Material.prototype, "id", void 0);
  37472. __decorate([
  37473. BABYLON.serialize()
  37474. ], Material.prototype, "uniqueId", void 0);
  37475. __decorate([
  37476. BABYLON.serialize()
  37477. ], Material.prototype, "name", void 0);
  37478. __decorate([
  37479. BABYLON.serialize()
  37480. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37481. __decorate([
  37482. BABYLON.serialize()
  37483. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37484. __decorate([
  37485. BABYLON.serialize()
  37486. ], Material.prototype, "state", void 0);
  37487. __decorate([
  37488. BABYLON.serialize("alpha")
  37489. ], Material.prototype, "_alpha", void 0);
  37490. __decorate([
  37491. BABYLON.serialize("backFaceCulling")
  37492. ], Material.prototype, "_backFaceCulling", void 0);
  37493. __decorate([
  37494. BABYLON.serialize()
  37495. ], Material.prototype, "sideOrientation", void 0);
  37496. __decorate([
  37497. BABYLON.serialize("alphaMode")
  37498. ], Material.prototype, "_alphaMode", void 0);
  37499. __decorate([
  37500. BABYLON.serialize()
  37501. ], Material.prototype, "_needDepthPrePass", void 0);
  37502. __decorate([
  37503. BABYLON.serialize()
  37504. ], Material.prototype, "disableDepthWrite", void 0);
  37505. __decorate([
  37506. BABYLON.serialize()
  37507. ], Material.prototype, "forceDepthWrite", void 0);
  37508. __decorate([
  37509. BABYLON.serialize()
  37510. ], Material.prototype, "separateCullingPass", void 0);
  37511. __decorate([
  37512. BABYLON.serialize("fogEnabled")
  37513. ], Material.prototype, "_fogEnabled", void 0);
  37514. __decorate([
  37515. BABYLON.serialize()
  37516. ], Material.prototype, "pointSize", void 0);
  37517. __decorate([
  37518. BABYLON.serialize()
  37519. ], Material.prototype, "zOffset", void 0);
  37520. __decorate([
  37521. BABYLON.serialize()
  37522. ], Material.prototype, "wireframe", null);
  37523. __decorate([
  37524. BABYLON.serialize()
  37525. ], Material.prototype, "pointsCloud", null);
  37526. __decorate([
  37527. BABYLON.serialize()
  37528. ], Material.prototype, "fillMode", null);
  37529. return Material;
  37530. }());
  37531. BABYLON.Material = Material;
  37532. })(BABYLON || (BABYLON = {}));
  37533. //# sourceMappingURL=babylon.material.js.map
  37534. var BABYLON;
  37535. (function (BABYLON) {
  37536. /**
  37537. * Uniform buffer objects.
  37538. *
  37539. * Handles blocks of uniform on the GPU.
  37540. *
  37541. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37542. *
  37543. * For more information, please refer to :
  37544. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37545. */
  37546. var UniformBuffer = /** @class */ (function () {
  37547. /**
  37548. * Instantiates a new Uniform buffer objects.
  37549. *
  37550. * Handles blocks of uniform on the GPU.
  37551. *
  37552. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37553. *
  37554. * For more information, please refer to :
  37555. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37556. * @param engine Define the engine the buffer is associated with
  37557. * @param data Define the data contained in the buffer
  37558. * @param dynamic Define if the buffer is updatable
  37559. */
  37560. function UniformBuffer(engine, data, dynamic) {
  37561. this._engine = engine;
  37562. this._noUBO = !engine.supportsUniformBuffers;
  37563. this._dynamic = dynamic;
  37564. this._data = data || [];
  37565. this._uniformLocations = {};
  37566. this._uniformSizes = {};
  37567. this._uniformLocationPointer = 0;
  37568. this._needSync = false;
  37569. if (this._noUBO) {
  37570. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  37571. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  37572. this.updateFloat = this._updateFloatForEffect;
  37573. this.updateFloat2 = this._updateFloat2ForEffect;
  37574. this.updateFloat3 = this._updateFloat3ForEffect;
  37575. this.updateFloat4 = this._updateFloat4ForEffect;
  37576. this.updateMatrix = this._updateMatrixForEffect;
  37577. this.updateVector3 = this._updateVector3ForEffect;
  37578. this.updateVector4 = this._updateVector4ForEffect;
  37579. this.updateColor3 = this._updateColor3ForEffect;
  37580. this.updateColor4 = this._updateColor4ForEffect;
  37581. }
  37582. else {
  37583. this._engine._uniformBuffers.push(this);
  37584. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  37585. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  37586. this.updateFloat = this._updateFloatForUniform;
  37587. this.updateFloat2 = this._updateFloat2ForUniform;
  37588. this.updateFloat3 = this._updateFloat3ForUniform;
  37589. this.updateFloat4 = this._updateFloat4ForUniform;
  37590. this.updateMatrix = this._updateMatrixForUniform;
  37591. this.updateVector3 = this._updateVector3ForUniform;
  37592. this.updateVector4 = this._updateVector4ForUniform;
  37593. this.updateColor3 = this._updateColor3ForUniform;
  37594. this.updateColor4 = this._updateColor4ForUniform;
  37595. }
  37596. }
  37597. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  37598. /**
  37599. * Indicates if the buffer is using the WebGL2 UBO implementation,
  37600. * or just falling back on setUniformXXX calls.
  37601. */
  37602. get: function () {
  37603. return !this._noUBO;
  37604. },
  37605. enumerable: true,
  37606. configurable: true
  37607. });
  37608. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  37609. /**
  37610. * Indicates if the WebGL underlying uniform buffer is in sync
  37611. * with the javascript cache data.
  37612. */
  37613. get: function () {
  37614. return !this._needSync;
  37615. },
  37616. enumerable: true,
  37617. configurable: true
  37618. });
  37619. /**
  37620. * Indicates if the WebGL underlying uniform buffer is dynamic.
  37621. * Also, a dynamic UniformBuffer will disable cache verification and always
  37622. * update the underlying WebGL uniform buffer to the GPU.
  37623. * @returns if Dynamic, otherwise false
  37624. */
  37625. UniformBuffer.prototype.isDynamic = function () {
  37626. return this._dynamic !== undefined;
  37627. };
  37628. /**
  37629. * The data cache on JS side.
  37630. * @returns the underlying data as a float array
  37631. */
  37632. UniformBuffer.prototype.getData = function () {
  37633. return this._bufferData;
  37634. };
  37635. /**
  37636. * The underlying WebGL Uniform buffer.
  37637. * @returns the webgl buffer
  37638. */
  37639. UniformBuffer.prototype.getBuffer = function () {
  37640. return this._buffer;
  37641. };
  37642. /**
  37643. * std140 layout specifies how to align data within an UBO structure.
  37644. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  37645. * for specs.
  37646. */
  37647. UniformBuffer.prototype._fillAlignment = function (size) {
  37648. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  37649. // and 4x4 matrices
  37650. // TODO : change if other types are used
  37651. var alignment;
  37652. if (size <= 2) {
  37653. alignment = size;
  37654. }
  37655. else {
  37656. alignment = 4;
  37657. }
  37658. if ((this._uniformLocationPointer % alignment) !== 0) {
  37659. var oldPointer = this._uniformLocationPointer;
  37660. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  37661. var diff = this._uniformLocationPointer - oldPointer;
  37662. for (var i = 0; i < diff; i++) {
  37663. this._data.push(0);
  37664. }
  37665. }
  37666. };
  37667. /**
  37668. * Adds an uniform in the buffer.
  37669. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  37670. * for the layout to be correct !
  37671. * @param name Name of the uniform, as used in the uniform block in the shader.
  37672. * @param size Data size, or data directly.
  37673. */
  37674. UniformBuffer.prototype.addUniform = function (name, size) {
  37675. if (this._noUBO) {
  37676. return;
  37677. }
  37678. if (this._uniformLocations[name] !== undefined) {
  37679. // Already existing uniform
  37680. return;
  37681. }
  37682. // This function must be called in the order of the shader layout !
  37683. // size can be the size of the uniform, or data directly
  37684. var data;
  37685. if (size instanceof Array) {
  37686. data = size;
  37687. size = data.length;
  37688. }
  37689. else {
  37690. size = size;
  37691. data = [];
  37692. // Fill with zeros
  37693. for (var i = 0; i < size; i++) {
  37694. data.push(0);
  37695. }
  37696. }
  37697. this._fillAlignment(size);
  37698. this._uniformSizes[name] = size;
  37699. this._uniformLocations[name] = this._uniformLocationPointer;
  37700. this._uniformLocationPointer += size;
  37701. for (var i = 0; i < size; i++) {
  37702. this._data.push(data[i]);
  37703. }
  37704. this._needSync = true;
  37705. };
  37706. /**
  37707. * Adds a Matrix 4x4 to the uniform buffer.
  37708. * @param name Name of the uniform, as used in the uniform block in the shader.
  37709. * @param mat A 4x4 matrix.
  37710. */
  37711. UniformBuffer.prototype.addMatrix = function (name, mat) {
  37712. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  37713. };
  37714. /**
  37715. * Adds a vec2 to the uniform buffer.
  37716. * @param name Name of the uniform, as used in the uniform block in the shader.
  37717. * @param x Define the x component value of the vec2
  37718. * @param y Define the y component value of the vec2
  37719. */
  37720. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  37721. var temp = [x, y];
  37722. this.addUniform(name, temp);
  37723. };
  37724. /**
  37725. * Adds a vec3 to the uniform buffer.
  37726. * @param name Name of the uniform, as used in the uniform block in the shader.
  37727. * @param x Define the x component value of the vec3
  37728. * @param y Define the y component value of the vec3
  37729. * @param z Define the z component value of the vec3
  37730. */
  37731. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  37732. var temp = [x, y, z];
  37733. this.addUniform(name, temp);
  37734. };
  37735. /**
  37736. * Adds a vec3 to the uniform buffer.
  37737. * @param name Name of the uniform, as used in the uniform block in the shader.
  37738. * @param color Define the vec3 from a Color
  37739. */
  37740. UniformBuffer.prototype.addColor3 = function (name, color) {
  37741. var temp = new Array();
  37742. color.toArray(temp);
  37743. this.addUniform(name, temp);
  37744. };
  37745. /**
  37746. * Adds a vec4 to the uniform buffer.
  37747. * @param name Name of the uniform, as used in the uniform block in the shader.
  37748. * @param color Define the rgb components from a Color
  37749. * @param alpha Define the a component of the vec4
  37750. */
  37751. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  37752. var temp = new Array();
  37753. color.toArray(temp);
  37754. temp.push(alpha);
  37755. this.addUniform(name, temp);
  37756. };
  37757. /**
  37758. * Adds a vec3 to the uniform buffer.
  37759. * @param name Name of the uniform, as used in the uniform block in the shader.
  37760. * @param vector Define the vec3 components from a Vector
  37761. */
  37762. UniformBuffer.prototype.addVector3 = function (name, vector) {
  37763. var temp = new Array();
  37764. vector.toArray(temp);
  37765. this.addUniform(name, temp);
  37766. };
  37767. /**
  37768. * Adds a Matrix 3x3 to the uniform buffer.
  37769. * @param name Name of the uniform, as used in the uniform block in the shader.
  37770. */
  37771. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  37772. this.addUniform(name, 12);
  37773. };
  37774. /**
  37775. * Adds a Matrix 2x2 to the uniform buffer.
  37776. * @param name Name of the uniform, as used in the uniform block in the shader.
  37777. */
  37778. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  37779. this.addUniform(name, 8);
  37780. };
  37781. /**
  37782. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  37783. */
  37784. UniformBuffer.prototype.create = function () {
  37785. if (this._noUBO) {
  37786. return;
  37787. }
  37788. if (this._buffer) {
  37789. return; // nothing to do
  37790. }
  37791. // See spec, alignment must be filled as a vec4
  37792. this._fillAlignment(4);
  37793. this._bufferData = new Float32Array(this._data);
  37794. this._rebuild();
  37795. this._needSync = true;
  37796. };
  37797. /** @hidden */
  37798. UniformBuffer.prototype._rebuild = function () {
  37799. if (this._noUBO) {
  37800. return;
  37801. }
  37802. if (this._dynamic) {
  37803. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  37804. }
  37805. else {
  37806. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  37807. }
  37808. };
  37809. /**
  37810. * Updates the WebGL Uniform Buffer on the GPU.
  37811. * If the `dynamic` flag is set to true, no cache comparison is done.
  37812. * Otherwise, the buffer will be updated only if the cache differs.
  37813. */
  37814. UniformBuffer.prototype.update = function () {
  37815. if (!this._buffer) {
  37816. this.create();
  37817. return;
  37818. }
  37819. if (!this._dynamic && !this._needSync) {
  37820. return;
  37821. }
  37822. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  37823. this._needSync = false;
  37824. };
  37825. /**
  37826. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  37827. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37828. * @param data Define the flattened data
  37829. * @param size Define the size of the data.
  37830. */
  37831. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  37832. var location = this._uniformLocations[uniformName];
  37833. if (location === undefined) {
  37834. if (this._buffer) {
  37835. // Cannot add an uniform if the buffer is already created
  37836. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  37837. return;
  37838. }
  37839. this.addUniform(uniformName, size);
  37840. location = this._uniformLocations[uniformName];
  37841. }
  37842. if (!this._buffer) {
  37843. this.create();
  37844. }
  37845. if (!this._dynamic) {
  37846. // Cache for static uniform buffers
  37847. var changed = false;
  37848. for (var i = 0; i < size; i++) {
  37849. if (this._bufferData[location + i] !== data[i]) {
  37850. changed = true;
  37851. this._bufferData[location + i] = data[i];
  37852. }
  37853. }
  37854. this._needSync = this._needSync || changed;
  37855. }
  37856. else {
  37857. // No cache for dynamic
  37858. for (var i = 0; i < size; i++) {
  37859. this._bufferData[location + i] = data[i];
  37860. }
  37861. }
  37862. };
  37863. // Update methods
  37864. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  37865. // To match std140, matrix must be realigned
  37866. for (var i = 0; i < 3; i++) {
  37867. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  37868. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  37869. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  37870. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37871. }
  37872. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  37873. };
  37874. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  37875. this._currentEffect.setMatrix3x3(name, matrix);
  37876. };
  37877. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  37878. this._currentEffect.setMatrix2x2(name, matrix);
  37879. };
  37880. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  37881. // To match std140, matrix must be realigned
  37882. for (var i = 0; i < 2; i++) {
  37883. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  37884. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  37885. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  37886. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  37887. }
  37888. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  37889. };
  37890. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  37891. this._currentEffect.setFloat(name, x);
  37892. };
  37893. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  37894. UniformBuffer._tempBuffer[0] = x;
  37895. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  37896. };
  37897. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  37898. if (suffix === void 0) { suffix = ""; }
  37899. this._currentEffect.setFloat2(name + suffix, x, y);
  37900. };
  37901. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  37902. if (suffix === void 0) { suffix = ""; }
  37903. UniformBuffer._tempBuffer[0] = x;
  37904. UniformBuffer._tempBuffer[1] = y;
  37905. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  37906. };
  37907. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  37908. if (suffix === void 0) { suffix = ""; }
  37909. this._currentEffect.setFloat3(name + suffix, x, y, z);
  37910. };
  37911. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  37912. if (suffix === void 0) { suffix = ""; }
  37913. UniformBuffer._tempBuffer[0] = x;
  37914. UniformBuffer._tempBuffer[1] = y;
  37915. UniformBuffer._tempBuffer[2] = z;
  37916. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37917. };
  37918. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  37919. if (suffix === void 0) { suffix = ""; }
  37920. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  37921. };
  37922. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  37923. if (suffix === void 0) { suffix = ""; }
  37924. UniformBuffer._tempBuffer[0] = x;
  37925. UniformBuffer._tempBuffer[1] = y;
  37926. UniformBuffer._tempBuffer[2] = z;
  37927. UniformBuffer._tempBuffer[3] = w;
  37928. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37929. };
  37930. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  37931. this._currentEffect.setMatrix(name, mat);
  37932. };
  37933. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  37934. this.updateUniform(name, mat.toArray(), 16);
  37935. };
  37936. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  37937. this._currentEffect.setVector3(name, vector);
  37938. };
  37939. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  37940. vector.toArray(UniformBuffer._tempBuffer);
  37941. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37942. };
  37943. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  37944. this._currentEffect.setVector4(name, vector);
  37945. };
  37946. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  37947. vector.toArray(UniformBuffer._tempBuffer);
  37948. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37949. };
  37950. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  37951. if (suffix === void 0) { suffix = ""; }
  37952. this._currentEffect.setColor3(name + suffix, color);
  37953. };
  37954. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  37955. if (suffix === void 0) { suffix = ""; }
  37956. color.toArray(UniformBuffer._tempBuffer);
  37957. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  37958. };
  37959. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  37960. if (suffix === void 0) { suffix = ""; }
  37961. this._currentEffect.setColor4(name + suffix, color, alpha);
  37962. };
  37963. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  37964. if (suffix === void 0) { suffix = ""; }
  37965. color.toArray(UniformBuffer._tempBuffer);
  37966. UniformBuffer._tempBuffer[3] = alpha;
  37967. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  37968. };
  37969. /**
  37970. * Sets a sampler uniform on the effect.
  37971. * @param name Define the name of the sampler.
  37972. * @param texture Define the texture to set in the sampler
  37973. */
  37974. UniformBuffer.prototype.setTexture = function (name, texture) {
  37975. this._currentEffect.setTexture(name, texture);
  37976. };
  37977. /**
  37978. * Directly updates the value of the uniform in the cache AND on the GPU.
  37979. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  37980. * @param data Define the flattened data
  37981. */
  37982. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  37983. this.updateUniform(uniformName, data, data.length);
  37984. this.update();
  37985. };
  37986. /**
  37987. * Binds this uniform buffer to an effect.
  37988. * @param effect Define the effect to bind the buffer to
  37989. * @param name Name of the uniform block in the shader.
  37990. */
  37991. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  37992. this._currentEffect = effect;
  37993. if (this._noUBO || !this._buffer) {
  37994. return;
  37995. }
  37996. effect.bindUniformBuffer(this._buffer, name);
  37997. };
  37998. /**
  37999. * Disposes the uniform buffer.
  38000. */
  38001. UniformBuffer.prototype.dispose = function () {
  38002. if (this._noUBO) {
  38003. return;
  38004. }
  38005. var uniformBuffers = this._engine._uniformBuffers;
  38006. var index = uniformBuffers.indexOf(this);
  38007. if (index !== -1) {
  38008. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38009. uniformBuffers.pop();
  38010. }
  38011. if (!this._buffer) {
  38012. return;
  38013. }
  38014. if (this._engine._releaseBuffer(this._buffer)) {
  38015. this._buffer = null;
  38016. }
  38017. };
  38018. // Pool for avoiding memory leaks
  38019. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38020. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38021. return UniformBuffer;
  38022. }());
  38023. BABYLON.UniformBuffer = UniformBuffer;
  38024. })(BABYLON || (BABYLON = {}));
  38025. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38026. var BABYLON;
  38027. (function (BABYLON) {
  38028. /**
  38029. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38030. */
  38031. var VertexData = /** @class */ (function () {
  38032. function VertexData() {
  38033. }
  38034. /**
  38035. * Uses the passed data array to set the set the values for the specified kind of data
  38036. * @param data a linear array of floating numbers
  38037. * @param kind the type of data that is being set, eg positions, colors etc
  38038. */
  38039. VertexData.prototype.set = function (data, kind) {
  38040. switch (kind) {
  38041. case BABYLON.VertexBuffer.PositionKind:
  38042. this.positions = data;
  38043. break;
  38044. case BABYLON.VertexBuffer.NormalKind:
  38045. this.normals = data;
  38046. break;
  38047. case BABYLON.VertexBuffer.TangentKind:
  38048. this.tangents = data;
  38049. break;
  38050. case BABYLON.VertexBuffer.UVKind:
  38051. this.uvs = data;
  38052. break;
  38053. case BABYLON.VertexBuffer.UV2Kind:
  38054. this.uvs2 = data;
  38055. break;
  38056. case BABYLON.VertexBuffer.UV3Kind:
  38057. this.uvs3 = data;
  38058. break;
  38059. case BABYLON.VertexBuffer.UV4Kind:
  38060. this.uvs4 = data;
  38061. break;
  38062. case BABYLON.VertexBuffer.UV5Kind:
  38063. this.uvs5 = data;
  38064. break;
  38065. case BABYLON.VertexBuffer.UV6Kind:
  38066. this.uvs6 = data;
  38067. break;
  38068. case BABYLON.VertexBuffer.ColorKind:
  38069. this.colors = data;
  38070. break;
  38071. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38072. this.matricesIndices = data;
  38073. break;
  38074. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38075. this.matricesWeights = data;
  38076. break;
  38077. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38078. this.matricesIndicesExtra = data;
  38079. break;
  38080. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38081. this.matricesWeightsExtra = data;
  38082. break;
  38083. }
  38084. };
  38085. /**
  38086. * Associates the vertexData to the passed Mesh.
  38087. * Sets it as updatable or not (default `false`)
  38088. * @param mesh the mesh the vertexData is applied to
  38089. * @param updatable when used and having the value true allows new data to update the vertexData
  38090. * @returns the VertexData
  38091. */
  38092. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38093. this._applyTo(mesh, updatable);
  38094. return this;
  38095. };
  38096. /**
  38097. * Associates the vertexData to the passed Geometry.
  38098. * Sets it as updatable or not (default `false`)
  38099. * @param geometry the geometry the vertexData is applied to
  38100. * @param updatable when used and having the value true allows new data to update the vertexData
  38101. * @returns VertexData
  38102. */
  38103. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38104. this._applyTo(geometry, updatable);
  38105. return this;
  38106. };
  38107. /**
  38108. * Updates the associated mesh
  38109. * @param mesh the mesh to be updated
  38110. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38111. * @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
  38112. * @returns VertexData
  38113. */
  38114. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38115. this._update(mesh);
  38116. return this;
  38117. };
  38118. /**
  38119. * Updates the associated geometry
  38120. * @param geometry the geometry to be updated
  38121. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38122. * @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
  38123. * @returns VertexData.
  38124. */
  38125. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38126. this._update(geometry);
  38127. return this;
  38128. };
  38129. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38130. if (updatable === void 0) { updatable = false; }
  38131. if (this.positions) {
  38132. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38133. }
  38134. if (this.normals) {
  38135. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38136. }
  38137. if (this.tangents) {
  38138. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38139. }
  38140. if (this.uvs) {
  38141. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38142. }
  38143. if (this.uvs2) {
  38144. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38145. }
  38146. if (this.uvs3) {
  38147. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38148. }
  38149. if (this.uvs4) {
  38150. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38151. }
  38152. if (this.uvs5) {
  38153. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38154. }
  38155. if (this.uvs6) {
  38156. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38157. }
  38158. if (this.colors) {
  38159. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38160. }
  38161. if (this.matricesIndices) {
  38162. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38163. }
  38164. if (this.matricesWeights) {
  38165. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38166. }
  38167. if (this.matricesIndicesExtra) {
  38168. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38169. }
  38170. if (this.matricesWeightsExtra) {
  38171. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38172. }
  38173. if (this.indices) {
  38174. meshOrGeometry.setIndices(this.indices, null, updatable);
  38175. }
  38176. else {
  38177. meshOrGeometry.setIndices([], null);
  38178. }
  38179. return this;
  38180. };
  38181. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38182. if (this.positions) {
  38183. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38184. }
  38185. if (this.normals) {
  38186. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38187. }
  38188. if (this.tangents) {
  38189. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38190. }
  38191. if (this.uvs) {
  38192. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38193. }
  38194. if (this.uvs2) {
  38195. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38196. }
  38197. if (this.uvs3) {
  38198. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38199. }
  38200. if (this.uvs4) {
  38201. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38202. }
  38203. if (this.uvs5) {
  38204. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38205. }
  38206. if (this.uvs6) {
  38207. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38208. }
  38209. if (this.colors) {
  38210. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38211. }
  38212. if (this.matricesIndices) {
  38213. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38214. }
  38215. if (this.matricesWeights) {
  38216. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38217. }
  38218. if (this.matricesIndicesExtra) {
  38219. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38220. }
  38221. if (this.matricesWeightsExtra) {
  38222. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38223. }
  38224. if (this.indices) {
  38225. meshOrGeometry.setIndices(this.indices, null);
  38226. }
  38227. return this;
  38228. };
  38229. /**
  38230. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38231. * @param matrix the transforming matrix
  38232. * @returns the VertexData
  38233. */
  38234. VertexData.prototype.transform = function (matrix) {
  38235. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38236. var transformed = BABYLON.Vector3.Zero();
  38237. var index;
  38238. if (this.positions) {
  38239. var position = BABYLON.Vector3.Zero();
  38240. for (index = 0; index < this.positions.length; index += 3) {
  38241. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38242. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38243. this.positions[index] = transformed.x;
  38244. this.positions[index + 1] = transformed.y;
  38245. this.positions[index + 2] = transformed.z;
  38246. }
  38247. }
  38248. if (this.normals) {
  38249. var normal = BABYLON.Vector3.Zero();
  38250. for (index = 0; index < this.normals.length; index += 3) {
  38251. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38252. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38253. this.normals[index] = transformed.x;
  38254. this.normals[index + 1] = transformed.y;
  38255. this.normals[index + 2] = transformed.z;
  38256. }
  38257. }
  38258. if (this.tangents) {
  38259. var tangent = BABYLON.Vector4.Zero();
  38260. var tangentTransformed = BABYLON.Vector4.Zero();
  38261. for (index = 0; index < this.tangents.length; index += 4) {
  38262. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38263. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38264. this.tangents[index] = tangentTransformed.x;
  38265. this.tangents[index + 1] = tangentTransformed.y;
  38266. this.tangents[index + 2] = tangentTransformed.z;
  38267. this.tangents[index + 3] = tangentTransformed.w;
  38268. }
  38269. }
  38270. if (flip && this.indices) {
  38271. for (index = 0; index < this.indices.length; index += 3) {
  38272. var tmp = this.indices[index + 1];
  38273. this.indices[index + 1] = this.indices[index + 2];
  38274. this.indices[index + 2] = tmp;
  38275. }
  38276. }
  38277. return this;
  38278. };
  38279. /**
  38280. * Merges the passed VertexData into the current one
  38281. * @param other the VertexData to be merged into the current one
  38282. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38283. * @returns the modified VertexData
  38284. */
  38285. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38286. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38287. this._validate();
  38288. other._validate();
  38289. if (!this.normals !== !other.normals ||
  38290. !this.tangents !== !other.tangents ||
  38291. !this.uvs !== !other.uvs ||
  38292. !this.uvs2 !== !other.uvs2 ||
  38293. !this.uvs3 !== !other.uvs3 ||
  38294. !this.uvs4 !== !other.uvs4 ||
  38295. !this.uvs5 !== !other.uvs5 ||
  38296. !this.uvs6 !== !other.uvs6 ||
  38297. !this.colors !== !other.colors ||
  38298. !this.matricesIndices !== !other.matricesIndices ||
  38299. !this.matricesWeights !== !other.matricesWeights ||
  38300. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38301. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38302. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38303. }
  38304. if (other.indices) {
  38305. if (!this.indices) {
  38306. this.indices = [];
  38307. }
  38308. var offset = this.positions ? this.positions.length / 3 : 0;
  38309. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38310. if (isSrcTypedArray) {
  38311. var len = this.indices.length + other.indices.length;
  38312. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38313. temp.set(this.indices);
  38314. var decal = this.indices.length;
  38315. for (var index = 0; index < other.indices.length; index++) {
  38316. temp[decal + index] = other.indices[index] + offset;
  38317. }
  38318. this.indices = temp;
  38319. }
  38320. else {
  38321. for (var index = 0; index < other.indices.length; index++) {
  38322. this.indices.push(other.indices[index] + offset);
  38323. }
  38324. }
  38325. }
  38326. this.positions = this._mergeElement(this.positions, other.positions);
  38327. this.normals = this._mergeElement(this.normals, other.normals);
  38328. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38329. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38330. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38331. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38332. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38333. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38334. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38335. this.colors = this._mergeElement(this.colors, other.colors);
  38336. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38337. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38338. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38339. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38340. return this;
  38341. };
  38342. VertexData.prototype._mergeElement = function (source, other) {
  38343. if (!source) {
  38344. return other;
  38345. }
  38346. if (!other) {
  38347. return source;
  38348. }
  38349. var len = other.length + source.length;
  38350. var isSrcTypedArray = source instanceof Float32Array;
  38351. var isOthTypedArray = other instanceof Float32Array;
  38352. // use non-loop method when the source is Float32Array
  38353. if (isSrcTypedArray) {
  38354. var ret32 = new Float32Array(len);
  38355. ret32.set(source);
  38356. ret32.set(other, source.length);
  38357. return ret32;
  38358. // source is number[], when other is also use concat
  38359. }
  38360. else if (!isOthTypedArray) {
  38361. return source.concat(other);
  38362. // source is a number[], but other is a Float32Array, loop required
  38363. }
  38364. else {
  38365. var ret = source.slice(0); // copy source to a separate array
  38366. for (var i = 0, len = other.length; i < len; i++) {
  38367. ret.push(other[i]);
  38368. }
  38369. return ret;
  38370. }
  38371. };
  38372. VertexData.prototype._validate = function () {
  38373. if (!this.positions) {
  38374. throw new Error("Positions are required");
  38375. }
  38376. var getElementCount = function (kind, values) {
  38377. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38378. if ((values.length % stride) !== 0) {
  38379. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38380. }
  38381. return values.length / stride;
  38382. };
  38383. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38384. var validateElementCount = function (kind, values) {
  38385. var elementCount = getElementCount(kind, values);
  38386. if (elementCount !== positionsElementCount) {
  38387. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38388. }
  38389. };
  38390. if (this.normals) {
  38391. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38392. }
  38393. if (this.tangents) {
  38394. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38395. }
  38396. if (this.uvs) {
  38397. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38398. }
  38399. if (this.uvs2) {
  38400. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38401. }
  38402. if (this.uvs3) {
  38403. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38404. }
  38405. if (this.uvs4) {
  38406. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38407. }
  38408. if (this.uvs5) {
  38409. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38410. }
  38411. if (this.uvs6) {
  38412. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38413. }
  38414. if (this.colors) {
  38415. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38416. }
  38417. if (this.matricesIndices) {
  38418. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38419. }
  38420. if (this.matricesWeights) {
  38421. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38422. }
  38423. if (this.matricesIndicesExtra) {
  38424. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38425. }
  38426. if (this.matricesWeightsExtra) {
  38427. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38428. }
  38429. };
  38430. /**
  38431. * Serializes the VertexData
  38432. * @returns a serialized object
  38433. */
  38434. VertexData.prototype.serialize = function () {
  38435. var serializationObject = this.serialize();
  38436. if (this.positions) {
  38437. serializationObject.positions = this.positions;
  38438. }
  38439. if (this.normals) {
  38440. serializationObject.normals = this.normals;
  38441. }
  38442. if (this.tangents) {
  38443. serializationObject.tangents = this.tangents;
  38444. }
  38445. if (this.uvs) {
  38446. serializationObject.uvs = this.uvs;
  38447. }
  38448. if (this.uvs2) {
  38449. serializationObject.uvs2 = this.uvs2;
  38450. }
  38451. if (this.uvs3) {
  38452. serializationObject.uvs3 = this.uvs3;
  38453. }
  38454. if (this.uvs4) {
  38455. serializationObject.uvs4 = this.uvs4;
  38456. }
  38457. if (this.uvs5) {
  38458. serializationObject.uvs5 = this.uvs5;
  38459. }
  38460. if (this.uvs6) {
  38461. serializationObject.uvs6 = this.uvs6;
  38462. }
  38463. if (this.colors) {
  38464. serializationObject.colors = this.colors;
  38465. }
  38466. if (this.matricesIndices) {
  38467. serializationObject.matricesIndices = this.matricesIndices;
  38468. serializationObject.matricesIndices._isExpanded = true;
  38469. }
  38470. if (this.matricesWeights) {
  38471. serializationObject.matricesWeights = this.matricesWeights;
  38472. }
  38473. if (this.matricesIndicesExtra) {
  38474. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38475. serializationObject.matricesIndicesExtra._isExpanded = true;
  38476. }
  38477. if (this.matricesWeightsExtra) {
  38478. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38479. }
  38480. serializationObject.indices = this.indices;
  38481. return serializationObject;
  38482. };
  38483. // Statics
  38484. /**
  38485. * Extracts the vertexData from a mesh
  38486. * @param mesh the mesh from which to extract the VertexData
  38487. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38488. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38489. * @returns the object VertexData associated to the passed mesh
  38490. */
  38491. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38492. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38493. };
  38494. /**
  38495. * Extracts the vertexData from the geometry
  38496. * @param geometry the geometry from which to extract the VertexData
  38497. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38498. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38499. * @returns the object VertexData associated to the passed mesh
  38500. */
  38501. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38502. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38503. };
  38504. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38505. var result = new VertexData();
  38506. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38507. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38508. }
  38509. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38510. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38511. }
  38512. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38513. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38514. }
  38515. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38516. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38517. }
  38518. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38519. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38520. }
  38521. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38522. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38523. }
  38524. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38525. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38526. }
  38527. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38528. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38529. }
  38530. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38531. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38532. }
  38533. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38534. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38535. }
  38536. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38537. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38538. }
  38539. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38540. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38541. }
  38542. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38543. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38544. }
  38545. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38546. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38547. }
  38548. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38549. return result;
  38550. };
  38551. /**
  38552. * Creates the VertexData for a Ribbon
  38553. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  38554. * * pathArray array of paths, each of which an array of successive Vector3
  38555. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  38556. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  38557. * * 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
  38558. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38559. * * 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)
  38560. * * 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)
  38561. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  38562. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  38563. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  38564. * @returns the VertexData of the ribbon
  38565. */
  38566. VertexData.CreateRibbon = function (options) {
  38567. var pathArray = options.pathArray;
  38568. var closeArray = options.closeArray || false;
  38569. var closePath = options.closePath || false;
  38570. var invertUV = options.invertUV || false;
  38571. var defaultOffset = Math.floor(pathArray[0].length / 2);
  38572. var offset = options.offset || defaultOffset;
  38573. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  38574. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38575. var customUV = options.uvs;
  38576. var customColors = options.colors;
  38577. var positions = [];
  38578. var indices = [];
  38579. var normals = [];
  38580. var uvs = [];
  38581. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  38582. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  38583. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  38584. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  38585. var minlg; // minimal length among all paths from pathArray
  38586. var lg = []; // array of path lengths : nb of vertex per path
  38587. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  38588. var p; // path iterator
  38589. var i; // point iterator
  38590. var j; // point iterator
  38591. // if single path in pathArray
  38592. if (pathArray.length < 2) {
  38593. var ar1 = [];
  38594. var ar2 = [];
  38595. for (i = 0; i < pathArray[0].length - offset; i++) {
  38596. ar1.push(pathArray[0][i]);
  38597. ar2.push(pathArray[0][i + offset]);
  38598. }
  38599. pathArray = [ar1, ar2];
  38600. }
  38601. // positions and horizontal distances (u)
  38602. var idc = 0;
  38603. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  38604. var path;
  38605. var l;
  38606. minlg = pathArray[0].length;
  38607. var vectlg;
  38608. var dist;
  38609. for (p = 0; p < pathArray.length; p++) {
  38610. uTotalDistance[p] = 0;
  38611. us[p] = [0];
  38612. path = pathArray[p];
  38613. l = path.length;
  38614. minlg = (minlg < l) ? minlg : l;
  38615. j = 0;
  38616. while (j < l) {
  38617. positions.push(path[j].x, path[j].y, path[j].z);
  38618. if (j > 0) {
  38619. vectlg = path[j].subtract(path[j - 1]).length();
  38620. dist = vectlg + uTotalDistance[p];
  38621. us[p].push(dist);
  38622. uTotalDistance[p] = dist;
  38623. }
  38624. j++;
  38625. }
  38626. if (closePath) { // an extra hidden vertex is added in the "positions" array
  38627. j--;
  38628. positions.push(path[0].x, path[0].y, path[0].z);
  38629. vectlg = path[j].subtract(path[0]).length();
  38630. dist = vectlg + uTotalDistance[p];
  38631. us[p].push(dist);
  38632. uTotalDistance[p] = dist;
  38633. }
  38634. lg[p] = l + closePathCorr;
  38635. idx[p] = idc;
  38636. idc += (l + closePathCorr);
  38637. }
  38638. // vertical distances (v)
  38639. var path1;
  38640. var path2;
  38641. var vertex1 = null;
  38642. var vertex2 = null;
  38643. for (i = 0; i < minlg + closePathCorr; i++) {
  38644. vTotalDistance[i] = 0;
  38645. vs[i] = [0];
  38646. for (p = 0; p < pathArray.length - 1; p++) {
  38647. path1 = pathArray[p];
  38648. path2 = pathArray[p + 1];
  38649. if (i === minlg) { // closePath
  38650. vertex1 = path1[0];
  38651. vertex2 = path2[0];
  38652. }
  38653. else {
  38654. vertex1 = path1[i];
  38655. vertex2 = path2[i];
  38656. }
  38657. vectlg = vertex2.subtract(vertex1).length();
  38658. dist = vectlg + vTotalDistance[i];
  38659. vs[i].push(dist);
  38660. vTotalDistance[i] = dist;
  38661. }
  38662. if (closeArray && vertex2 && vertex1) {
  38663. path1 = pathArray[p];
  38664. path2 = pathArray[0];
  38665. if (i === minlg) { // closePath
  38666. vertex2 = path2[0];
  38667. }
  38668. vectlg = vertex2.subtract(vertex1).length();
  38669. dist = vectlg + vTotalDistance[i];
  38670. vTotalDistance[i] = dist;
  38671. }
  38672. }
  38673. // uvs
  38674. var u;
  38675. var v;
  38676. if (customUV) {
  38677. for (p = 0; p < customUV.length; p++) {
  38678. uvs.push(customUV[p].x, customUV[p].y);
  38679. }
  38680. }
  38681. else {
  38682. for (p = 0; p < pathArray.length; p++) {
  38683. for (i = 0; i < minlg + closePathCorr; i++) {
  38684. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  38685. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  38686. if (invertUV) {
  38687. uvs.push(v, u);
  38688. }
  38689. else {
  38690. uvs.push(u, v);
  38691. }
  38692. }
  38693. }
  38694. }
  38695. // indices
  38696. p = 0; // path index
  38697. var pi = 0; // positions array index
  38698. var l1 = lg[p] - 1; // path1 length
  38699. var l2 = lg[p + 1] - 1; // path2 length
  38700. var min = (l1 < l2) ? l1 : l2; // current path stop index
  38701. var shft = idx[1] - idx[0]; // shift
  38702. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  38703. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  38704. // 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
  38705. indices.push(pi, pi + shft, pi + 1);
  38706. indices.push(pi + shft + 1, pi + 1, pi + shft);
  38707. pi += 1;
  38708. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  38709. p++;
  38710. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  38711. shft = idx[0] - idx[p];
  38712. l1 = lg[p] - 1;
  38713. l2 = lg[0] - 1;
  38714. }
  38715. else {
  38716. shft = idx[p + 1] - idx[p];
  38717. l1 = lg[p] - 1;
  38718. l2 = lg[p + 1] - 1;
  38719. }
  38720. pi = idx[p];
  38721. min = (l1 < l2) ? l1 + pi : l2 + pi;
  38722. }
  38723. }
  38724. // normals
  38725. VertexData.ComputeNormals(positions, indices, normals);
  38726. if (closePath) { // update both the first and last vertex normals to their average value
  38727. var indexFirst = 0;
  38728. var indexLast = 0;
  38729. for (p = 0; p < pathArray.length; p++) {
  38730. indexFirst = idx[p] * 3;
  38731. if (p + 1 < pathArray.length) {
  38732. indexLast = (idx[p + 1] - 1) * 3;
  38733. }
  38734. else {
  38735. indexLast = normals.length - 3;
  38736. }
  38737. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  38738. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  38739. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  38740. normals[indexLast] = normals[indexFirst];
  38741. normals[indexLast + 1] = normals[indexFirst + 1];
  38742. normals[indexLast + 2] = normals[indexFirst + 2];
  38743. }
  38744. }
  38745. // sides
  38746. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38747. // Colors
  38748. var colors = null;
  38749. if (customColors) {
  38750. colors = new Float32Array(customColors.length * 4);
  38751. for (var c = 0; c < customColors.length; c++) {
  38752. colors[c * 4] = customColors[c].r;
  38753. colors[c * 4 + 1] = customColors[c].g;
  38754. colors[c * 4 + 2] = customColors[c].b;
  38755. colors[c * 4 + 3] = customColors[c].a;
  38756. }
  38757. }
  38758. // Result
  38759. var vertexData = new VertexData();
  38760. var positions32 = new Float32Array(positions);
  38761. var normals32 = new Float32Array(normals);
  38762. var uvs32 = new Float32Array(uvs);
  38763. vertexData.indices = indices;
  38764. vertexData.positions = positions32;
  38765. vertexData.normals = normals32;
  38766. vertexData.uvs = uvs32;
  38767. if (colors) {
  38768. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  38769. }
  38770. if (closePath) {
  38771. vertexData._idx = idx;
  38772. }
  38773. return vertexData;
  38774. };
  38775. /**
  38776. * Creates the VertexData for a box
  38777. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38778. * * size sets the width, height and depth of the box to the value of size, optional default 1
  38779. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  38780. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  38781. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  38782. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  38783. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  38784. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38785. * * 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)
  38786. * * 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)
  38787. * @returns the VertexData of the box
  38788. */
  38789. VertexData.CreateBox = function (options) {
  38790. var normalsSource = [
  38791. new BABYLON.Vector3(0, 0, 1),
  38792. new BABYLON.Vector3(0, 0, -1),
  38793. new BABYLON.Vector3(1, 0, 0),
  38794. new BABYLON.Vector3(-1, 0, 0),
  38795. new BABYLON.Vector3(0, 1, 0),
  38796. new BABYLON.Vector3(0, -1, 0)
  38797. ];
  38798. var indices = [];
  38799. var positions = [];
  38800. var normals = [];
  38801. var uvs = [];
  38802. var width = options.width || options.size || 1;
  38803. var height = options.height || options.size || 1;
  38804. var depth = options.depth || options.size || 1;
  38805. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38806. var faceUV = options.faceUV || new Array(6);
  38807. var faceColors = options.faceColors;
  38808. var colors = [];
  38809. // default face colors and UV if undefined
  38810. for (var f = 0; f < 6; f++) {
  38811. if (faceUV[f] === undefined) {
  38812. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38813. }
  38814. if (faceColors && faceColors[f] === undefined) {
  38815. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38816. }
  38817. }
  38818. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  38819. // Create each face in turn.
  38820. for (var index = 0; index < normalsSource.length; index++) {
  38821. var normal = normalsSource[index];
  38822. // Get two vectors perpendicular to the face normal and to each other.
  38823. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  38824. var side2 = BABYLON.Vector3.Cross(normal, side1);
  38825. // Six indices (two triangles) per face.
  38826. var verticesLength = positions.length / 3;
  38827. indices.push(verticesLength);
  38828. indices.push(verticesLength + 1);
  38829. indices.push(verticesLength + 2);
  38830. indices.push(verticesLength);
  38831. indices.push(verticesLength + 2);
  38832. indices.push(verticesLength + 3);
  38833. // Four vertices per face.
  38834. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  38835. positions.push(vertex.x, vertex.y, vertex.z);
  38836. normals.push(normal.x, normal.y, normal.z);
  38837. uvs.push(faceUV[index].z, faceUV[index].w);
  38838. if (faceColors) {
  38839. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38840. }
  38841. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  38842. positions.push(vertex.x, vertex.y, vertex.z);
  38843. normals.push(normal.x, normal.y, normal.z);
  38844. uvs.push(faceUV[index].x, faceUV[index].w);
  38845. if (faceColors) {
  38846. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38847. }
  38848. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  38849. positions.push(vertex.x, vertex.y, vertex.z);
  38850. normals.push(normal.x, normal.y, normal.z);
  38851. uvs.push(faceUV[index].x, faceUV[index].y);
  38852. if (faceColors) {
  38853. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38854. }
  38855. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  38856. positions.push(vertex.x, vertex.y, vertex.z);
  38857. normals.push(normal.x, normal.y, normal.z);
  38858. uvs.push(faceUV[index].z, faceUV[index].y);
  38859. if (faceColors) {
  38860. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  38861. }
  38862. }
  38863. // sides
  38864. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38865. // Result
  38866. var vertexData = new VertexData();
  38867. vertexData.indices = indices;
  38868. vertexData.positions = positions;
  38869. vertexData.normals = normals;
  38870. vertexData.uvs = uvs;
  38871. if (faceColors) {
  38872. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  38873. vertexData.colors = totalColors;
  38874. }
  38875. return vertexData;
  38876. };
  38877. /**
  38878. * Creates the VertexData for an ellipsoid, defaults to a sphere
  38879. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38880. * * segments sets the number of horizontal strips optional, default 32
  38881. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  38882. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  38883. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  38884. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  38885. * * 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
  38886. * * 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
  38887. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38888. * * 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)
  38889. * * 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)
  38890. * @returns the VertexData of the ellipsoid
  38891. */
  38892. VertexData.CreateSphere = function (options) {
  38893. var segments = options.segments || 32;
  38894. var diameterX = options.diameterX || options.diameter || 1;
  38895. var diameterY = options.diameterY || options.diameter || 1;
  38896. var diameterZ = options.diameterZ || options.diameter || 1;
  38897. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38898. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  38899. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38900. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  38901. var totalZRotationSteps = 2 + segments;
  38902. var totalYRotationSteps = 2 * totalZRotationSteps;
  38903. var indices = [];
  38904. var positions = [];
  38905. var normals = [];
  38906. var uvs = [];
  38907. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  38908. var normalizedZ = zRotationStep / totalZRotationSteps;
  38909. var angleZ = normalizedZ * Math.PI * slice;
  38910. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  38911. var normalizedY = yRotationStep / totalYRotationSteps;
  38912. var angleY = normalizedY * Math.PI * 2 * arc;
  38913. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  38914. var rotationY = BABYLON.Matrix.RotationY(angleY);
  38915. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  38916. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  38917. var vertex = complete.multiply(radius);
  38918. var normal = complete.divide(radius).normalize();
  38919. positions.push(vertex.x, vertex.y, vertex.z);
  38920. normals.push(normal.x, normal.y, normal.z);
  38921. uvs.push(normalizedY, normalizedZ);
  38922. }
  38923. if (zRotationStep > 0) {
  38924. var verticesCount = positions.length / 3;
  38925. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  38926. indices.push((firstIndex));
  38927. indices.push((firstIndex + 1));
  38928. indices.push(firstIndex + totalYRotationSteps + 1);
  38929. indices.push((firstIndex + totalYRotationSteps + 1));
  38930. indices.push((firstIndex + 1));
  38931. indices.push((firstIndex + totalYRotationSteps + 2));
  38932. }
  38933. }
  38934. }
  38935. // Sides
  38936. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  38937. // Result
  38938. var vertexData = new VertexData();
  38939. vertexData.indices = indices;
  38940. vertexData.positions = positions;
  38941. vertexData.normals = normals;
  38942. vertexData.uvs = uvs;
  38943. return vertexData;
  38944. };
  38945. /**
  38946. * Creates the VertexData for a cylinder, cone or prism
  38947. * @param options an object used to set the following optional parameters for the box, required but can be empty
  38948. * * height sets the height (y direction) of the cylinder, optional, default 2
  38949. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  38950. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  38951. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  38952. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  38953. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  38954. * * 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
  38955. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  38956. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  38957. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  38958. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  38959. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38960. * * 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)
  38961. * * 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)
  38962. * @returns the VertexData of the cylinder, cone or prism
  38963. */
  38964. VertexData.CreateCylinder = function (options) {
  38965. var height = options.height || 2;
  38966. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  38967. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  38968. var tessellation = options.tessellation || 24;
  38969. var subdivisions = options.subdivisions || 1;
  38970. var hasRings = options.hasRings ? true : false;
  38971. var enclose = options.enclose ? true : false;
  38972. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  38973. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  38974. var faceUV = options.faceUV || new Array(3);
  38975. var faceColors = options.faceColors;
  38976. // default face colors and UV if undefined
  38977. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  38978. var ringNb = (hasRings) ? subdivisions : 1;
  38979. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  38980. var f;
  38981. for (f = 0; f < surfaceNb; f++) {
  38982. if (faceColors && faceColors[f] === undefined) {
  38983. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  38984. }
  38985. }
  38986. for (f = 0; f < surfaceNb; f++) {
  38987. if (faceUV && faceUV[f] === undefined) {
  38988. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  38989. }
  38990. }
  38991. var indices = new Array();
  38992. var positions = new Array();
  38993. var normals = new Array();
  38994. var uvs = new Array();
  38995. var colors = new Array();
  38996. var angle_step = Math.PI * 2 * arc / tessellation;
  38997. var angle;
  38998. var h;
  38999. var radius;
  39000. var tan = (diameterBottom - diameterTop) / 2 / height;
  39001. var ringVertex = BABYLON.Vector3.Zero();
  39002. var ringNormal = BABYLON.Vector3.Zero();
  39003. var ringFirstVertex = BABYLON.Vector3.Zero();
  39004. var ringFirstNormal = BABYLON.Vector3.Zero();
  39005. var quadNormal = BABYLON.Vector3.Zero();
  39006. var Y = BABYLON.Axis.Y;
  39007. // positions, normals, uvs
  39008. var i;
  39009. var j;
  39010. var r;
  39011. var ringIdx = 1;
  39012. var s = 1; // surface index
  39013. var cs = 0;
  39014. var v = 0;
  39015. for (i = 0; i <= subdivisions; i++) {
  39016. h = i / subdivisions;
  39017. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39018. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39019. for (r = 0; r < ringIdx; r++) {
  39020. if (hasRings) {
  39021. s += r;
  39022. }
  39023. if (enclose) {
  39024. s += 2 * r;
  39025. }
  39026. for (j = 0; j <= tessellation; j++) {
  39027. angle = j * angle_step;
  39028. // position
  39029. ringVertex.x = Math.cos(-angle) * radius;
  39030. ringVertex.y = -height / 2 + h * height;
  39031. ringVertex.z = Math.sin(-angle) * radius;
  39032. // normal
  39033. if (diameterTop === 0 && i === subdivisions) {
  39034. // if no top cap, reuse former normals
  39035. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39036. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39037. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39038. }
  39039. else {
  39040. ringNormal.x = ringVertex.x;
  39041. ringNormal.z = ringVertex.z;
  39042. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39043. ringNormal.normalize();
  39044. }
  39045. // keep first ring vertex values for enclose
  39046. if (j === 0) {
  39047. ringFirstVertex.copyFrom(ringVertex);
  39048. ringFirstNormal.copyFrom(ringNormal);
  39049. }
  39050. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39051. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39052. if (hasRings) {
  39053. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39054. }
  39055. else {
  39056. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39057. }
  39058. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39059. if (faceColors) {
  39060. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39061. }
  39062. }
  39063. // if enclose, add four vertices and their dedicated normals
  39064. if (arc !== 1 && enclose) {
  39065. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39066. positions.push(0, ringVertex.y, 0);
  39067. positions.push(0, ringVertex.y, 0);
  39068. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39069. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39070. quadNormal.normalize();
  39071. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39072. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39073. quadNormal.normalize();
  39074. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39075. if (hasRings) {
  39076. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39077. }
  39078. else {
  39079. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39080. }
  39081. uvs.push(faceUV[s + 1].x, v);
  39082. uvs.push(faceUV[s + 1].z, v);
  39083. if (hasRings) {
  39084. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39085. }
  39086. else {
  39087. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39088. }
  39089. uvs.push(faceUV[s + 2].x, v);
  39090. uvs.push(faceUV[s + 2].z, v);
  39091. if (faceColors) {
  39092. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39093. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39094. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39095. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39096. }
  39097. }
  39098. if (cs !== s) {
  39099. cs = s;
  39100. }
  39101. }
  39102. }
  39103. // indices
  39104. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39105. var s;
  39106. i = 0;
  39107. for (s = 0; s < subdivisions; s++) {
  39108. var i0 = 0;
  39109. var i1 = 0;
  39110. var i2 = 0;
  39111. var i3 = 0;
  39112. for (j = 0; j < tessellation; j++) {
  39113. i0 = i * (e + 1) + j;
  39114. i1 = (i + 1) * (e + 1) + j;
  39115. i2 = i * (e + 1) + (j + 1);
  39116. i3 = (i + 1) * (e + 1) + (j + 1);
  39117. indices.push(i0, i1, i2);
  39118. indices.push(i3, i2, i1);
  39119. }
  39120. if (arc !== 1 && enclose) { // if enclose, add two quads
  39121. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39122. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39123. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39124. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39125. }
  39126. i = (hasRings) ? (i + 2) : (i + 1);
  39127. }
  39128. // Caps
  39129. var createCylinderCap = function (isTop) {
  39130. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39131. if (radius === 0) {
  39132. return;
  39133. }
  39134. // Cap positions, normals & uvs
  39135. var angle;
  39136. var circleVector;
  39137. var i;
  39138. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39139. var c = null;
  39140. if (faceColors) {
  39141. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39142. }
  39143. // cap center
  39144. var vbase = positions.length / 3;
  39145. var offset = isTop ? height / 2 : -height / 2;
  39146. var center = new BABYLON.Vector3(0, offset, 0);
  39147. positions.push(center.x, center.y, center.z);
  39148. normals.push(0, isTop ? 1 : -1, 0);
  39149. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39150. if (c) {
  39151. colors.push(c.r, c.g, c.b, c.a);
  39152. }
  39153. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39154. for (i = 0; i <= tessellation; i++) {
  39155. angle = Math.PI * 2 * i * arc / tessellation;
  39156. var cos = Math.cos(-angle);
  39157. var sin = Math.sin(-angle);
  39158. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39159. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39160. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39161. normals.push(0, isTop ? 1 : -1, 0);
  39162. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39163. if (c) {
  39164. colors.push(c.r, c.g, c.b, c.a);
  39165. }
  39166. }
  39167. // Cap indices
  39168. for (i = 0; i < tessellation; i++) {
  39169. if (!isTop) {
  39170. indices.push(vbase);
  39171. indices.push(vbase + (i + 1));
  39172. indices.push(vbase + (i + 2));
  39173. }
  39174. else {
  39175. indices.push(vbase);
  39176. indices.push(vbase + (i + 2));
  39177. indices.push(vbase + (i + 1));
  39178. }
  39179. }
  39180. };
  39181. // add caps to geometry
  39182. createCylinderCap(false);
  39183. createCylinderCap(true);
  39184. // Sides
  39185. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39186. var vertexData = new VertexData();
  39187. vertexData.indices = indices;
  39188. vertexData.positions = positions;
  39189. vertexData.normals = normals;
  39190. vertexData.uvs = uvs;
  39191. if (faceColors) {
  39192. vertexData.colors = colors;
  39193. }
  39194. return vertexData;
  39195. };
  39196. /**
  39197. * Creates the VertexData for a torus
  39198. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39199. * * diameter the diameter of the torus, optional default 1
  39200. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39201. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39202. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39203. * * 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)
  39204. * * 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)
  39205. * @returns the VertexData of the torus
  39206. */
  39207. VertexData.CreateTorus = function (options) {
  39208. var indices = [];
  39209. var positions = [];
  39210. var normals = [];
  39211. var uvs = [];
  39212. var diameter = options.diameter || 1;
  39213. var thickness = options.thickness || 0.5;
  39214. var tessellation = options.tessellation || 16;
  39215. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39216. var stride = tessellation + 1;
  39217. for (var i = 0; i <= tessellation; i++) {
  39218. var u = i / tessellation;
  39219. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39220. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39221. for (var j = 0; j <= tessellation; j++) {
  39222. var v = 1 - j / tessellation;
  39223. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39224. var dx = Math.cos(innerAngle);
  39225. var dy = Math.sin(innerAngle);
  39226. // Create a vertex.
  39227. var normal = new BABYLON.Vector3(dx, dy, 0);
  39228. var position = normal.scale(thickness / 2);
  39229. var textureCoordinate = new BABYLON.Vector2(u, v);
  39230. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39231. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39232. positions.push(position.x, position.y, position.z);
  39233. normals.push(normal.x, normal.y, normal.z);
  39234. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39235. // And create indices for two triangles.
  39236. var nextI = (i + 1) % stride;
  39237. var nextJ = (j + 1) % stride;
  39238. indices.push(i * stride + j);
  39239. indices.push(i * stride + nextJ);
  39240. indices.push(nextI * stride + j);
  39241. indices.push(i * stride + nextJ);
  39242. indices.push(nextI * stride + nextJ);
  39243. indices.push(nextI * stride + j);
  39244. }
  39245. }
  39246. // Sides
  39247. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39248. // Result
  39249. var vertexData = new VertexData();
  39250. vertexData.indices = indices;
  39251. vertexData.positions = positions;
  39252. vertexData.normals = normals;
  39253. vertexData.uvs = uvs;
  39254. return vertexData;
  39255. };
  39256. /**
  39257. * Creates the VertexData of the LineSystem
  39258. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39259. * - lines an array of lines, each line being an array of successive Vector3
  39260. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39261. * @returns the VertexData of the LineSystem
  39262. */
  39263. VertexData.CreateLineSystem = function (options) {
  39264. var indices = [];
  39265. var positions = [];
  39266. var lines = options.lines;
  39267. var colors = options.colors;
  39268. var vertexColors = [];
  39269. var idx = 0;
  39270. for (var l = 0; l < lines.length; l++) {
  39271. var points = lines[l];
  39272. for (var index = 0; index < points.length; index++) {
  39273. positions.push(points[index].x, points[index].y, points[index].z);
  39274. if (colors) {
  39275. var color = colors[l];
  39276. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39277. }
  39278. if (index > 0) {
  39279. indices.push(idx - 1);
  39280. indices.push(idx);
  39281. }
  39282. idx++;
  39283. }
  39284. }
  39285. var vertexData = new VertexData();
  39286. vertexData.indices = indices;
  39287. vertexData.positions = positions;
  39288. if (colors) {
  39289. vertexData.colors = vertexColors;
  39290. }
  39291. return vertexData;
  39292. };
  39293. /**
  39294. * Create the VertexData for a DashedLines
  39295. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39296. * - points an array successive Vector3
  39297. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39298. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39299. * - dashNb the intended total number of dashes, optional, default 200
  39300. * @returns the VertexData for the DashedLines
  39301. */
  39302. VertexData.CreateDashedLines = function (options) {
  39303. var dashSize = options.dashSize || 3;
  39304. var gapSize = options.gapSize || 1;
  39305. var dashNb = options.dashNb || 200;
  39306. var points = options.points;
  39307. var positions = new Array();
  39308. var indices = new Array();
  39309. var curvect = BABYLON.Vector3.Zero();
  39310. var lg = 0;
  39311. var nb = 0;
  39312. var shft = 0;
  39313. var dashshft = 0;
  39314. var curshft = 0;
  39315. var idx = 0;
  39316. var i = 0;
  39317. for (i = 0; i < points.length - 1; i++) {
  39318. points[i + 1].subtractToRef(points[i], curvect);
  39319. lg += curvect.length();
  39320. }
  39321. shft = lg / dashNb;
  39322. dashshft = dashSize * shft / (dashSize + gapSize);
  39323. for (i = 0; i < points.length - 1; i++) {
  39324. points[i + 1].subtractToRef(points[i], curvect);
  39325. nb = Math.floor(curvect.length() / shft);
  39326. curvect.normalize();
  39327. for (var j = 0; j < nb; j++) {
  39328. curshft = shft * j;
  39329. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39330. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39331. indices.push(idx, idx + 1);
  39332. idx += 2;
  39333. }
  39334. }
  39335. // Result
  39336. var vertexData = new VertexData();
  39337. vertexData.positions = positions;
  39338. vertexData.indices = indices;
  39339. return vertexData;
  39340. };
  39341. /**
  39342. * Creates the VertexData for a Ground
  39343. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39344. * - width the width (x direction) of the ground, optional, default 1
  39345. * - height the height (z direction) of the ground, optional, default 1
  39346. * - subdivisions the number of subdivisions per side, optional, default 1
  39347. * @returns the VertexData of the Ground
  39348. */
  39349. VertexData.CreateGround = function (options) {
  39350. var indices = [];
  39351. var positions = [];
  39352. var normals = [];
  39353. var uvs = [];
  39354. var row, col;
  39355. var width = options.width || 1;
  39356. var height = options.height || 1;
  39357. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39358. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39359. for (row = 0; row <= subdivisionsY; row++) {
  39360. for (col = 0; col <= subdivisionsX; col++) {
  39361. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39362. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39363. positions.push(position.x, position.y, position.z);
  39364. normals.push(normal.x, normal.y, normal.z);
  39365. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39366. }
  39367. }
  39368. for (row = 0; row < subdivisionsY; row++) {
  39369. for (col = 0; col < subdivisionsX; col++) {
  39370. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39371. indices.push(col + 1 + row * (subdivisionsX + 1));
  39372. indices.push(col + row * (subdivisionsX + 1));
  39373. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39374. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39375. indices.push(col + row * (subdivisionsX + 1));
  39376. }
  39377. }
  39378. // Result
  39379. var vertexData = new VertexData();
  39380. vertexData.indices = indices;
  39381. vertexData.positions = positions;
  39382. vertexData.normals = normals;
  39383. vertexData.uvs = uvs;
  39384. return vertexData;
  39385. };
  39386. /**
  39387. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39388. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39389. * * xmin the ground minimum X coordinate, optional, default -1
  39390. * * zmin the ground minimum Z coordinate, optional, default -1
  39391. * * xmax the ground maximum X coordinate, optional, default 1
  39392. * * zmax the ground maximum Z coordinate, optional, default 1
  39393. * * 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}
  39394. * * 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}
  39395. * @returns the VertexData of the TiledGround
  39396. */
  39397. VertexData.CreateTiledGround = function (options) {
  39398. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39399. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39400. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39401. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39402. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39403. var precision = options.precision || { w: 1, h: 1 };
  39404. var indices = new Array();
  39405. var positions = new Array();
  39406. var normals = new Array();
  39407. var uvs = new Array();
  39408. var row, col, tileRow, tileCol;
  39409. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39410. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39411. precision.w = (precision.w < 1) ? 1 : precision.w;
  39412. precision.h = (precision.h < 1) ? 1 : precision.h;
  39413. var tileSize = {
  39414. 'w': (xmax - xmin) / subdivisions.w,
  39415. 'h': (zmax - zmin) / subdivisions.h
  39416. };
  39417. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39418. // Indices
  39419. var base = positions.length / 3;
  39420. var rowLength = precision.w + 1;
  39421. for (row = 0; row < precision.h; row++) {
  39422. for (col = 0; col < precision.w; col++) {
  39423. var square = [
  39424. base + col + row * rowLength,
  39425. base + (col + 1) + row * rowLength,
  39426. base + (col + 1) + (row + 1) * rowLength,
  39427. base + col + (row + 1) * rowLength
  39428. ];
  39429. indices.push(square[1]);
  39430. indices.push(square[2]);
  39431. indices.push(square[3]);
  39432. indices.push(square[0]);
  39433. indices.push(square[1]);
  39434. indices.push(square[3]);
  39435. }
  39436. }
  39437. // Position, normals and uvs
  39438. var position = BABYLON.Vector3.Zero();
  39439. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39440. for (row = 0; row <= precision.h; row++) {
  39441. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39442. for (col = 0; col <= precision.w; col++) {
  39443. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39444. position.y = 0;
  39445. positions.push(position.x, position.y, position.z);
  39446. normals.push(normal.x, normal.y, normal.z);
  39447. uvs.push(col / precision.w, row / precision.h);
  39448. }
  39449. }
  39450. }
  39451. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39452. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39453. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39454. }
  39455. }
  39456. // Result
  39457. var vertexData = new VertexData();
  39458. vertexData.indices = indices;
  39459. vertexData.positions = positions;
  39460. vertexData.normals = normals;
  39461. vertexData.uvs = uvs;
  39462. return vertexData;
  39463. };
  39464. /**
  39465. * Creates the VertexData of the Ground designed from a heightmap
  39466. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39467. * * width the width (x direction) of the ground
  39468. * * height the height (z direction) of the ground
  39469. * * subdivisions the number of subdivisions per side
  39470. * * minHeight the minimum altitude on the ground, optional, default 0
  39471. * * maxHeight the maximum altitude on the ground, optional default 1
  39472. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39473. * * buffer the array holding the image color data
  39474. * * bufferWidth the width of image
  39475. * * bufferHeight the height of image
  39476. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39477. * @returns the VertexData of the Ground designed from a heightmap
  39478. */
  39479. VertexData.CreateGroundFromHeightMap = function (options) {
  39480. var indices = [];
  39481. var positions = [];
  39482. var normals = [];
  39483. var uvs = [];
  39484. var row, col;
  39485. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39486. var alphaFilter = options.alphaFilter || 0.0;
  39487. // Vertices
  39488. for (row = 0; row <= options.subdivisions; row++) {
  39489. for (col = 0; col <= options.subdivisions; col++) {
  39490. 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));
  39491. // Compute height
  39492. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39493. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39494. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39495. var r = options.buffer[pos] / 255.0;
  39496. var g = options.buffer[pos + 1] / 255.0;
  39497. var b = options.buffer[pos + 2] / 255.0;
  39498. var a = options.buffer[pos + 3] / 255.0;
  39499. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39500. // If our alpha channel is not within our filter then we will assign a 'special' height
  39501. // Then when building the indices, we will ignore any vertex that is using the special height
  39502. if (a >= alphaFilter) {
  39503. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39504. }
  39505. else {
  39506. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39507. }
  39508. // Add vertex
  39509. positions.push(position.x, position.y, position.z);
  39510. normals.push(0, 0, 0);
  39511. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39512. }
  39513. }
  39514. // Indices
  39515. for (row = 0; row < options.subdivisions; row++) {
  39516. for (col = 0; col < options.subdivisions; col++) {
  39517. // Calculate Indices
  39518. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39519. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39520. var idx3 = (col + row * (options.subdivisions + 1));
  39521. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39522. // Check that all indices are visible (based on our special height)
  39523. // Only display the vertex if all Indices are visible
  39524. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39525. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39526. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39527. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39528. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39529. indices.push(idx1);
  39530. indices.push(idx2);
  39531. indices.push(idx3);
  39532. }
  39533. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39534. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39535. indices.push(idx4);
  39536. indices.push(idx1);
  39537. indices.push(idx3);
  39538. }
  39539. }
  39540. }
  39541. // Normals
  39542. VertexData.ComputeNormals(positions, indices, normals);
  39543. // Result
  39544. var vertexData = new VertexData();
  39545. vertexData.indices = indices;
  39546. vertexData.positions = positions;
  39547. vertexData.normals = normals;
  39548. vertexData.uvs = uvs;
  39549. return vertexData;
  39550. };
  39551. /**
  39552. * Creates the VertexData for a Plane
  39553. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  39554. * * size sets the width and height of the plane to the value of size, optional default 1
  39555. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  39556. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  39557. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39558. * * 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)
  39559. * * 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)
  39560. * @returns the VertexData of the box
  39561. */
  39562. VertexData.CreatePlane = function (options) {
  39563. var indices = [];
  39564. var positions = [];
  39565. var normals = [];
  39566. var uvs = [];
  39567. var width = options.width || options.size || 1;
  39568. var height = options.height || options.size || 1;
  39569. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39570. // Vertices
  39571. var halfWidth = width / 2.0;
  39572. var halfHeight = height / 2.0;
  39573. positions.push(-halfWidth, -halfHeight, 0);
  39574. normals.push(0, 0, -1.0);
  39575. uvs.push(0.0, 0.0);
  39576. positions.push(halfWidth, -halfHeight, 0);
  39577. normals.push(0, 0, -1.0);
  39578. uvs.push(1.0, 0.0);
  39579. positions.push(halfWidth, halfHeight, 0);
  39580. normals.push(0, 0, -1.0);
  39581. uvs.push(1.0, 1.0);
  39582. positions.push(-halfWidth, halfHeight, 0);
  39583. normals.push(0, 0, -1.0);
  39584. uvs.push(0.0, 1.0);
  39585. // Indices
  39586. indices.push(0);
  39587. indices.push(1);
  39588. indices.push(2);
  39589. indices.push(0);
  39590. indices.push(2);
  39591. indices.push(3);
  39592. // Sides
  39593. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39594. // Result
  39595. var vertexData = new VertexData();
  39596. vertexData.indices = indices;
  39597. vertexData.positions = positions;
  39598. vertexData.normals = normals;
  39599. vertexData.uvs = uvs;
  39600. return vertexData;
  39601. };
  39602. /**
  39603. * Creates the VertexData of the Disc or regular Polygon
  39604. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  39605. * * radius the radius of the disc, optional default 0.5
  39606. * * tessellation the number of polygon sides, optional, default 64
  39607. * * 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
  39608. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39609. * * 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)
  39610. * * 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)
  39611. * @returns the VertexData of the box
  39612. */
  39613. VertexData.CreateDisc = function (options) {
  39614. var positions = new Array();
  39615. var indices = new Array();
  39616. var normals = new Array();
  39617. var uvs = new Array();
  39618. var radius = options.radius || 0.5;
  39619. var tessellation = options.tessellation || 64;
  39620. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39621. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39622. // positions and uvs
  39623. positions.push(0, 0, 0); // disc center first
  39624. uvs.push(0.5, 0.5);
  39625. var theta = Math.PI * 2 * arc;
  39626. var step = theta / tessellation;
  39627. for (var a = 0; a < theta; a += step) {
  39628. var x = Math.cos(a);
  39629. var y = Math.sin(a);
  39630. var u = (x + 1) / 2;
  39631. var v = (1 - y) / 2;
  39632. positions.push(radius * x, radius * y, 0);
  39633. uvs.push(u, v);
  39634. }
  39635. if (arc === 1) {
  39636. positions.push(positions[3], positions[4], positions[5]); // close the circle
  39637. uvs.push(uvs[2], uvs[3]);
  39638. }
  39639. //indices
  39640. var vertexNb = positions.length / 3;
  39641. for (var i = 1; i < vertexNb - 1; i++) {
  39642. indices.push(i + 1, 0, i);
  39643. }
  39644. // result
  39645. VertexData.ComputeNormals(positions, indices, normals);
  39646. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39647. var vertexData = new VertexData();
  39648. vertexData.indices = indices;
  39649. vertexData.positions = positions;
  39650. vertexData.normals = normals;
  39651. vertexData.uvs = uvs;
  39652. return vertexData;
  39653. };
  39654. /**
  39655. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  39656. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  39657. * @param polygon a mesh built from polygonTriangulation.build()
  39658. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39659. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39660. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39661. * @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)
  39662. * @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)
  39663. * @returns the VertexData of the Polygon
  39664. */
  39665. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  39666. var faceUV = fUV || new Array(3);
  39667. var faceColors = fColors;
  39668. var colors = [];
  39669. // default face colors and UV if undefined
  39670. for (var f = 0; f < 3; f++) {
  39671. if (faceUV[f] === undefined) {
  39672. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39673. }
  39674. if (faceColors && faceColors[f] === undefined) {
  39675. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39676. }
  39677. }
  39678. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  39679. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  39680. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  39681. var indices = polygon.getIndices();
  39682. // set face colours and textures
  39683. var idx = 0;
  39684. var face = 0;
  39685. for (var index = 0; index < normals.length; index += 3) {
  39686. //Edge Face no. 1
  39687. if (Math.abs(normals[index + 1]) < 0.001) {
  39688. face = 1;
  39689. }
  39690. //Top Face no. 0
  39691. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  39692. face = 0;
  39693. }
  39694. //Bottom Face no. 2
  39695. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  39696. face = 2;
  39697. }
  39698. idx = index / 3;
  39699. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  39700. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  39701. if (faceColors) {
  39702. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  39703. }
  39704. }
  39705. // sides
  39706. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  39707. // Result
  39708. var vertexData = new VertexData();
  39709. vertexData.indices = indices;
  39710. vertexData.positions = positions;
  39711. vertexData.normals = normals;
  39712. vertexData.uvs = uvs;
  39713. if (faceColors) {
  39714. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39715. vertexData.colors = totalColors;
  39716. }
  39717. return vertexData;
  39718. };
  39719. /**
  39720. * Creates the VertexData of the IcoSphere
  39721. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  39722. * * radius the radius of the IcoSphere, optional default 1
  39723. * * radiusX allows stretching in the x direction, optional, default radius
  39724. * * radiusY allows stretching in the y direction, optional, default radius
  39725. * * radiusZ allows stretching in the z direction, optional, default radius
  39726. * * flat when true creates a flat shaded mesh, optional, default true
  39727. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39728. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39729. * * 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)
  39730. * * 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)
  39731. * @returns the VertexData of the IcoSphere
  39732. */
  39733. VertexData.CreateIcoSphere = function (options) {
  39734. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39735. var radius = options.radius || 1;
  39736. var flat = (options.flat === undefined) ? true : options.flat;
  39737. var subdivisions = options.subdivisions || 4;
  39738. var radiusX = options.radiusX || radius;
  39739. var radiusY = options.radiusY || radius;
  39740. var radiusZ = options.radiusZ || radius;
  39741. var t = (1 + Math.sqrt(5)) / 2;
  39742. // 12 vertex x,y,z
  39743. var ico_vertices = [
  39744. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  39745. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  39746. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  39747. ];
  39748. // index of 3 vertex makes a face of icopshere
  39749. var ico_indices = [
  39750. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  39751. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  39752. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  39753. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  39754. ];
  39755. // vertex for uv have aliased position, not for UV
  39756. var vertices_unalias_id = [
  39757. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  39758. // vertex alias
  39759. 0,
  39760. 2,
  39761. 3,
  39762. 3,
  39763. 3,
  39764. 4,
  39765. 7,
  39766. 8,
  39767. 9,
  39768. 9,
  39769. 10,
  39770. 11 // 23: B + 12
  39771. ];
  39772. // uv as integer step (not pixels !)
  39773. var ico_vertexuv = [
  39774. 5, 1, 3, 1, 6, 4, 0, 0,
  39775. 5, 3, 4, 2, 2, 2, 4, 0,
  39776. 2, 0, 1, 1, 6, 0, 6, 2,
  39777. // vertex alias (for same vertex on different faces)
  39778. 0, 4,
  39779. 3, 3,
  39780. 4, 4,
  39781. 3, 1,
  39782. 4, 2,
  39783. 4, 4,
  39784. 0, 2,
  39785. 1, 1,
  39786. 2, 2,
  39787. 3, 3,
  39788. 1, 3,
  39789. 2, 4 // 23: B + 12
  39790. ];
  39791. // Vertices[0, 1, ...9, A, B] : position on UV plane
  39792. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  39793. // First island of uv mapping
  39794. // v = 4h 3+ 2
  39795. // v = 3h 9+ 4
  39796. // v = 2h 9+ 5 B
  39797. // v = 1h 9 1 0
  39798. // v = 0h 3 8 7 A
  39799. // u = 0 1 2 3 4 5 6 *a
  39800. // Second island of uv mapping
  39801. // v = 4h 0+ B+ 4+
  39802. // v = 3h A+ 2+
  39803. // v = 2h 7+ 6 3+
  39804. // v = 1h 8+ 3+
  39805. // v = 0h
  39806. // u = 0 1 2 3 4 5 6 *a
  39807. // Face layout on texture UV mapping
  39808. // ============
  39809. // \ 4 /\ 16 / ======
  39810. // \ / \ / /\ 11 /
  39811. // \/ 7 \/ / \ /
  39812. // ======= / 10 \/
  39813. // /\ 17 /\ =======
  39814. // / \ / \ \ 15 /\
  39815. // / 8 \/ 12 \ \ / \
  39816. // ============ \/ 6 \
  39817. // \ 18 /\ ============
  39818. // \ / \ \ 5 /\ 0 /
  39819. // \/ 13 \ \ / \ /
  39820. // ======= \/ 1 \/
  39821. // =============
  39822. // /\ 19 /\ 2 /\
  39823. // / \ / \ / \
  39824. // / 14 \/ 9 \/ 3 \
  39825. // ===================
  39826. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  39827. var ustep = 138 / 1024;
  39828. var vstep = 239 / 1024;
  39829. var uoffset = 60 / 1024;
  39830. var voffset = 26 / 1024;
  39831. // Second island should have margin, not to touch the first island
  39832. // avoid any borderline artefact in pixel rounding
  39833. var island_u_offset = -40 / 1024;
  39834. var island_v_offset = +20 / 1024;
  39835. // face is either island 0 or 1 :
  39836. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  39837. var island = [
  39838. 0, 0, 0, 0, 1,
  39839. 0, 0, 1, 1, 0,
  39840. 0, 0, 1, 1, 0,
  39841. 0, 1, 1, 1, 0 // 15 - 19
  39842. ];
  39843. var indices = new Array();
  39844. var positions = new Array();
  39845. var normals = new Array();
  39846. var uvs = new Array();
  39847. var current_indice = 0;
  39848. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  39849. var face_vertex_pos = new Array(3);
  39850. var face_vertex_uv = new Array(3);
  39851. var v012;
  39852. for (v012 = 0; v012 < 3; v012++) {
  39853. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  39854. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  39855. }
  39856. // create all with normals
  39857. for (var face = 0; face < 20; face++) {
  39858. // 3 vertex per face
  39859. for (v012 = 0; v012 < 3; v012++) {
  39860. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  39861. var v_id = ico_indices[3 * face + v012];
  39862. // vertex have 3D position (x,y,z)
  39863. 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]);
  39864. // Normalize to get normal, then scale to radius
  39865. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  39866. // uv Coordinates from vertex ID
  39867. 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);
  39868. }
  39869. // Subdivide the face (interpolate pos, norm, uv)
  39870. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  39871. // - norm is linear interpolation of vertex corner normal
  39872. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  39873. // - uv is linear interpolation
  39874. //
  39875. // Topology is as below for sub-divide by 2
  39876. // vertex shown as v0,v1,v2
  39877. // interp index is i1 to progress in range [v0,v1[
  39878. // interp index is i2 to progress in range [v0,v2[
  39879. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  39880. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39881. //
  39882. //
  39883. // i2 v2
  39884. // ^ ^
  39885. // / / \
  39886. // / / \
  39887. // / / \
  39888. // / / (0,1) \
  39889. // / #---------\
  39890. // / / \ (0,0)'/ \
  39891. // / / \ / \
  39892. // / / \ / \
  39893. // / / (0,0) \ / (1,0) \
  39894. // / #---------#---------\
  39895. // v0 v1
  39896. //
  39897. // --------------------> i1
  39898. //
  39899. // interp of (i1,i2):
  39900. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  39901. // along i1 : lerp(x0,x1, i1/(S-i2))
  39902. //
  39903. // centroid of triangle is needed to get help normal computation
  39904. // (c1,c2) are used for centroid location
  39905. var interp_vertex = function (i1, i2, c1, c2) {
  39906. // vertex is interpolated from
  39907. // - face_vertex_pos[0..2]
  39908. // - face_vertex_uv[0..2]
  39909. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  39910. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  39911. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  39912. pos_interp.normalize();
  39913. var vertex_normal;
  39914. if (flat) {
  39915. // in flat mode, recalculate normal as face centroid normal
  39916. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  39917. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  39918. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  39919. }
  39920. else {
  39921. // in smooth mode, recalculate normal from each single vertex position
  39922. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  39923. }
  39924. // Vertex normal need correction due to X,Y,Z radius scaling
  39925. vertex_normal.x /= radiusX;
  39926. vertex_normal.y /= radiusY;
  39927. vertex_normal.z /= radiusZ;
  39928. vertex_normal.normalize();
  39929. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  39930. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  39931. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  39932. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  39933. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  39934. uvs.push(uv_interp.x, uv_interp.y);
  39935. // push each vertex has member of a face
  39936. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  39937. indices.push(current_indice);
  39938. current_indice++;
  39939. };
  39940. for (var i2 = 0; i2 < subdivisions; i2++) {
  39941. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  39942. // face : (i1,i2) for /\ :
  39943. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  39944. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39945. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39946. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  39947. if (i1 + i2 + 1 < subdivisions) {
  39948. // face : (i1,i2)' for \/ :
  39949. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  39950. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39951. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39952. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  39953. }
  39954. }
  39955. }
  39956. }
  39957. // Sides
  39958. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39959. // Result
  39960. var vertexData = new VertexData();
  39961. vertexData.indices = indices;
  39962. vertexData.positions = positions;
  39963. vertexData.normals = normals;
  39964. vertexData.uvs = uvs;
  39965. return vertexData;
  39966. };
  39967. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  39968. /**
  39969. * Creates the VertexData for a Polyhedron
  39970. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  39971. * * type provided types are:
  39972. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39973. * * 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)
  39974. * * size the size of the IcoSphere, optional default 1
  39975. * * sizeX allows stretching in the x direction, optional, default size
  39976. * * sizeY allows stretching in the y direction, optional, default size
  39977. * * sizeZ allows stretching in the z direction, optional, default size
  39978. * * 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
  39979. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39980. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39981. * * flat when true creates a flat shaded mesh, optional, default true
  39982. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  39983. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39984. * * 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)
  39985. * * 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)
  39986. * @returns the VertexData of the Polyhedron
  39987. */
  39988. VertexData.CreatePolyhedron = function (options) {
  39989. // provided polyhedron types :
  39990. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  39991. // 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)
  39992. var polyhedra = [];
  39993. 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]] };
  39994. 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]] };
  39995. polyhedra[2] = {
  39996. 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]],
  39997. 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]]
  39998. };
  39999. polyhedra[3] = {
  40000. 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]],
  40001. 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]]
  40002. };
  40003. polyhedra[4] = {
  40004. 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]],
  40005. 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]]
  40006. };
  40007. 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]] };
  40008. 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]] };
  40009. 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]] };
  40010. 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]] };
  40011. 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]] };
  40012. 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]] };
  40013. 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]] };
  40014. 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]] };
  40015. 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]] };
  40016. polyhedra[14] = {
  40017. 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]],
  40018. 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]]
  40019. };
  40020. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40021. var size = options.size;
  40022. var sizeX = options.sizeX || size || 1;
  40023. var sizeY = options.sizeY || size || 1;
  40024. var sizeZ = options.sizeZ || size || 1;
  40025. var data = options.custom || polyhedra[type];
  40026. var nbfaces = data.face.length;
  40027. var faceUV = options.faceUV || new Array(nbfaces);
  40028. var faceColors = options.faceColors;
  40029. var flat = (options.flat === undefined) ? true : options.flat;
  40030. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40031. var positions = new Array();
  40032. var indices = new Array();
  40033. var normals = new Array();
  40034. var uvs = new Array();
  40035. var colors = new Array();
  40036. var index = 0;
  40037. var faceIdx = 0; // face cursor in the array "indexes"
  40038. var indexes = new Array();
  40039. var i = 0;
  40040. var f = 0;
  40041. var u, v, ang, x, y, tmp;
  40042. // default face colors and UV if undefined
  40043. if (flat) {
  40044. for (f = 0; f < nbfaces; f++) {
  40045. if (faceColors && faceColors[f] === undefined) {
  40046. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40047. }
  40048. if (faceUV && faceUV[f] === undefined) {
  40049. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40050. }
  40051. }
  40052. }
  40053. if (!flat) {
  40054. for (i = 0; i < data.vertex.length; i++) {
  40055. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40056. uvs.push(0, 0);
  40057. }
  40058. for (f = 0; f < nbfaces; f++) {
  40059. for (i = 0; i < data.face[f].length - 2; i++) {
  40060. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40061. }
  40062. }
  40063. }
  40064. else {
  40065. for (f = 0; f < nbfaces; f++) {
  40066. var fl = data.face[f].length; // number of vertices of the current face
  40067. ang = 2 * Math.PI / fl;
  40068. x = 0.5 * Math.tan(ang / 2);
  40069. y = 0.5;
  40070. // positions, uvs, colors
  40071. for (i = 0; i < fl; i++) {
  40072. // positions
  40073. 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);
  40074. indexes.push(index);
  40075. index++;
  40076. // uvs
  40077. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40078. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40079. uvs.push(u, v);
  40080. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40081. y = x * Math.sin(ang) + y * Math.cos(ang);
  40082. x = tmp;
  40083. // colors
  40084. if (faceColors) {
  40085. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40086. }
  40087. }
  40088. // indices from indexes
  40089. for (i = 0; i < fl - 2; i++) {
  40090. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40091. }
  40092. faceIdx += fl;
  40093. }
  40094. }
  40095. VertexData.ComputeNormals(positions, indices, normals);
  40096. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40097. var vertexData = new VertexData();
  40098. vertexData.positions = positions;
  40099. vertexData.indices = indices;
  40100. vertexData.normals = normals;
  40101. vertexData.uvs = uvs;
  40102. if (faceColors && flat) {
  40103. vertexData.colors = colors;
  40104. }
  40105. return vertexData;
  40106. };
  40107. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40108. /**
  40109. * Creates the VertexData for a TorusKnot
  40110. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40111. * * radius the radius of the torus knot, optional, default 2
  40112. * * tube the thickness of the tube, optional, default 0.5
  40113. * * radialSegments the number of sides on each tube segments, optional, default 32
  40114. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40115. * * p the number of windings around the z axis, optional, default 2
  40116. * * q the number of windings around the x axis, optional, default 3
  40117. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40118. * * 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)
  40119. * * 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)
  40120. * @returns the VertexData of the Torus Knot
  40121. */
  40122. VertexData.CreateTorusKnot = function (options) {
  40123. var indices = new Array();
  40124. var positions = new Array();
  40125. var normals = new Array();
  40126. var uvs = new Array();
  40127. var radius = options.radius || 2;
  40128. var tube = options.tube || 0.5;
  40129. var radialSegments = options.radialSegments || 32;
  40130. var tubularSegments = options.tubularSegments || 32;
  40131. var p = options.p || 2;
  40132. var q = options.q || 3;
  40133. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40134. // Helper
  40135. var getPos = function (angle) {
  40136. var cu = Math.cos(angle);
  40137. var su = Math.sin(angle);
  40138. var quOverP = q / p * angle;
  40139. var cs = Math.cos(quOverP);
  40140. var tx = radius * (2 + cs) * 0.5 * cu;
  40141. var ty = radius * (2 + cs) * su * 0.5;
  40142. var tz = radius * Math.sin(quOverP) * 0.5;
  40143. return new BABYLON.Vector3(tx, ty, tz);
  40144. };
  40145. // Vertices
  40146. var i;
  40147. var j;
  40148. for (i = 0; i <= radialSegments; i++) {
  40149. var modI = i % radialSegments;
  40150. var u = modI / radialSegments * 2 * p * Math.PI;
  40151. var p1 = getPos(u);
  40152. var p2 = getPos(u + 0.01);
  40153. var tang = p2.subtract(p1);
  40154. var n = p2.add(p1);
  40155. var bitan = BABYLON.Vector3.Cross(tang, n);
  40156. n = BABYLON.Vector3.Cross(bitan, tang);
  40157. bitan.normalize();
  40158. n.normalize();
  40159. for (j = 0; j < tubularSegments; j++) {
  40160. var modJ = j % tubularSegments;
  40161. var v = modJ / tubularSegments * 2 * Math.PI;
  40162. var cx = -tube * Math.cos(v);
  40163. var cy = tube * Math.sin(v);
  40164. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40165. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40166. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40167. uvs.push(i / radialSegments);
  40168. uvs.push(j / tubularSegments);
  40169. }
  40170. }
  40171. for (i = 0; i < radialSegments; i++) {
  40172. for (j = 0; j < tubularSegments; j++) {
  40173. var jNext = (j + 1) % tubularSegments;
  40174. var a = i * tubularSegments + j;
  40175. var b = (i + 1) * tubularSegments + j;
  40176. var c = (i + 1) * tubularSegments + jNext;
  40177. var d = i * tubularSegments + jNext;
  40178. indices.push(d);
  40179. indices.push(b);
  40180. indices.push(a);
  40181. indices.push(d);
  40182. indices.push(c);
  40183. indices.push(b);
  40184. }
  40185. }
  40186. // Normals
  40187. VertexData.ComputeNormals(positions, indices, normals);
  40188. // Sides
  40189. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40190. // Result
  40191. var vertexData = new VertexData();
  40192. vertexData.indices = indices;
  40193. vertexData.positions = positions;
  40194. vertexData.normals = normals;
  40195. vertexData.uvs = uvs;
  40196. return vertexData;
  40197. };
  40198. // Tools
  40199. /**
  40200. * Compute normals for given positions and indices
  40201. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40202. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40203. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40204. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40205. * * facetNormals : optional array of facet normals (vector3)
  40206. * * facetPositions : optional array of facet positions (vector3)
  40207. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40208. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40209. * * bInfo : optional bounding info, required for facetPartitioning computation
  40210. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40211. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40212. * * useRightHandedSystem: optional boolean to for right handed system computation
  40213. * * depthSort : optional boolean to enable the facet depth sort computation
  40214. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40215. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40216. */
  40217. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40218. // temporary scalar variables
  40219. var index = 0; // facet index
  40220. var p1p2x = 0.0; // p1p2 vector x coordinate
  40221. var p1p2y = 0.0; // p1p2 vector y coordinate
  40222. var p1p2z = 0.0; // p1p2 vector z coordinate
  40223. var p3p2x = 0.0; // p3p2 vector x coordinate
  40224. var p3p2y = 0.0; // p3p2 vector y coordinate
  40225. var p3p2z = 0.0; // p3p2 vector z coordinate
  40226. var faceNormalx = 0.0; // facet normal x coordinate
  40227. var faceNormaly = 0.0; // facet normal y coordinate
  40228. var faceNormalz = 0.0; // facet normal z coordinate
  40229. var length = 0.0; // facet normal length before normalization
  40230. var v1x = 0; // vector1 x index in the positions array
  40231. var v1y = 0; // vector1 y index in the positions array
  40232. var v1z = 0; // vector1 z index in the positions array
  40233. var v2x = 0; // vector2 x index in the positions array
  40234. var v2y = 0; // vector2 y index in the positions array
  40235. var v2z = 0; // vector2 z index in the positions array
  40236. var v3x = 0; // vector3 x index in the positions array
  40237. var v3y = 0; // vector3 y index in the positions array
  40238. var v3z = 0; // vector3 z index in the positions array
  40239. var computeFacetNormals = false;
  40240. var computeFacetPositions = false;
  40241. var computeFacetPartitioning = false;
  40242. var computeDepthSort = false;
  40243. var faceNormalSign = 1;
  40244. var ratio = 0;
  40245. var distanceTo = null;
  40246. if (options) {
  40247. computeFacetNormals = (options.facetNormals) ? true : false;
  40248. computeFacetPositions = (options.facetPositions) ? true : false;
  40249. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40250. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40251. ratio = options.ratio || 0;
  40252. computeDepthSort = (options.depthSort) ? true : false;
  40253. distanceTo = (options.distanceTo);
  40254. if (computeDepthSort) {
  40255. if (distanceTo === undefined) {
  40256. distanceTo = BABYLON.Vector3.Zero();
  40257. }
  40258. var depthSortedFacets = options.depthSortedFacets;
  40259. }
  40260. }
  40261. // facetPartitioning reinit if needed
  40262. var xSubRatio = 0;
  40263. var ySubRatio = 0;
  40264. var zSubRatio = 0;
  40265. var subSq = 0;
  40266. if (computeFacetPartitioning && options && options.bbSize) {
  40267. var ox = 0; // X partitioning index for facet position
  40268. var oy = 0; // Y partinioning index for facet position
  40269. var oz = 0; // Z partinioning index for facet position
  40270. var b1x = 0; // X partitioning index for facet v1 vertex
  40271. var b1y = 0; // Y partitioning index for facet v1 vertex
  40272. var b1z = 0; // z partitioning index for facet v1 vertex
  40273. var b2x = 0; // X partitioning index for facet v2 vertex
  40274. var b2y = 0; // Y partitioning index for facet v2 vertex
  40275. var b2z = 0; // Z partitioning index for facet v2 vertex
  40276. var b3x = 0; // X partitioning index for facet v3 vertex
  40277. var b3y = 0; // Y partitioning index for facet v3 vertex
  40278. var b3z = 0; // Z partitioning index for facet v3 vertex
  40279. var block_idx_o = 0; // facet barycenter block index
  40280. var block_idx_v1 = 0; // v1 vertex block index
  40281. var block_idx_v2 = 0; // v2 vertex block index
  40282. var block_idx_v3 = 0; // v3 vertex block index
  40283. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40284. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40285. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40286. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40287. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40288. subSq = options.subDiv.max * options.subDiv.max;
  40289. options.facetPartitioning.length = 0;
  40290. }
  40291. // reset the normals
  40292. for (index = 0; index < positions.length; index++) {
  40293. normals[index] = 0.0;
  40294. }
  40295. // Loop : 1 indice triplet = 1 facet
  40296. var nbFaces = (indices.length / 3) | 0;
  40297. for (index = 0; index < nbFaces; index++) {
  40298. // get the indexes of the coordinates of each vertex of the facet
  40299. v1x = indices[index * 3] * 3;
  40300. v1y = v1x + 1;
  40301. v1z = v1x + 2;
  40302. v2x = indices[index * 3 + 1] * 3;
  40303. v2y = v2x + 1;
  40304. v2z = v2x + 2;
  40305. v3x = indices[index * 3 + 2] * 3;
  40306. v3y = v3x + 1;
  40307. v3z = v3x + 2;
  40308. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40309. p1p2y = positions[v1y] - positions[v2y];
  40310. p1p2z = positions[v1z] - positions[v2z];
  40311. p3p2x = positions[v3x] - positions[v2x];
  40312. p3p2y = positions[v3y] - positions[v2y];
  40313. p3p2z = positions[v3z] - positions[v2z];
  40314. // compute the face normal with the cross product
  40315. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40316. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40317. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40318. // normalize this normal and store it in the array facetData
  40319. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40320. length = (length === 0) ? 1.0 : length;
  40321. faceNormalx /= length;
  40322. faceNormaly /= length;
  40323. faceNormalz /= length;
  40324. if (computeFacetNormals && options) {
  40325. options.facetNormals[index].x = faceNormalx;
  40326. options.facetNormals[index].y = faceNormaly;
  40327. options.facetNormals[index].z = faceNormalz;
  40328. }
  40329. if (computeFacetPositions && options) {
  40330. // compute and the facet barycenter coordinates in the array facetPositions
  40331. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40332. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40333. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40334. }
  40335. if (computeFacetPartitioning && options) {
  40336. // store the facet indexes in arrays in the main facetPartitioning array :
  40337. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40338. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40339. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40340. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40341. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40342. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40343. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40344. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40345. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40346. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40347. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40348. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40349. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40350. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40351. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40352. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40353. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40354. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40355. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40356. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40357. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40358. // push each facet index in each block containing the vertex
  40359. options.facetPartitioning[block_idx_v1].push(index);
  40360. if (block_idx_v2 != block_idx_v1) {
  40361. options.facetPartitioning[block_idx_v2].push(index);
  40362. }
  40363. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40364. options.facetPartitioning[block_idx_v3].push(index);
  40365. }
  40366. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40367. options.facetPartitioning[block_idx_o].push(index);
  40368. }
  40369. }
  40370. if (computeDepthSort && options && options.facetPositions) {
  40371. var dsf = depthSortedFacets[index];
  40372. dsf.ind = index * 3;
  40373. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40374. }
  40375. // compute the normals anyway
  40376. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40377. normals[v1y] += faceNormaly;
  40378. normals[v1z] += faceNormalz;
  40379. normals[v2x] += faceNormalx;
  40380. normals[v2y] += faceNormaly;
  40381. normals[v2z] += faceNormalz;
  40382. normals[v3x] += faceNormalx;
  40383. normals[v3y] += faceNormaly;
  40384. normals[v3z] += faceNormalz;
  40385. }
  40386. // last normalization of each normal
  40387. for (index = 0; index < normals.length / 3; index++) {
  40388. faceNormalx = normals[index * 3];
  40389. faceNormaly = normals[index * 3 + 1];
  40390. faceNormalz = normals[index * 3 + 2];
  40391. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40392. length = (length === 0) ? 1.0 : length;
  40393. faceNormalx /= length;
  40394. faceNormaly /= length;
  40395. faceNormalz /= length;
  40396. normals[index * 3] = faceNormalx;
  40397. normals[index * 3 + 1] = faceNormaly;
  40398. normals[index * 3 + 2] = faceNormalz;
  40399. }
  40400. };
  40401. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40402. var li = indices.length;
  40403. var ln = normals.length;
  40404. var i;
  40405. var n;
  40406. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40407. switch (sideOrientation) {
  40408. case BABYLON.Mesh.FRONTSIDE:
  40409. // nothing changed
  40410. break;
  40411. case BABYLON.Mesh.BACKSIDE:
  40412. var tmp;
  40413. // indices
  40414. for (i = 0; i < li; i += 3) {
  40415. tmp = indices[i];
  40416. indices[i] = indices[i + 2];
  40417. indices[i + 2] = tmp;
  40418. }
  40419. // normals
  40420. for (n = 0; n < ln; n++) {
  40421. normals[n] = -normals[n];
  40422. }
  40423. break;
  40424. case BABYLON.Mesh.DOUBLESIDE:
  40425. // positions
  40426. var lp = positions.length;
  40427. var l = lp / 3;
  40428. for (var p = 0; p < lp; p++) {
  40429. positions[lp + p] = positions[p];
  40430. }
  40431. // indices
  40432. for (i = 0; i < li; i += 3) {
  40433. indices[i + li] = indices[i + 2] + l;
  40434. indices[i + 1 + li] = indices[i + 1] + l;
  40435. indices[i + 2 + li] = indices[i] + l;
  40436. }
  40437. // normals
  40438. for (n = 0; n < ln; n++) {
  40439. normals[ln + n] = -normals[n];
  40440. }
  40441. // uvs
  40442. var lu = uvs.length;
  40443. var u = 0;
  40444. for (u = 0; u < lu; u++) {
  40445. uvs[u + lu] = uvs[u];
  40446. }
  40447. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40448. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40449. u = 0;
  40450. for (i = 0; i < lu / 2; i++) {
  40451. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40452. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40453. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40454. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40455. u += 2;
  40456. }
  40457. break;
  40458. }
  40459. };
  40460. /**
  40461. * Applies VertexData created from the imported parameters to the geometry
  40462. * @param parsedVertexData the parsed data from an imported file
  40463. * @param geometry the geometry to apply the VertexData to
  40464. */
  40465. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40466. var vertexData = new VertexData();
  40467. // positions
  40468. var positions = parsedVertexData.positions;
  40469. if (positions) {
  40470. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40471. }
  40472. // normals
  40473. var normals = parsedVertexData.normals;
  40474. if (normals) {
  40475. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40476. }
  40477. // tangents
  40478. var tangents = parsedVertexData.tangents;
  40479. if (tangents) {
  40480. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40481. }
  40482. // uvs
  40483. var uvs = parsedVertexData.uvs;
  40484. if (uvs) {
  40485. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40486. }
  40487. // uv2s
  40488. var uv2s = parsedVertexData.uv2s;
  40489. if (uv2s) {
  40490. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40491. }
  40492. // uv3s
  40493. var uv3s = parsedVertexData.uv3s;
  40494. if (uv3s) {
  40495. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40496. }
  40497. // uv4s
  40498. var uv4s = parsedVertexData.uv4s;
  40499. if (uv4s) {
  40500. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40501. }
  40502. // uv5s
  40503. var uv5s = parsedVertexData.uv5s;
  40504. if (uv5s) {
  40505. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40506. }
  40507. // uv6s
  40508. var uv6s = parsedVertexData.uv6s;
  40509. if (uv6s) {
  40510. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40511. }
  40512. // colors
  40513. var colors = parsedVertexData.colors;
  40514. if (colors) {
  40515. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40516. }
  40517. // matricesIndices
  40518. var matricesIndices = parsedVertexData.matricesIndices;
  40519. if (matricesIndices) {
  40520. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40521. }
  40522. // matricesWeights
  40523. var matricesWeights = parsedVertexData.matricesWeights;
  40524. if (matricesWeights) {
  40525. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40526. }
  40527. // indices
  40528. var indices = parsedVertexData.indices;
  40529. if (indices) {
  40530. vertexData.indices = indices;
  40531. }
  40532. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40533. };
  40534. return VertexData;
  40535. }());
  40536. BABYLON.VertexData = VertexData;
  40537. })(BABYLON || (BABYLON = {}));
  40538. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40539. var BABYLON;
  40540. (function (BABYLON) {
  40541. /**
  40542. * Class used to store geometry data (vertex buffers + index buffer)
  40543. */
  40544. var Geometry = /** @class */ (function () {
  40545. /**
  40546. * Creates a new geometry
  40547. * @param id defines the unique ID
  40548. * @param scene defines the hosting scene
  40549. * @param vertexData defines the VertexData used to get geometry data
  40550. * @param updatable defines if geometry must be updatable (false by default)
  40551. * @param mesh defines the mesh that will be associated with the geometry
  40552. */
  40553. function Geometry(id, scene, vertexData, updatable, mesh) {
  40554. if (updatable === void 0) { updatable = false; }
  40555. if (mesh === void 0) { mesh = null; }
  40556. /**
  40557. * Gets the delay loading state of the geometry (none by default which means not delayed)
  40558. */
  40559. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  40560. this._totalVertices = 0;
  40561. this._isDisposed = false;
  40562. this._indexBufferIsUpdatable = false;
  40563. this.id = id;
  40564. this._engine = scene.getEngine();
  40565. this._meshes = [];
  40566. this._scene = scene;
  40567. //Init vertex buffer cache
  40568. this._vertexBuffers = {};
  40569. this._indices = [];
  40570. this._updatable = updatable;
  40571. // vertexData
  40572. if (vertexData) {
  40573. this.setAllVerticesData(vertexData, updatable);
  40574. }
  40575. else {
  40576. this._totalVertices = 0;
  40577. this._indices = [];
  40578. }
  40579. if (this._engine.getCaps().vertexArrayObject) {
  40580. this._vertexArrayObjects = {};
  40581. }
  40582. // applyToMesh
  40583. if (mesh) {
  40584. this.applyToMesh(mesh);
  40585. mesh.computeWorldMatrix(true);
  40586. }
  40587. }
  40588. Object.defineProperty(Geometry.prototype, "boundingBias", {
  40589. /**
  40590. * 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
  40591. */
  40592. get: function () {
  40593. return this._boundingBias;
  40594. },
  40595. /**
  40596. * 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
  40597. */
  40598. set: function (value) {
  40599. if (this._boundingBias) {
  40600. this._boundingBias.copyFrom(value);
  40601. }
  40602. else {
  40603. this._boundingBias = value.clone();
  40604. }
  40605. this._updateBoundingInfo(true, null);
  40606. },
  40607. enumerable: true,
  40608. configurable: true
  40609. });
  40610. /**
  40611. * Static function used to attach a new empty geometry to a mesh
  40612. * @param mesh defines the mesh to attach the geometry to
  40613. * @returns the new Geometry
  40614. */
  40615. Geometry.CreateGeometryForMesh = function (mesh) {
  40616. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  40617. geometry.applyToMesh(mesh);
  40618. return geometry;
  40619. };
  40620. Object.defineProperty(Geometry.prototype, "extend", {
  40621. /**
  40622. * Gets the current extend of the geometry
  40623. */
  40624. get: function () {
  40625. return this._extend;
  40626. },
  40627. enumerable: true,
  40628. configurable: true
  40629. });
  40630. /**
  40631. * Gets the hosting scene
  40632. * @returns the hosting Scene
  40633. */
  40634. Geometry.prototype.getScene = function () {
  40635. return this._scene;
  40636. };
  40637. /**
  40638. * Gets the hosting engine
  40639. * @returns the hosting Engine
  40640. */
  40641. Geometry.prototype.getEngine = function () {
  40642. return this._engine;
  40643. };
  40644. /**
  40645. * Defines if the geometry is ready to use
  40646. * @returns true if the geometry is ready to be used
  40647. */
  40648. Geometry.prototype.isReady = function () {
  40649. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  40650. };
  40651. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  40652. /**
  40653. * Gets a value indicating that the geometry should not be serialized
  40654. */
  40655. get: function () {
  40656. for (var index = 0; index < this._meshes.length; index++) {
  40657. if (!this._meshes[index].doNotSerialize) {
  40658. return false;
  40659. }
  40660. }
  40661. return true;
  40662. },
  40663. enumerable: true,
  40664. configurable: true
  40665. });
  40666. /** @hidden */
  40667. Geometry.prototype._rebuild = function () {
  40668. if (this._vertexArrayObjects) {
  40669. this._vertexArrayObjects = {};
  40670. }
  40671. // Index buffer
  40672. if (this._meshes.length !== 0 && this._indices) {
  40673. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  40674. }
  40675. // Vertex buffers
  40676. for (var key in this._vertexBuffers) {
  40677. var vertexBuffer = this._vertexBuffers[key];
  40678. vertexBuffer._rebuild();
  40679. }
  40680. };
  40681. /**
  40682. * Affects all geometry data in one call
  40683. * @param vertexData defines the geometry data
  40684. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  40685. */
  40686. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  40687. vertexData.applyToGeometry(this, updatable);
  40688. this.notifyUpdate();
  40689. };
  40690. /**
  40691. * Set specific vertex data
  40692. * @param kind defines the data kind (Position, normal, etc...)
  40693. * @param data defines the vertex data to use
  40694. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  40695. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  40696. */
  40697. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  40698. if (updatable === void 0) { updatable = false; }
  40699. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  40700. this.setVerticesBuffer(buffer);
  40701. };
  40702. /**
  40703. * Removes a specific vertex data
  40704. * @param kind defines the data kind (Position, normal, etc...)
  40705. */
  40706. Geometry.prototype.removeVerticesData = function (kind) {
  40707. if (this._vertexBuffers[kind]) {
  40708. this._vertexBuffers[kind].dispose();
  40709. delete this._vertexBuffers[kind];
  40710. }
  40711. };
  40712. /**
  40713. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  40714. * @param buffer defines the vertex buffer to use
  40715. * @param totalVertices defines the total number of vertices for position kind (could be null)
  40716. */
  40717. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  40718. if (totalVertices === void 0) { totalVertices = null; }
  40719. var kind = buffer.getKind();
  40720. if (this._vertexBuffers[kind]) {
  40721. this._vertexBuffers[kind].dispose();
  40722. }
  40723. this._vertexBuffers[kind] = buffer;
  40724. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40725. var data = buffer.getData();
  40726. if (totalVertices != null) {
  40727. this._totalVertices = totalVertices;
  40728. }
  40729. else {
  40730. if (data != null) {
  40731. this._totalVertices = data.length / (buffer.byteStride / 4);
  40732. }
  40733. }
  40734. this._updateExtend(data);
  40735. this._resetPointsArrayCache();
  40736. var meshes = this._meshes;
  40737. var numOfMeshes = meshes.length;
  40738. for (var index = 0; index < numOfMeshes; index++) {
  40739. var mesh = meshes[index];
  40740. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40741. mesh._createGlobalSubMesh(false);
  40742. mesh.computeWorldMatrix(true);
  40743. }
  40744. }
  40745. this.notifyUpdate(kind);
  40746. if (this._vertexArrayObjects) {
  40747. this._disposeVertexArrayObjects();
  40748. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  40749. }
  40750. };
  40751. /**
  40752. * Update a specific vertex buffer
  40753. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  40754. * It will do nothing if the buffer is not updatable
  40755. * @param kind defines the data kind (Position, normal, etc...)
  40756. * @param data defines the data to use
  40757. * @param offset defines the offset in the target buffer where to store the data
  40758. * @param useBytes set to true if the offset is in bytes
  40759. */
  40760. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  40761. if (useBytes === void 0) { useBytes = false; }
  40762. var vertexBuffer = this.getVertexBuffer(kind);
  40763. if (!vertexBuffer) {
  40764. return;
  40765. }
  40766. vertexBuffer.updateDirectly(data, offset, useBytes);
  40767. this.notifyUpdate(kind);
  40768. };
  40769. /**
  40770. * Update a specific vertex buffer
  40771. * This function will create a new buffer if the current one is not updatable
  40772. * @param kind defines the data kind (Position, normal, etc...)
  40773. * @param data defines the data to use
  40774. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  40775. */
  40776. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  40777. if (updateExtends === void 0) { updateExtends = false; }
  40778. var vertexBuffer = this.getVertexBuffer(kind);
  40779. if (!vertexBuffer) {
  40780. return;
  40781. }
  40782. vertexBuffer.update(data);
  40783. if (kind === BABYLON.VertexBuffer.PositionKind) {
  40784. this._updateBoundingInfo(updateExtends, data);
  40785. }
  40786. this.notifyUpdate(kind);
  40787. };
  40788. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  40789. if (updateExtends) {
  40790. this._updateExtend(data);
  40791. }
  40792. this._resetPointsArrayCache();
  40793. if (updateExtends) {
  40794. var meshes = this._meshes;
  40795. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  40796. var mesh = meshes_1[_i];
  40797. if (mesh._boundingInfo) {
  40798. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  40799. }
  40800. else {
  40801. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  40802. }
  40803. var subMeshes = mesh.subMeshes;
  40804. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  40805. var subMesh = subMeshes_1[_a];
  40806. subMesh.refreshBoundingInfo();
  40807. }
  40808. }
  40809. }
  40810. };
  40811. /** @hidden */
  40812. Geometry.prototype._bind = function (effect, indexToBind) {
  40813. if (!effect) {
  40814. return;
  40815. }
  40816. if (indexToBind === undefined) {
  40817. indexToBind = this._indexBuffer;
  40818. }
  40819. var vbs = this.getVertexBuffers();
  40820. if (!vbs) {
  40821. return;
  40822. }
  40823. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  40824. this._engine.bindBuffers(vbs, indexToBind, effect);
  40825. return;
  40826. }
  40827. // Using VAO
  40828. if (!this._vertexArrayObjects[effect.key]) {
  40829. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  40830. }
  40831. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  40832. };
  40833. /**
  40834. * Gets total number of vertices
  40835. * @returns the total number of vertices
  40836. */
  40837. Geometry.prototype.getTotalVertices = function () {
  40838. if (!this.isReady()) {
  40839. return 0;
  40840. }
  40841. return this._totalVertices;
  40842. };
  40843. /**
  40844. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  40845. * @param kind defines the data kind (Position, normal, etc...)
  40846. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  40847. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  40848. * @returns a float array containing vertex data
  40849. */
  40850. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  40851. var vertexBuffer = this.getVertexBuffer(kind);
  40852. if (!vertexBuffer) {
  40853. return null;
  40854. }
  40855. var data = vertexBuffer.getData();
  40856. if (!data) {
  40857. return null;
  40858. }
  40859. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  40860. var count = this._totalVertices * vertexBuffer.getSize();
  40861. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  40862. var copy_1 = [];
  40863. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  40864. return copy_1;
  40865. }
  40866. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  40867. if (data instanceof Array) {
  40868. var offset = vertexBuffer.byteOffset / 4;
  40869. return BABYLON.Tools.Slice(data, offset, offset + count);
  40870. }
  40871. else if (data instanceof ArrayBuffer) {
  40872. return new Float32Array(data, vertexBuffer.byteOffset, count);
  40873. }
  40874. else {
  40875. var offset = data.byteOffset + vertexBuffer.byteOffset;
  40876. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40877. var result = new Float32Array(count);
  40878. var source = new Float32Array(data.buffer, offset, count);
  40879. result.set(source);
  40880. return result;
  40881. }
  40882. return new Float32Array(data.buffer, offset, count);
  40883. }
  40884. }
  40885. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  40886. return BABYLON.Tools.Slice(data);
  40887. }
  40888. return data;
  40889. };
  40890. /**
  40891. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  40892. * @param kind defines the data kind (Position, normal, etc...)
  40893. * @returns true if the vertex buffer with the specified kind is updatable
  40894. */
  40895. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  40896. var vb = this._vertexBuffers[kind];
  40897. if (!vb) {
  40898. return false;
  40899. }
  40900. return vb.isUpdatable();
  40901. };
  40902. /**
  40903. * Gets a specific vertex buffer
  40904. * @param kind defines the data kind (Position, normal, etc...)
  40905. * @returns a VertexBuffer
  40906. */
  40907. Geometry.prototype.getVertexBuffer = function (kind) {
  40908. if (!this.isReady()) {
  40909. return null;
  40910. }
  40911. return this._vertexBuffers[kind];
  40912. };
  40913. /**
  40914. * Returns all vertex buffers
  40915. * @return an object holding all vertex buffers indexed by kind
  40916. */
  40917. Geometry.prototype.getVertexBuffers = function () {
  40918. if (!this.isReady()) {
  40919. return null;
  40920. }
  40921. return this._vertexBuffers;
  40922. };
  40923. /**
  40924. * Gets a boolean indicating if specific vertex buffer is present
  40925. * @param kind defines the data kind (Position, normal, etc...)
  40926. * @returns true if data is present
  40927. */
  40928. Geometry.prototype.isVerticesDataPresent = function (kind) {
  40929. if (!this._vertexBuffers) {
  40930. if (this._delayInfo) {
  40931. return this._delayInfo.indexOf(kind) !== -1;
  40932. }
  40933. return false;
  40934. }
  40935. return this._vertexBuffers[kind] !== undefined;
  40936. };
  40937. /**
  40938. * Gets a list of all attached data kinds (Position, normal, etc...)
  40939. * @returns a list of string containing all kinds
  40940. */
  40941. Geometry.prototype.getVerticesDataKinds = function () {
  40942. var result = [];
  40943. var kind;
  40944. if (!this._vertexBuffers && this._delayInfo) {
  40945. for (kind in this._delayInfo) {
  40946. result.push(kind);
  40947. }
  40948. }
  40949. else {
  40950. for (kind in this._vertexBuffers) {
  40951. result.push(kind);
  40952. }
  40953. }
  40954. return result;
  40955. };
  40956. /**
  40957. * Update index buffer
  40958. * @param indices defines the indices to store in the index buffer
  40959. * @param offset defines the offset in the target buffer where to store the data
  40960. */
  40961. Geometry.prototype.updateIndices = function (indices, offset) {
  40962. if (!this._indexBuffer) {
  40963. return;
  40964. }
  40965. if (!this._indexBufferIsUpdatable) {
  40966. this.setIndices(indices, null, true);
  40967. }
  40968. else {
  40969. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  40970. }
  40971. };
  40972. /**
  40973. * Creates a new index buffer
  40974. * @param indices defines the indices to store in the index buffer
  40975. * @param totalVertices defines the total number of vertices (could be null)
  40976. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  40977. */
  40978. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  40979. if (totalVertices === void 0) { totalVertices = null; }
  40980. if (updatable === void 0) { updatable = false; }
  40981. if (this._indexBuffer) {
  40982. this._engine._releaseBuffer(this._indexBuffer);
  40983. }
  40984. this._disposeVertexArrayObjects();
  40985. this._indices = indices;
  40986. this._indexBufferIsUpdatable = updatable;
  40987. if (this._meshes.length !== 0 && this._indices) {
  40988. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  40989. }
  40990. if (totalVertices != undefined) { // including null and undefined
  40991. this._totalVertices = totalVertices;
  40992. }
  40993. var meshes = this._meshes;
  40994. var numOfMeshes = meshes.length;
  40995. for (var index = 0; index < numOfMeshes; index++) {
  40996. meshes[index]._createGlobalSubMesh(true);
  40997. }
  40998. this.notifyUpdate();
  40999. };
  41000. /**
  41001. * Return the total number of indices
  41002. * @returns the total number of indices
  41003. */
  41004. Geometry.prototype.getTotalIndices = function () {
  41005. if (!this.isReady()) {
  41006. return 0;
  41007. }
  41008. return this._indices.length;
  41009. };
  41010. /**
  41011. * Gets the index buffer array
  41012. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41013. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41014. * @returns the index buffer array
  41015. */
  41016. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41017. if (!this.isReady()) {
  41018. return null;
  41019. }
  41020. var orig = this._indices;
  41021. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41022. return orig;
  41023. }
  41024. else {
  41025. var len = orig.length;
  41026. var copy = [];
  41027. for (var i = 0; i < len; i++) {
  41028. copy.push(orig[i]);
  41029. }
  41030. return copy;
  41031. }
  41032. };
  41033. /**
  41034. * Gets the index buffer
  41035. * @return the index buffer
  41036. */
  41037. Geometry.prototype.getIndexBuffer = function () {
  41038. if (!this.isReady()) {
  41039. return null;
  41040. }
  41041. return this._indexBuffer;
  41042. };
  41043. /** @hidden */
  41044. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41045. if (effect === void 0) { effect = null; }
  41046. if (!effect || !this._vertexArrayObjects) {
  41047. return;
  41048. }
  41049. if (this._vertexArrayObjects[effect.key]) {
  41050. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41051. delete this._vertexArrayObjects[effect.key];
  41052. }
  41053. };
  41054. /**
  41055. * Release the associated resources for a specific mesh
  41056. * @param mesh defines the source mesh
  41057. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41058. */
  41059. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41060. var meshes = this._meshes;
  41061. var index = meshes.indexOf(mesh);
  41062. if (index === -1) {
  41063. return;
  41064. }
  41065. meshes.splice(index, 1);
  41066. mesh._geometry = null;
  41067. if (meshes.length === 0 && shouldDispose) {
  41068. this.dispose();
  41069. }
  41070. };
  41071. /**
  41072. * Apply current geometry to a given mesh
  41073. * @param mesh defines the mesh to apply geometry to
  41074. */
  41075. Geometry.prototype.applyToMesh = function (mesh) {
  41076. if (mesh._geometry === this) {
  41077. return;
  41078. }
  41079. var previousGeometry = mesh._geometry;
  41080. if (previousGeometry) {
  41081. previousGeometry.releaseForMesh(mesh);
  41082. }
  41083. var meshes = this._meshes;
  41084. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41085. mesh._geometry = this;
  41086. this._scene.pushGeometry(this);
  41087. meshes.push(mesh);
  41088. if (this.isReady()) {
  41089. this._applyToMesh(mesh);
  41090. }
  41091. else {
  41092. mesh._boundingInfo = this._boundingInfo;
  41093. }
  41094. };
  41095. Geometry.prototype._updateExtend = function (data) {
  41096. if (data === void 0) { data = null; }
  41097. if (!data) {
  41098. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41099. }
  41100. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41101. };
  41102. Geometry.prototype._applyToMesh = function (mesh) {
  41103. var numOfMeshes = this._meshes.length;
  41104. // vertexBuffers
  41105. for (var kind in this._vertexBuffers) {
  41106. if (numOfMeshes === 1) {
  41107. this._vertexBuffers[kind].create();
  41108. }
  41109. var buffer = this._vertexBuffers[kind].getBuffer();
  41110. if (buffer) {
  41111. buffer.references = numOfMeshes;
  41112. }
  41113. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41114. if (!this._extend) {
  41115. this._updateExtend();
  41116. }
  41117. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41118. mesh._createGlobalSubMesh(false);
  41119. //bounding info was just created again, world matrix should be applied again.
  41120. mesh._updateBoundingInfo();
  41121. }
  41122. }
  41123. // indexBuffer
  41124. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41125. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41126. }
  41127. if (this._indexBuffer) {
  41128. this._indexBuffer.references = numOfMeshes;
  41129. }
  41130. // morphTargets
  41131. mesh._syncGeometryWithMorphTargetManager();
  41132. };
  41133. Geometry.prototype.notifyUpdate = function (kind) {
  41134. if (this.onGeometryUpdated) {
  41135. this.onGeometryUpdated(this, kind);
  41136. }
  41137. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41138. var mesh = _a[_i];
  41139. mesh._markSubMeshesAsAttributesDirty();
  41140. }
  41141. };
  41142. /**
  41143. * Load the geometry if it was flagged as delay loaded
  41144. * @param scene defines the hosting scene
  41145. * @param onLoaded defines a callback called when the geometry is loaded
  41146. */
  41147. Geometry.prototype.load = function (scene, onLoaded) {
  41148. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41149. return;
  41150. }
  41151. if (this.isReady()) {
  41152. if (onLoaded) {
  41153. onLoaded();
  41154. }
  41155. return;
  41156. }
  41157. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41158. this._queueLoad(scene, onLoaded);
  41159. };
  41160. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41161. var _this = this;
  41162. if (!this.delayLoadingFile) {
  41163. return;
  41164. }
  41165. scene._addPendingData(this);
  41166. scene._loadFile(this.delayLoadingFile, function (data) {
  41167. if (!_this._delayLoadingFunction) {
  41168. return;
  41169. }
  41170. _this._delayLoadingFunction(JSON.parse(data), _this);
  41171. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41172. _this._delayInfo = [];
  41173. scene._removePendingData(_this);
  41174. var meshes = _this._meshes;
  41175. var numOfMeshes = meshes.length;
  41176. for (var index = 0; index < numOfMeshes; index++) {
  41177. _this._applyToMesh(meshes[index]);
  41178. }
  41179. if (onLoaded) {
  41180. onLoaded();
  41181. }
  41182. }, undefined, true);
  41183. };
  41184. /**
  41185. * Invert the geometry to move from a right handed system to a left handed one.
  41186. */
  41187. Geometry.prototype.toLeftHanded = function () {
  41188. // Flip faces
  41189. var tIndices = this.getIndices(false);
  41190. if (tIndices != null && tIndices.length > 0) {
  41191. for (var i = 0; i < tIndices.length; i += 3) {
  41192. var tTemp = tIndices[i + 0];
  41193. tIndices[i + 0] = tIndices[i + 2];
  41194. tIndices[i + 2] = tTemp;
  41195. }
  41196. this.setIndices(tIndices);
  41197. }
  41198. // Negate position.z
  41199. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41200. if (tPositions != null && tPositions.length > 0) {
  41201. for (var i = 0; i < tPositions.length; i += 3) {
  41202. tPositions[i + 2] = -tPositions[i + 2];
  41203. }
  41204. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41205. }
  41206. // Negate normal.z
  41207. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41208. if (tNormals != null && tNormals.length > 0) {
  41209. for (var i = 0; i < tNormals.length; i += 3) {
  41210. tNormals[i + 2] = -tNormals[i + 2];
  41211. }
  41212. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41213. }
  41214. };
  41215. // Cache
  41216. /** @hidden */
  41217. Geometry.prototype._resetPointsArrayCache = function () {
  41218. this._positions = null;
  41219. };
  41220. /** @hidden */
  41221. Geometry.prototype._generatePointsArray = function () {
  41222. if (this._positions) {
  41223. return true;
  41224. }
  41225. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41226. if (!data || data.length === 0) {
  41227. return false;
  41228. }
  41229. this._positions = [];
  41230. for (var index = 0; index < data.length; index += 3) {
  41231. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41232. }
  41233. return true;
  41234. };
  41235. /**
  41236. * Gets a value indicating if the geometry is disposed
  41237. * @returns true if the geometry was disposed
  41238. */
  41239. Geometry.prototype.isDisposed = function () {
  41240. return this._isDisposed;
  41241. };
  41242. Geometry.prototype._disposeVertexArrayObjects = function () {
  41243. if (this._vertexArrayObjects) {
  41244. for (var kind in this._vertexArrayObjects) {
  41245. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41246. }
  41247. this._vertexArrayObjects = {};
  41248. }
  41249. };
  41250. /**
  41251. * Free all associated resources
  41252. */
  41253. Geometry.prototype.dispose = function () {
  41254. var meshes = this._meshes;
  41255. var numOfMeshes = meshes.length;
  41256. var index;
  41257. for (index = 0; index < numOfMeshes; index++) {
  41258. this.releaseForMesh(meshes[index]);
  41259. }
  41260. this._meshes = [];
  41261. this._disposeVertexArrayObjects();
  41262. for (var kind in this._vertexBuffers) {
  41263. this._vertexBuffers[kind].dispose();
  41264. }
  41265. this._vertexBuffers = {};
  41266. this._totalVertices = 0;
  41267. if (this._indexBuffer) {
  41268. this._engine._releaseBuffer(this._indexBuffer);
  41269. }
  41270. this._indexBuffer = null;
  41271. this._indices = [];
  41272. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41273. this.delayLoadingFile = null;
  41274. this._delayLoadingFunction = null;
  41275. this._delayInfo = [];
  41276. this._boundingInfo = null;
  41277. this._scene.removeGeometry(this);
  41278. this._isDisposed = true;
  41279. };
  41280. /**
  41281. * Clone the current geometry into a new geometry
  41282. * @param id defines the unique ID of the new geometry
  41283. * @returns a new geometry object
  41284. */
  41285. Geometry.prototype.copy = function (id) {
  41286. var vertexData = new BABYLON.VertexData();
  41287. vertexData.indices = [];
  41288. var indices = this.getIndices();
  41289. if (indices) {
  41290. for (var index = 0; index < indices.length; index++) {
  41291. vertexData.indices.push(indices[index]);
  41292. }
  41293. }
  41294. var updatable = false;
  41295. var stopChecking = false;
  41296. var kind;
  41297. for (kind in this._vertexBuffers) {
  41298. // using slice() to make a copy of the array and not just reference it
  41299. var data = this.getVerticesData(kind);
  41300. if (data instanceof Float32Array) {
  41301. vertexData.set(new Float32Array(data), kind);
  41302. }
  41303. else {
  41304. vertexData.set(data.slice(0), kind);
  41305. }
  41306. if (!stopChecking) {
  41307. var vb = this.getVertexBuffer(kind);
  41308. if (vb) {
  41309. updatable = vb.isUpdatable();
  41310. stopChecking = !updatable;
  41311. }
  41312. }
  41313. }
  41314. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41315. geometry.delayLoadState = this.delayLoadState;
  41316. geometry.delayLoadingFile = this.delayLoadingFile;
  41317. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41318. for (kind in this._delayInfo) {
  41319. geometry._delayInfo = geometry._delayInfo || [];
  41320. geometry._delayInfo.push(kind);
  41321. }
  41322. // Bounding info
  41323. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41324. return geometry;
  41325. };
  41326. /**
  41327. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41328. * @return a JSON representation of the current geometry data (without the vertices data)
  41329. */
  41330. Geometry.prototype.serialize = function () {
  41331. var serializationObject = {};
  41332. serializationObject.id = this.id;
  41333. serializationObject.updatable = this._updatable;
  41334. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41335. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41336. }
  41337. return serializationObject;
  41338. };
  41339. Geometry.prototype.toNumberArray = function (origin) {
  41340. if (Array.isArray(origin)) {
  41341. return origin;
  41342. }
  41343. else {
  41344. return Array.prototype.slice.call(origin);
  41345. }
  41346. };
  41347. /**
  41348. * Serialize all vertices data into a JSON oject
  41349. * @returns a JSON representation of the current geometry data
  41350. */
  41351. Geometry.prototype.serializeVerticeData = function () {
  41352. var serializationObject = this.serialize();
  41353. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41354. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41355. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41356. serializationObject.positions._updatable = true;
  41357. }
  41358. }
  41359. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41360. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41361. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41362. serializationObject.normals._updatable = true;
  41363. }
  41364. }
  41365. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41366. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41367. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41368. serializationObject.tangets._updatable = true;
  41369. }
  41370. }
  41371. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41372. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41373. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41374. serializationObject.uvs._updatable = true;
  41375. }
  41376. }
  41377. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41378. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41379. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41380. serializationObject.uv2s._updatable = true;
  41381. }
  41382. }
  41383. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41384. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41385. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41386. serializationObject.uv3s._updatable = true;
  41387. }
  41388. }
  41389. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41390. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41391. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41392. serializationObject.uv4s._updatable = true;
  41393. }
  41394. }
  41395. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41396. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41397. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41398. serializationObject.uv5s._updatable = true;
  41399. }
  41400. }
  41401. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41402. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41403. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41404. serializationObject.uv6s._updatable = true;
  41405. }
  41406. }
  41407. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41408. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41409. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41410. serializationObject.colors._updatable = true;
  41411. }
  41412. }
  41413. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41414. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41415. serializationObject.matricesIndices._isExpanded = true;
  41416. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41417. serializationObject.matricesIndices._updatable = true;
  41418. }
  41419. }
  41420. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41421. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41422. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41423. serializationObject.matricesWeights._updatable = true;
  41424. }
  41425. }
  41426. serializationObject.indices = this.toNumberArray(this.getIndices());
  41427. return serializationObject;
  41428. };
  41429. // Statics
  41430. /**
  41431. * Extracts a clone of a mesh geometry
  41432. * @param mesh defines the source mesh
  41433. * @param id defines the unique ID of the new geometry object
  41434. * @returns the new geometry object
  41435. */
  41436. Geometry.ExtractFromMesh = function (mesh, id) {
  41437. var geometry = mesh._geometry;
  41438. if (!geometry) {
  41439. return null;
  41440. }
  41441. return geometry.copy(id);
  41442. };
  41443. /**
  41444. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41445. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41446. * Be aware Math.random() could cause collisions, but:
  41447. * "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"
  41448. * @returns a string containing a new GUID
  41449. */
  41450. Geometry.RandomId = function () {
  41451. return BABYLON.Tools.RandomId();
  41452. };
  41453. /** @hidden */
  41454. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41455. var scene = mesh.getScene();
  41456. // Geometry
  41457. var geometryId = parsedGeometry.geometryId;
  41458. if (geometryId) {
  41459. var geometry = scene.getGeometryByID(geometryId);
  41460. if (geometry) {
  41461. geometry.applyToMesh(mesh);
  41462. }
  41463. }
  41464. else if (parsedGeometry instanceof ArrayBuffer) {
  41465. var binaryInfo = mesh._binaryInfo;
  41466. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41467. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41468. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41469. }
  41470. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41471. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41472. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41473. }
  41474. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41475. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41476. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41477. }
  41478. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41479. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41480. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41481. }
  41482. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41483. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41484. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41485. }
  41486. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41487. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41488. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41489. }
  41490. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41491. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41492. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41493. }
  41494. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41495. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41496. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41497. }
  41498. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41499. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41500. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41501. }
  41502. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41503. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41504. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41505. }
  41506. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41507. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41508. var floatIndices = [];
  41509. for (var i = 0; i < matricesIndicesData.length; i++) {
  41510. var index = matricesIndicesData[i];
  41511. floatIndices.push(index & 0x000000FF);
  41512. floatIndices.push((index & 0x0000FF00) >> 8);
  41513. floatIndices.push((index & 0x00FF0000) >> 16);
  41514. floatIndices.push(index >> 24);
  41515. }
  41516. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41517. }
  41518. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41519. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41520. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41521. }
  41522. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41523. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41524. mesh.setIndices(indicesData, null);
  41525. }
  41526. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41527. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41528. mesh.subMeshes = [];
  41529. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41530. var materialIndex = subMeshesData[(i * 5) + 0];
  41531. var verticesStart = subMeshesData[(i * 5) + 1];
  41532. var verticesCount = subMeshesData[(i * 5) + 2];
  41533. var indexStart = subMeshesData[(i * 5) + 3];
  41534. var indexCount = subMeshesData[(i * 5) + 4];
  41535. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41536. }
  41537. }
  41538. }
  41539. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41540. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41541. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41542. if (parsedGeometry.tangents) {
  41543. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41544. }
  41545. if (parsedGeometry.uvs) {
  41546. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41547. }
  41548. if (parsedGeometry.uvs2) {
  41549. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  41550. }
  41551. if (parsedGeometry.uvs3) {
  41552. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  41553. }
  41554. if (parsedGeometry.uvs4) {
  41555. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  41556. }
  41557. if (parsedGeometry.uvs5) {
  41558. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  41559. }
  41560. if (parsedGeometry.uvs6) {
  41561. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  41562. }
  41563. if (parsedGeometry.colors) {
  41564. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  41565. }
  41566. if (parsedGeometry.matricesIndices) {
  41567. if (!parsedGeometry.matricesIndices._isExpanded) {
  41568. var floatIndices = [];
  41569. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  41570. var matricesIndex = parsedGeometry.matricesIndices[i];
  41571. floatIndices.push(matricesIndex & 0x000000FF);
  41572. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41573. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41574. floatIndices.push(matricesIndex >> 24);
  41575. }
  41576. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  41577. }
  41578. else {
  41579. delete parsedGeometry.matricesIndices._isExpanded;
  41580. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  41581. }
  41582. }
  41583. if (parsedGeometry.matricesIndicesExtra) {
  41584. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  41585. var floatIndices = [];
  41586. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  41587. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  41588. floatIndices.push(matricesIndex & 0x000000FF);
  41589. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  41590. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  41591. floatIndices.push(matricesIndex >> 24);
  41592. }
  41593. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  41594. }
  41595. else {
  41596. delete parsedGeometry.matricesIndices._isExpanded;
  41597. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  41598. }
  41599. }
  41600. if (parsedGeometry.matricesWeights) {
  41601. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  41602. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  41603. }
  41604. if (parsedGeometry.matricesWeightsExtra) {
  41605. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  41606. }
  41607. mesh.setIndices(parsedGeometry.indices, null);
  41608. }
  41609. // SubMeshes
  41610. if (parsedGeometry.subMeshes) {
  41611. mesh.subMeshes = [];
  41612. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  41613. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  41614. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  41615. }
  41616. }
  41617. // Flat shading
  41618. if (mesh._shouldGenerateFlatShading) {
  41619. mesh.convertToFlatShadedMesh();
  41620. delete mesh._shouldGenerateFlatShading;
  41621. }
  41622. // Update
  41623. mesh.computeWorldMatrix(true);
  41624. scene.onMeshImportedObservable.notifyObservers(mesh);
  41625. };
  41626. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  41627. var epsilon = 1e-3;
  41628. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  41629. return;
  41630. }
  41631. var noInfluenceBoneIndex = 0.0;
  41632. if (parsedGeometry.skeletonId > -1) {
  41633. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  41634. if (!skeleton) {
  41635. return;
  41636. }
  41637. noInfluenceBoneIndex = skeleton.bones.length;
  41638. }
  41639. else {
  41640. return;
  41641. }
  41642. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  41643. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  41644. var matricesWeights = parsedGeometry.matricesWeights;
  41645. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  41646. var influencers = parsedGeometry.numBoneInfluencer;
  41647. var size = matricesWeights.length;
  41648. for (var i = 0; i < size; i += 4) {
  41649. var weight = 0.0;
  41650. var firstZeroWeight = -1;
  41651. for (var j = 0; j < 4; j++) {
  41652. var w = matricesWeights[i + j];
  41653. weight += w;
  41654. if (w < epsilon && firstZeroWeight < 0) {
  41655. firstZeroWeight = j;
  41656. }
  41657. }
  41658. if (matricesWeightsExtra) {
  41659. for (var j = 0; j < 4; j++) {
  41660. var w = matricesWeightsExtra[i + j];
  41661. weight += w;
  41662. if (w < epsilon && firstZeroWeight < 0) {
  41663. firstZeroWeight = j + 4;
  41664. }
  41665. }
  41666. }
  41667. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  41668. firstZeroWeight = influencers - 1;
  41669. }
  41670. if (weight > epsilon) {
  41671. var mweight = 1.0 / weight;
  41672. for (var j = 0; j < 4; j++) {
  41673. matricesWeights[i + j] *= mweight;
  41674. }
  41675. if (matricesWeightsExtra) {
  41676. for (var j = 0; j < 4; j++) {
  41677. matricesWeightsExtra[i + j] *= mweight;
  41678. }
  41679. }
  41680. }
  41681. else {
  41682. if (firstZeroWeight >= 4) {
  41683. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  41684. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  41685. }
  41686. else {
  41687. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  41688. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  41689. }
  41690. }
  41691. }
  41692. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  41693. if (parsedGeometry.matricesWeightsExtra) {
  41694. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  41695. }
  41696. };
  41697. /**
  41698. * Create a new geometry from persisted data (Using .babylon file format)
  41699. * @param parsedVertexData defines the persisted data
  41700. * @param scene defines the hosting scene
  41701. * @param rootUrl defines the root url to use to load assets (like delayed data)
  41702. * @returns the new geometry object
  41703. */
  41704. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  41705. if (scene.getGeometryByID(parsedVertexData.id)) {
  41706. return null; // null since geometry could be something else than a box...
  41707. }
  41708. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  41709. if (BABYLON.Tags) {
  41710. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  41711. }
  41712. if (parsedVertexData.delayLoadingFile) {
  41713. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  41714. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  41715. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  41716. geometry._delayInfo = [];
  41717. if (parsedVertexData.hasUVs) {
  41718. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  41719. }
  41720. if (parsedVertexData.hasUVs2) {
  41721. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  41722. }
  41723. if (parsedVertexData.hasUVs3) {
  41724. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  41725. }
  41726. if (parsedVertexData.hasUVs4) {
  41727. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  41728. }
  41729. if (parsedVertexData.hasUVs5) {
  41730. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  41731. }
  41732. if (parsedVertexData.hasUVs6) {
  41733. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  41734. }
  41735. if (parsedVertexData.hasColors) {
  41736. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  41737. }
  41738. if (parsedVertexData.hasMatricesIndices) {
  41739. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  41740. }
  41741. if (parsedVertexData.hasMatricesWeights) {
  41742. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  41743. }
  41744. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  41745. }
  41746. else {
  41747. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  41748. }
  41749. scene.pushGeometry(geometry, true);
  41750. return geometry;
  41751. };
  41752. return Geometry;
  41753. }());
  41754. BABYLON.Geometry = Geometry;
  41755. // Primitives
  41756. /// Abstract class
  41757. /**
  41758. * Abstract class used to provide common services for all typed geometries
  41759. * @hidden
  41760. */
  41761. var _PrimitiveGeometry = /** @class */ (function (_super) {
  41762. __extends(_PrimitiveGeometry, _super);
  41763. /**
  41764. * Creates a new typed geometry
  41765. * @param id defines the unique ID of the geometry
  41766. * @param scene defines the hosting scene
  41767. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41768. * @param mesh defines the hosting mesh (can be null)
  41769. */
  41770. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  41771. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  41772. if (mesh === void 0) { mesh = null; }
  41773. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  41774. _this._canBeRegenerated = _canBeRegenerated;
  41775. _this._beingRegenerated = true;
  41776. _this.regenerate();
  41777. _this._beingRegenerated = false;
  41778. return _this;
  41779. }
  41780. /**
  41781. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  41782. * @returns true if the geometry can be regenerated
  41783. */
  41784. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  41785. return this._canBeRegenerated;
  41786. };
  41787. /**
  41788. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  41789. */
  41790. _PrimitiveGeometry.prototype.regenerate = function () {
  41791. if (!this._canBeRegenerated) {
  41792. return;
  41793. }
  41794. this._beingRegenerated = true;
  41795. this.setAllVerticesData(this._regenerateVertexData(), false);
  41796. this._beingRegenerated = false;
  41797. };
  41798. /**
  41799. * Clone the geometry
  41800. * @param id defines the unique ID of the new geometry
  41801. * @returns the new geometry
  41802. */
  41803. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  41804. return _super.prototype.copy.call(this, id);
  41805. };
  41806. // overrides
  41807. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41808. if (!this._beingRegenerated) {
  41809. return;
  41810. }
  41811. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  41812. };
  41813. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  41814. if (!this._beingRegenerated) {
  41815. return;
  41816. }
  41817. _super.prototype.setVerticesData.call(this, kind, data, false);
  41818. };
  41819. // to override
  41820. /** @hidden */
  41821. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  41822. throw new Error("Abstract method");
  41823. };
  41824. _PrimitiveGeometry.prototype.copy = function (id) {
  41825. throw new Error("Must be overriden in sub-classes.");
  41826. };
  41827. _PrimitiveGeometry.prototype.serialize = function () {
  41828. var serializationObject = _super.prototype.serialize.call(this);
  41829. serializationObject.canBeRegenerated = this.canBeRegenerated();
  41830. return serializationObject;
  41831. };
  41832. return _PrimitiveGeometry;
  41833. }(Geometry));
  41834. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  41835. /**
  41836. * Creates a ribbon geometry
  41837. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  41838. */
  41839. var RibbonGeometry = /** @class */ (function (_super) {
  41840. __extends(RibbonGeometry, _super);
  41841. /**
  41842. * Creates a ribbon geometry
  41843. * @param id defines the unique ID of the geometry
  41844. * @param scene defines the hosting scene
  41845. * @param pathArray defines the array of paths to use
  41846. * @param closeArray defines if the last path and the first path must be joined
  41847. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  41848. * @param offset defines the offset between points
  41849. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41850. * @param mesh defines the hosting mesh (can be null)
  41851. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41852. */
  41853. function RibbonGeometry(id, scene,
  41854. /**
  41855. * Defines the array of paths to use
  41856. */
  41857. pathArray,
  41858. /**
  41859. * Defines if the last and first points of each path in your pathArray must be joined
  41860. */
  41861. closeArray,
  41862. /**
  41863. * Defines if the last and first points of each path in your pathArray must be joined
  41864. */
  41865. closePath,
  41866. /**
  41867. * Defines the offset between points
  41868. */
  41869. offset, canBeRegenerated, mesh,
  41870. /**
  41871. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41872. */
  41873. side) {
  41874. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41875. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41876. _this.pathArray = pathArray;
  41877. _this.closeArray = closeArray;
  41878. _this.closePath = closePath;
  41879. _this.offset = offset;
  41880. _this.side = side;
  41881. return _this;
  41882. }
  41883. /** @hidden */
  41884. RibbonGeometry.prototype._regenerateVertexData = function () {
  41885. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  41886. };
  41887. RibbonGeometry.prototype.copy = function (id) {
  41888. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  41889. };
  41890. return RibbonGeometry;
  41891. }(_PrimitiveGeometry));
  41892. BABYLON.RibbonGeometry = RibbonGeometry;
  41893. /**
  41894. * Creates a box geometry
  41895. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  41896. */
  41897. var BoxGeometry = /** @class */ (function (_super) {
  41898. __extends(BoxGeometry, _super);
  41899. /**
  41900. * Creates a box geometry
  41901. * @param id defines the unique ID of the geometry
  41902. * @param scene defines the hosting scene
  41903. * @param size defines the zise of the box (width, height and depth are the same)
  41904. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41905. * @param mesh defines the hosting mesh (can be null)
  41906. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41907. */
  41908. function BoxGeometry(id, scene,
  41909. /**
  41910. * Defines the zise of the box (width, height and depth are the same)
  41911. */
  41912. size, canBeRegenerated, mesh,
  41913. /**
  41914. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41915. */
  41916. side) {
  41917. if (mesh === void 0) { mesh = null; }
  41918. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41919. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41920. _this.size = size;
  41921. _this.side = side;
  41922. return _this;
  41923. }
  41924. /** @hidden */
  41925. BoxGeometry.prototype._regenerateVertexData = function () {
  41926. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  41927. };
  41928. BoxGeometry.prototype.copy = function (id) {
  41929. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  41930. };
  41931. BoxGeometry.prototype.serialize = function () {
  41932. var serializationObject = _super.prototype.serialize.call(this);
  41933. serializationObject.size = this.size;
  41934. return serializationObject;
  41935. };
  41936. BoxGeometry.Parse = function (parsedBox, scene) {
  41937. if (scene.getGeometryByID(parsedBox.id)) {
  41938. return null; // null since geometry could be something else than a box...
  41939. }
  41940. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  41941. if (BABYLON.Tags) {
  41942. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  41943. }
  41944. scene.pushGeometry(box, true);
  41945. return box;
  41946. };
  41947. return BoxGeometry;
  41948. }(_PrimitiveGeometry));
  41949. BABYLON.BoxGeometry = BoxGeometry;
  41950. /**
  41951. * Creates a sphere geometry
  41952. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  41953. */
  41954. var SphereGeometry = /** @class */ (function (_super) {
  41955. __extends(SphereGeometry, _super);
  41956. /**
  41957. * Create a new sphere geometry
  41958. * @param id defines the unique ID of the geometry
  41959. * @param scene defines the hosting scene
  41960. * @param segments defines the number of segments to use to create the sphere
  41961. * @param diameter defines the diameter of the sphere
  41962. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  41963. * @param mesh defines the hosting mesh (can be null)
  41964. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41965. */
  41966. function SphereGeometry(id, scene,
  41967. /**
  41968. * Defines the number of segments to use to create the sphere
  41969. */
  41970. segments,
  41971. /**
  41972. * Defines the diameter of the sphere
  41973. */
  41974. diameter, canBeRegenerated, mesh,
  41975. /**
  41976. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  41977. */
  41978. side) {
  41979. if (mesh === void 0) { mesh = null; }
  41980. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  41981. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  41982. _this.segments = segments;
  41983. _this.diameter = diameter;
  41984. _this.side = side;
  41985. return _this;
  41986. }
  41987. /** @hidden */
  41988. SphereGeometry.prototype._regenerateVertexData = function () {
  41989. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  41990. };
  41991. SphereGeometry.prototype.copy = function (id) {
  41992. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  41993. };
  41994. SphereGeometry.prototype.serialize = function () {
  41995. var serializationObject = _super.prototype.serialize.call(this);
  41996. serializationObject.segments = this.segments;
  41997. serializationObject.diameter = this.diameter;
  41998. return serializationObject;
  41999. };
  42000. SphereGeometry.Parse = function (parsedSphere, scene) {
  42001. if (scene.getGeometryByID(parsedSphere.id)) {
  42002. return null; // null since geometry could be something else than a sphere...
  42003. }
  42004. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42005. if (BABYLON.Tags) {
  42006. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42007. }
  42008. scene.pushGeometry(sphere, true);
  42009. return sphere;
  42010. };
  42011. return SphereGeometry;
  42012. }(_PrimitiveGeometry));
  42013. BABYLON.SphereGeometry = SphereGeometry;
  42014. /**
  42015. * Creates a disc geometry
  42016. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42017. */
  42018. var DiscGeometry = /** @class */ (function (_super) {
  42019. __extends(DiscGeometry, _super);
  42020. /**
  42021. * Creates a new disc geometry
  42022. * @param id defines the unique ID of the geometry
  42023. * @param scene defines the hosting scene
  42024. * @param radius defines the radius of the disc
  42025. * @param tessellation defines the tesselation factor to apply to the disc
  42026. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42027. * @param mesh defines the hosting mesh (can be null)
  42028. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42029. */
  42030. function DiscGeometry(id, scene,
  42031. /**
  42032. * Defines the radius of the disc
  42033. */
  42034. radius,
  42035. /**
  42036. * Defines the tesselation factor to apply to the disc
  42037. */
  42038. tessellation, canBeRegenerated, mesh,
  42039. /**
  42040. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42041. */
  42042. side) {
  42043. if (mesh === void 0) { mesh = null; }
  42044. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42045. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42046. _this.radius = radius;
  42047. _this.tessellation = tessellation;
  42048. _this.side = side;
  42049. return _this;
  42050. }
  42051. /** @hidden */
  42052. DiscGeometry.prototype._regenerateVertexData = function () {
  42053. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42054. };
  42055. DiscGeometry.prototype.copy = function (id) {
  42056. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42057. };
  42058. return DiscGeometry;
  42059. }(_PrimitiveGeometry));
  42060. BABYLON.DiscGeometry = DiscGeometry;
  42061. /**
  42062. * Creates a new cylinder geometry
  42063. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42064. */
  42065. var CylinderGeometry = /** @class */ (function (_super) {
  42066. __extends(CylinderGeometry, _super);
  42067. /**
  42068. * Creates a new cylinder geometry
  42069. * @param id defines the unique ID of the geometry
  42070. * @param scene defines the hosting scene
  42071. * @param height defines the height of the cylinder
  42072. * @param diameterTop defines the diameter of the cylinder's top cap
  42073. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42074. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42075. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42076. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42077. * @param mesh defines the hosting mesh (can be null)
  42078. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42079. */
  42080. function CylinderGeometry(id, scene,
  42081. /**
  42082. * Defines the height of the cylinder
  42083. */
  42084. height,
  42085. /**
  42086. * Defines the diameter of the cylinder's top cap
  42087. */
  42088. diameterTop,
  42089. /**
  42090. * Defines the diameter of the cylinder's bottom cap
  42091. */
  42092. diameterBottom,
  42093. /**
  42094. * Defines the tessellation factor to apply to the cylinder
  42095. */
  42096. tessellation,
  42097. /**
  42098. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42099. */
  42100. subdivisions, canBeRegenerated, mesh,
  42101. /**
  42102. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42103. */
  42104. side) {
  42105. if (subdivisions === void 0) { subdivisions = 1; }
  42106. if (mesh === void 0) { mesh = null; }
  42107. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42108. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42109. _this.height = height;
  42110. _this.diameterTop = diameterTop;
  42111. _this.diameterBottom = diameterBottom;
  42112. _this.tessellation = tessellation;
  42113. _this.subdivisions = subdivisions;
  42114. _this.side = side;
  42115. return _this;
  42116. }
  42117. /** @hidden */
  42118. CylinderGeometry.prototype._regenerateVertexData = function () {
  42119. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42120. };
  42121. CylinderGeometry.prototype.copy = function (id) {
  42122. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42123. };
  42124. CylinderGeometry.prototype.serialize = function () {
  42125. var serializationObject = _super.prototype.serialize.call(this);
  42126. serializationObject.height = this.height;
  42127. serializationObject.diameterTop = this.diameterTop;
  42128. serializationObject.diameterBottom = this.diameterBottom;
  42129. serializationObject.tessellation = this.tessellation;
  42130. return serializationObject;
  42131. };
  42132. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42133. if (scene.getGeometryByID(parsedCylinder.id)) {
  42134. return null; // null since geometry could be something else than a cylinder...
  42135. }
  42136. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42137. if (BABYLON.Tags) {
  42138. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42139. }
  42140. scene.pushGeometry(cylinder, true);
  42141. return cylinder;
  42142. };
  42143. return CylinderGeometry;
  42144. }(_PrimitiveGeometry));
  42145. BABYLON.CylinderGeometry = CylinderGeometry;
  42146. /**
  42147. * Creates a new torus geometry
  42148. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42149. */
  42150. var TorusGeometry = /** @class */ (function (_super) {
  42151. __extends(TorusGeometry, _super);
  42152. /**
  42153. * Creates a new torus geometry
  42154. * @param id defines the unique ID of the geometry
  42155. * @param scene defines the hosting scene
  42156. * @param diameter defines the diameter of the torus
  42157. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42158. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42159. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42160. * @param mesh defines the hosting mesh (can be null)
  42161. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42162. */
  42163. function TorusGeometry(id, scene,
  42164. /**
  42165. * Defines the diameter of the torus
  42166. */
  42167. diameter,
  42168. /**
  42169. * Defines the thickness of the torus (ie. internal diameter)
  42170. */
  42171. thickness,
  42172. /**
  42173. * Defines the tesselation factor to apply to the torus
  42174. */
  42175. tessellation, canBeRegenerated, mesh,
  42176. /**
  42177. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42178. */
  42179. side) {
  42180. if (mesh === void 0) { mesh = null; }
  42181. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42182. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42183. _this.diameter = diameter;
  42184. _this.thickness = thickness;
  42185. _this.tessellation = tessellation;
  42186. _this.side = side;
  42187. return _this;
  42188. }
  42189. /** @hidden */
  42190. TorusGeometry.prototype._regenerateVertexData = function () {
  42191. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42192. };
  42193. TorusGeometry.prototype.copy = function (id) {
  42194. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42195. };
  42196. TorusGeometry.prototype.serialize = function () {
  42197. var serializationObject = _super.prototype.serialize.call(this);
  42198. serializationObject.diameter = this.diameter;
  42199. serializationObject.thickness = this.thickness;
  42200. serializationObject.tessellation = this.tessellation;
  42201. return serializationObject;
  42202. };
  42203. TorusGeometry.Parse = function (parsedTorus, scene) {
  42204. if (scene.getGeometryByID(parsedTorus.id)) {
  42205. return null; // null since geometry could be something else than a torus...
  42206. }
  42207. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42208. if (BABYLON.Tags) {
  42209. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42210. }
  42211. scene.pushGeometry(torus, true);
  42212. return torus;
  42213. };
  42214. return TorusGeometry;
  42215. }(_PrimitiveGeometry));
  42216. BABYLON.TorusGeometry = TorusGeometry;
  42217. /**
  42218. * Creates a new ground geometry
  42219. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42220. */
  42221. var GroundGeometry = /** @class */ (function (_super) {
  42222. __extends(GroundGeometry, _super);
  42223. /**
  42224. * Creates a new ground geometry
  42225. * @param id defines the unique ID of the geometry
  42226. * @param scene defines the hosting scene
  42227. * @param width defines the width of the ground
  42228. * @param height defines the height of the ground
  42229. * @param subdivisions defines the subdivisions to apply to the ground
  42230. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42231. * @param mesh defines the hosting mesh (can be null)
  42232. */
  42233. function GroundGeometry(id, scene,
  42234. /**
  42235. * Defines the width of the ground
  42236. */
  42237. width,
  42238. /**
  42239. * Defines the height of the ground
  42240. */
  42241. height,
  42242. /**
  42243. * Defines the subdivisions to apply to the ground
  42244. */
  42245. subdivisions, canBeRegenerated, mesh) {
  42246. if (mesh === void 0) { mesh = null; }
  42247. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42248. _this.width = width;
  42249. _this.height = height;
  42250. _this.subdivisions = subdivisions;
  42251. return _this;
  42252. }
  42253. /** @hidden */
  42254. GroundGeometry.prototype._regenerateVertexData = function () {
  42255. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42256. };
  42257. GroundGeometry.prototype.copy = function (id) {
  42258. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42259. };
  42260. GroundGeometry.prototype.serialize = function () {
  42261. var serializationObject = _super.prototype.serialize.call(this);
  42262. serializationObject.width = this.width;
  42263. serializationObject.height = this.height;
  42264. serializationObject.subdivisions = this.subdivisions;
  42265. return serializationObject;
  42266. };
  42267. GroundGeometry.Parse = function (parsedGround, scene) {
  42268. if (scene.getGeometryByID(parsedGround.id)) {
  42269. return null; // null since geometry could be something else than a ground...
  42270. }
  42271. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42272. if (BABYLON.Tags) {
  42273. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42274. }
  42275. scene.pushGeometry(ground, true);
  42276. return ground;
  42277. };
  42278. return GroundGeometry;
  42279. }(_PrimitiveGeometry));
  42280. BABYLON.GroundGeometry = GroundGeometry;
  42281. /**
  42282. * Creates a tiled ground geometry
  42283. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42284. */
  42285. var TiledGroundGeometry = /** @class */ (function (_super) {
  42286. __extends(TiledGroundGeometry, _super);
  42287. /**
  42288. * Creates a tiled ground geometry
  42289. * @param id defines the unique ID of the geometry
  42290. * @param scene defines the hosting scene
  42291. * @param xmin defines the minimum value on X axis
  42292. * @param zmin defines the minimum value on Z axis
  42293. * @param xmax defines the maximum value on X axis
  42294. * @param zmax defines the maximum value on Z axis
  42295. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42296. * @param precision defines the precision to use when computing the tiles
  42297. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42298. * @param mesh defines the hosting mesh (can be null)
  42299. */
  42300. function TiledGroundGeometry(id, scene,
  42301. /**
  42302. * Defines the minimum value on X axis
  42303. */
  42304. xmin,
  42305. /**
  42306. * Defines the minimum value on Z axis
  42307. */
  42308. zmin,
  42309. /**
  42310. * Defines the maximum value on X axis
  42311. */
  42312. xmax,
  42313. /**
  42314. * Defines the maximum value on Z axis
  42315. */
  42316. zmax,
  42317. /**
  42318. * Defines the subdivisions to apply to the ground
  42319. */
  42320. subdivisions,
  42321. /**
  42322. * Defines the precision to use when computing the tiles
  42323. */
  42324. precision, canBeRegenerated, mesh) {
  42325. if (mesh === void 0) { mesh = null; }
  42326. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42327. _this.xmin = xmin;
  42328. _this.zmin = zmin;
  42329. _this.xmax = xmax;
  42330. _this.zmax = zmax;
  42331. _this.subdivisions = subdivisions;
  42332. _this.precision = precision;
  42333. return _this;
  42334. }
  42335. /** @hidden */
  42336. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42337. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42338. };
  42339. TiledGroundGeometry.prototype.copy = function (id) {
  42340. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42341. };
  42342. return TiledGroundGeometry;
  42343. }(_PrimitiveGeometry));
  42344. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42345. /**
  42346. * Creates a plane geometry
  42347. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42348. */
  42349. var PlaneGeometry = /** @class */ (function (_super) {
  42350. __extends(PlaneGeometry, _super);
  42351. /**
  42352. * Creates a plane geometry
  42353. * @param id defines the unique ID of the geometry
  42354. * @param scene defines the hosting scene
  42355. * @param size defines the size of the plane (width === height)
  42356. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42357. * @param mesh defines the hosting mesh (can be null)
  42358. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42359. */
  42360. function PlaneGeometry(id, scene,
  42361. /**
  42362. * Defines the size of the plane (width === height)
  42363. */
  42364. size, canBeRegenerated, mesh,
  42365. /**
  42366. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42367. */
  42368. side) {
  42369. if (mesh === void 0) { mesh = null; }
  42370. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42371. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42372. _this.size = size;
  42373. _this.side = side;
  42374. return _this;
  42375. }
  42376. /** @hidden */
  42377. PlaneGeometry.prototype._regenerateVertexData = function () {
  42378. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42379. };
  42380. PlaneGeometry.prototype.copy = function (id) {
  42381. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42382. };
  42383. PlaneGeometry.prototype.serialize = function () {
  42384. var serializationObject = _super.prototype.serialize.call(this);
  42385. serializationObject.size = this.size;
  42386. return serializationObject;
  42387. };
  42388. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42389. if (scene.getGeometryByID(parsedPlane.id)) {
  42390. return null; // null since geometry could be something else than a ground...
  42391. }
  42392. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42393. if (BABYLON.Tags) {
  42394. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42395. }
  42396. scene.pushGeometry(plane, true);
  42397. return plane;
  42398. };
  42399. return PlaneGeometry;
  42400. }(_PrimitiveGeometry));
  42401. BABYLON.PlaneGeometry = PlaneGeometry;
  42402. /**
  42403. * Creates a torus knot geometry
  42404. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42405. */
  42406. var TorusKnotGeometry = /** @class */ (function (_super) {
  42407. __extends(TorusKnotGeometry, _super);
  42408. /**
  42409. * Creates a torus knot geometry
  42410. * @param id defines the unique ID of the geometry
  42411. * @param scene defines the hosting scene
  42412. * @param radius defines the radius of the torus knot
  42413. * @param tube defines the thickness of the torus knot tube
  42414. * @param radialSegments defines the number of radial segments
  42415. * @param tubularSegments defines the number of tubular segments
  42416. * @param p defines the first number of windings
  42417. * @param q defines the second number of windings
  42418. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42419. * @param mesh defines the hosting mesh (can be null)
  42420. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42421. */
  42422. function TorusKnotGeometry(id, scene,
  42423. /**
  42424. * Defines the radius of the torus knot
  42425. */
  42426. radius,
  42427. /**
  42428. * Defines the thickness of the torus knot tube
  42429. */
  42430. tube,
  42431. /**
  42432. * Defines the number of radial segments
  42433. */
  42434. radialSegments,
  42435. /**
  42436. * Defines the number of tubular segments
  42437. */
  42438. tubularSegments,
  42439. /**
  42440. * Defines the first number of windings
  42441. */
  42442. p,
  42443. /**
  42444. * Defines the second number of windings
  42445. */
  42446. q, canBeRegenerated, mesh,
  42447. /**
  42448. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42449. */
  42450. side) {
  42451. if (mesh === void 0) { mesh = null; }
  42452. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42453. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42454. _this.radius = radius;
  42455. _this.tube = tube;
  42456. _this.radialSegments = radialSegments;
  42457. _this.tubularSegments = tubularSegments;
  42458. _this.p = p;
  42459. _this.q = q;
  42460. _this.side = side;
  42461. return _this;
  42462. }
  42463. /** @hidden */
  42464. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42465. 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 });
  42466. };
  42467. TorusKnotGeometry.prototype.copy = function (id) {
  42468. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42469. };
  42470. TorusKnotGeometry.prototype.serialize = function () {
  42471. var serializationObject = _super.prototype.serialize.call(this);
  42472. serializationObject.radius = this.radius;
  42473. serializationObject.tube = this.tube;
  42474. serializationObject.radialSegments = this.radialSegments;
  42475. serializationObject.tubularSegments = this.tubularSegments;
  42476. serializationObject.p = this.p;
  42477. serializationObject.q = this.q;
  42478. return serializationObject;
  42479. };
  42480. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42481. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42482. return null; // null since geometry could be something else than a ground...
  42483. }
  42484. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42485. if (BABYLON.Tags) {
  42486. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42487. }
  42488. scene.pushGeometry(torusKnot, true);
  42489. return torusKnot;
  42490. };
  42491. return TorusKnotGeometry;
  42492. }(_PrimitiveGeometry));
  42493. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42494. //}
  42495. })(BABYLON || (BABYLON = {}));
  42496. //# sourceMappingURL=babylon.geometry.js.map
  42497. var BABYLON;
  42498. (function (BABYLON) {
  42499. /**
  42500. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42501. */
  42502. var PerformanceMonitor = /** @class */ (function () {
  42503. /**
  42504. * constructor
  42505. * @param frameSampleSize The number of samples required to saturate the sliding window
  42506. */
  42507. function PerformanceMonitor(frameSampleSize) {
  42508. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42509. this._enabled = true;
  42510. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42511. }
  42512. /**
  42513. * Samples current frame
  42514. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42515. */
  42516. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42517. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42518. if (!this._enabled) {
  42519. return;
  42520. }
  42521. if (this._lastFrameTimeMs != null) {
  42522. var dt = timeMs - this._lastFrameTimeMs;
  42523. this._rollingFrameTime.add(dt);
  42524. }
  42525. this._lastFrameTimeMs = timeMs;
  42526. };
  42527. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42528. /**
  42529. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42530. */
  42531. get: function () {
  42532. return this._rollingFrameTime.average;
  42533. },
  42534. enumerable: true,
  42535. configurable: true
  42536. });
  42537. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42538. /**
  42539. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42540. */
  42541. get: function () {
  42542. return this._rollingFrameTime.variance;
  42543. },
  42544. enumerable: true,
  42545. configurable: true
  42546. });
  42547. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  42548. /**
  42549. * Returns the frame time of the most recent frame
  42550. */
  42551. get: function () {
  42552. return this._rollingFrameTime.history(0);
  42553. },
  42554. enumerable: true,
  42555. configurable: true
  42556. });
  42557. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  42558. /**
  42559. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  42560. */
  42561. get: function () {
  42562. return 1000.0 / this._rollingFrameTime.average;
  42563. },
  42564. enumerable: true,
  42565. configurable: true
  42566. });
  42567. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  42568. /**
  42569. * Returns the average framerate in frames per second using the most recent frame time
  42570. */
  42571. get: function () {
  42572. var history = this._rollingFrameTime.history(0);
  42573. if (history === 0) {
  42574. return 0;
  42575. }
  42576. return 1000.0 / history;
  42577. },
  42578. enumerable: true,
  42579. configurable: true
  42580. });
  42581. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  42582. /**
  42583. * Returns true if enough samples have been taken to completely fill the sliding window
  42584. */
  42585. get: function () {
  42586. return this._rollingFrameTime.isSaturated();
  42587. },
  42588. enumerable: true,
  42589. configurable: true
  42590. });
  42591. /**
  42592. * Enables contributions to the sliding window sample set
  42593. */
  42594. PerformanceMonitor.prototype.enable = function () {
  42595. this._enabled = true;
  42596. };
  42597. /**
  42598. * Disables contributions to the sliding window sample set
  42599. * Samples will not be interpolated over the disabled period
  42600. */
  42601. PerformanceMonitor.prototype.disable = function () {
  42602. this._enabled = false;
  42603. //clear last sample to avoid interpolating over the disabled period when next enabled
  42604. this._lastFrameTimeMs = null;
  42605. };
  42606. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  42607. /**
  42608. * Returns true if sampling is enabled
  42609. */
  42610. get: function () {
  42611. return this._enabled;
  42612. },
  42613. enumerable: true,
  42614. configurable: true
  42615. });
  42616. /**
  42617. * Resets performance monitor
  42618. */
  42619. PerformanceMonitor.prototype.reset = function () {
  42620. //clear last sample to avoid interpolating over the disabled period when next enabled
  42621. this._lastFrameTimeMs = null;
  42622. //wipe record
  42623. this._rollingFrameTime.reset();
  42624. };
  42625. return PerformanceMonitor;
  42626. }());
  42627. BABYLON.PerformanceMonitor = PerformanceMonitor;
  42628. /**
  42629. * RollingAverage
  42630. *
  42631. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  42632. */
  42633. var RollingAverage = /** @class */ (function () {
  42634. /**
  42635. * constructor
  42636. * @param length The number of samples required to saturate the sliding window
  42637. */
  42638. function RollingAverage(length) {
  42639. this._samples = new Array(length);
  42640. this.reset();
  42641. }
  42642. /**
  42643. * Adds a sample to the sample set
  42644. * @param v The sample value
  42645. */
  42646. RollingAverage.prototype.add = function (v) {
  42647. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  42648. var delta;
  42649. //we need to check if we've already wrapped round
  42650. if (this.isSaturated()) {
  42651. //remove bottom of stack from mean
  42652. var bottomValue = this._samples[this._pos];
  42653. delta = bottomValue - this.average;
  42654. this.average -= delta / (this._sampleCount - 1);
  42655. this._m2 -= delta * (bottomValue - this.average);
  42656. }
  42657. else {
  42658. this._sampleCount++;
  42659. }
  42660. //add new value to mean
  42661. delta = v - this.average;
  42662. this.average += delta / (this._sampleCount);
  42663. this._m2 += delta * (v - this.average);
  42664. //set the new variance
  42665. this.variance = this._m2 / (this._sampleCount - 1);
  42666. this._samples[this._pos] = v;
  42667. this._pos++;
  42668. this._pos %= this._samples.length; //positive wrap around
  42669. };
  42670. /**
  42671. * Returns previously added values or null if outside of history or outside the sliding window domain
  42672. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  42673. * @return Value previously recorded with add() or null if outside of range
  42674. */
  42675. RollingAverage.prototype.history = function (i) {
  42676. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  42677. return 0;
  42678. }
  42679. var i0 = this._wrapPosition(this._pos - 1.0);
  42680. return this._samples[this._wrapPosition(i0 - i)];
  42681. };
  42682. /**
  42683. * Returns true if enough samples have been taken to completely fill the sliding window
  42684. * @return true if sample-set saturated
  42685. */
  42686. RollingAverage.prototype.isSaturated = function () {
  42687. return this._sampleCount >= this._samples.length;
  42688. };
  42689. /**
  42690. * Resets the rolling average (equivalent to 0 samples taken so far)
  42691. */
  42692. RollingAverage.prototype.reset = function () {
  42693. this.average = 0;
  42694. this.variance = 0;
  42695. this._sampleCount = 0;
  42696. this._pos = 0;
  42697. this._m2 = 0;
  42698. };
  42699. /**
  42700. * Wraps a value around the sample range boundaries
  42701. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  42702. * @return Wrapped position in sample range
  42703. */
  42704. RollingAverage.prototype._wrapPosition = function (i) {
  42705. var max = this._samples.length;
  42706. return ((i % max) + max) % max;
  42707. };
  42708. return RollingAverage;
  42709. }());
  42710. BABYLON.RollingAverage = RollingAverage;
  42711. })(BABYLON || (BABYLON = {}));
  42712. //# sourceMappingURL=babylon.performanceMonitor.js.map
  42713. var BABYLON;
  42714. (function (BABYLON) {
  42715. /**
  42716. * "Static Class" containing the most commonly used helper while dealing with material for
  42717. * rendering purpose.
  42718. *
  42719. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  42720. *
  42721. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  42722. */
  42723. var MaterialHelper = /** @class */ (function () {
  42724. function MaterialHelper() {
  42725. }
  42726. /**
  42727. * Bind the current view position to an effect.
  42728. * @param effect The effect to be bound
  42729. * @param scene The scene the eyes position is used from
  42730. */
  42731. MaterialHelper.BindEyePosition = function (effect, scene) {
  42732. if (scene._forcedViewPosition) {
  42733. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  42734. return;
  42735. }
  42736. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  42737. };
  42738. /**
  42739. * Helps preparing the defines values about the UVs in used in the effect.
  42740. * UVs are shared as much as we can accross channels in the shaders.
  42741. * @param texture The texture we are preparing the UVs for
  42742. * @param defines The defines to update
  42743. * @param key The channel key "diffuse", "specular"... used in the shader
  42744. */
  42745. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  42746. defines._needUVs = true;
  42747. defines[key] = true;
  42748. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  42749. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  42750. if (texture.coordinatesIndex === 0) {
  42751. defines["MAINUV1"] = true;
  42752. }
  42753. else {
  42754. defines["MAINUV2"] = true;
  42755. }
  42756. }
  42757. else {
  42758. defines[key + "DIRECTUV"] = 0;
  42759. }
  42760. };
  42761. /**
  42762. * Binds a texture matrix value to its corrsponding uniform
  42763. * @param texture The texture to bind the matrix for
  42764. * @param uniformBuffer The uniform buffer receivin the data
  42765. * @param key The channel key "diffuse", "specular"... used in the shader
  42766. */
  42767. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  42768. var matrix = texture.getTextureMatrix();
  42769. if (!matrix.isIdentityAs3x2()) {
  42770. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  42771. }
  42772. };
  42773. /**
  42774. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  42775. * @param mesh defines the current mesh
  42776. * @param scene defines the current scene
  42777. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  42778. * @param pointsCloud defines if point cloud rendering has to be turned on
  42779. * @param fogEnabled defines if fog has to be turned on
  42780. * @param alphaTest defines if alpha testing has to be turned on
  42781. * @param defines defines the current list of defines
  42782. */
  42783. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  42784. if (defines._areMiscDirty) {
  42785. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  42786. defines["POINTSIZE"] = pointsCloud;
  42787. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  42788. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  42789. defines["ALPHATEST"] = alphaTest;
  42790. }
  42791. };
  42792. /**
  42793. * Helper used to prepare the list of defines associated with frame values for shader compilation
  42794. * @param scene defines the current scene
  42795. * @param engine defines the current engine
  42796. * @param defines specifies the list of active defines
  42797. * @param useInstances defines if instances have to be turned on
  42798. * @param useClipPlane defines if clip plane have to be turned on
  42799. */
  42800. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  42801. if (useClipPlane === void 0) { useClipPlane = null; }
  42802. var changed = false;
  42803. var useClipPlane1 = false;
  42804. var useClipPlane2 = false;
  42805. var useClipPlane3 = false;
  42806. var useClipPlane4 = false;
  42807. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  42808. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  42809. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  42810. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  42811. if (defines["CLIPPLANE"] !== useClipPlane1) {
  42812. defines["CLIPPLANE"] = useClipPlane1;
  42813. changed = true;
  42814. }
  42815. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  42816. defines["CLIPPLANE2"] = useClipPlane2;
  42817. changed = true;
  42818. }
  42819. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  42820. defines["CLIPPLANE3"] = useClipPlane3;
  42821. changed = true;
  42822. }
  42823. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  42824. defines["CLIPPLANE4"] = useClipPlane4;
  42825. changed = true;
  42826. }
  42827. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  42828. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  42829. changed = true;
  42830. }
  42831. if (defines["INSTANCES"] !== useInstances) {
  42832. defines["INSTANCES"] = useInstances;
  42833. changed = true;
  42834. }
  42835. if (changed) {
  42836. defines.markAsUnprocessed();
  42837. }
  42838. };
  42839. /**
  42840. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  42841. * @param mesh The mesh containing the geometry data we will draw
  42842. * @param defines The defines to update
  42843. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  42844. * @param useBones Precise whether bones should be used or not (override mesh info)
  42845. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  42846. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  42847. * @returns false if defines are considered not dirty and have not been checked
  42848. */
  42849. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  42850. if (useMorphTargets === void 0) { useMorphTargets = false; }
  42851. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  42852. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  42853. return false;
  42854. }
  42855. defines._normals = defines._needNormals;
  42856. defines._uvs = defines._needUVs;
  42857. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  42858. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  42859. defines["TANGENT"] = true;
  42860. }
  42861. if (defines._needUVs) {
  42862. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  42863. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  42864. }
  42865. else {
  42866. defines["UV1"] = false;
  42867. defines["UV2"] = false;
  42868. }
  42869. if (useVertexColor) {
  42870. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  42871. defines["VERTEXCOLOR"] = hasVertexColors;
  42872. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  42873. }
  42874. if (useBones) {
  42875. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  42876. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  42877. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  42878. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  42879. defines["BONETEXTURE"] = true;
  42880. }
  42881. else {
  42882. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  42883. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  42884. }
  42885. }
  42886. else {
  42887. defines["NUM_BONE_INFLUENCERS"] = 0;
  42888. defines["BonesPerMesh"] = 0;
  42889. }
  42890. }
  42891. if (useMorphTargets) {
  42892. var manager = mesh.morphTargetManager;
  42893. if (manager) {
  42894. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  42895. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  42896. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  42897. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  42898. }
  42899. else {
  42900. defines["MORPHTARGETS_TANGENT"] = false;
  42901. defines["MORPHTARGETS_NORMAL"] = false;
  42902. defines["MORPHTARGETS"] = false;
  42903. defines["NUM_MORPH_INFLUENCERS"] = 0;
  42904. }
  42905. }
  42906. return true;
  42907. };
  42908. /**
  42909. * Prepares the defines related to the light information passed in parameter
  42910. * @param scene The scene we are intending to draw
  42911. * @param mesh The mesh the effect is compiling for
  42912. * @param defines The defines to update
  42913. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  42914. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  42915. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  42916. * @returns true if normals will be required for the rest of the effect
  42917. */
  42918. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  42919. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  42920. if (disableLighting === void 0) { disableLighting = false; }
  42921. if (!defines._areLightsDirty) {
  42922. return defines._needNormals;
  42923. }
  42924. var lightIndex = 0;
  42925. var needNormals = false;
  42926. var needRebuild = false;
  42927. var lightmapMode = false;
  42928. var shadowEnabled = false;
  42929. var specularEnabled = false;
  42930. if (scene.lightsEnabled && !disableLighting) {
  42931. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  42932. var light = _a[_i];
  42933. needNormals = true;
  42934. if (defines["LIGHT" + lightIndex] === undefined) {
  42935. needRebuild = true;
  42936. }
  42937. defines["LIGHT" + lightIndex] = true;
  42938. defines["SPOTLIGHT" + lightIndex] = false;
  42939. defines["HEMILIGHT" + lightIndex] = false;
  42940. defines["POINTLIGHT" + lightIndex] = false;
  42941. defines["DIRLIGHT" + lightIndex] = false;
  42942. light.prepareLightSpecificDefines(defines, lightIndex);
  42943. // FallOff.
  42944. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  42945. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  42946. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  42947. switch (light.falloffType) {
  42948. case BABYLON.Light.FALLOFF_GLTF:
  42949. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  42950. break;
  42951. case BABYLON.Light.FALLOFF_PHYSICAL:
  42952. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  42953. break;
  42954. case BABYLON.Light.FALLOFF_STANDARD:
  42955. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  42956. break;
  42957. }
  42958. // Specular
  42959. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  42960. specularEnabled = true;
  42961. }
  42962. // Shadows
  42963. defines["SHADOW" + lightIndex] = false;
  42964. defines["SHADOWPCF" + lightIndex] = false;
  42965. defines["SHADOWPCSS" + lightIndex] = false;
  42966. defines["SHADOWPOISSON" + lightIndex] = false;
  42967. defines["SHADOWESM" + lightIndex] = false;
  42968. defines["SHADOWCUBE" + lightIndex] = false;
  42969. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  42970. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  42971. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  42972. var shadowGenerator = light.getShadowGenerator();
  42973. if (shadowGenerator) {
  42974. var shadowMap = shadowGenerator.getShadowMap();
  42975. if (shadowMap) {
  42976. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  42977. shadowEnabled = true;
  42978. shadowGenerator.prepareDefines(defines, lightIndex);
  42979. }
  42980. }
  42981. }
  42982. }
  42983. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  42984. lightmapMode = true;
  42985. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  42986. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  42987. }
  42988. else {
  42989. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  42990. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  42991. }
  42992. lightIndex++;
  42993. if (lightIndex === maxSimultaneousLights) {
  42994. break;
  42995. }
  42996. }
  42997. }
  42998. defines["SPECULARTERM"] = specularEnabled;
  42999. defines["SHADOWS"] = shadowEnabled;
  43000. // Resetting all other lights if any
  43001. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43002. if (defines["LIGHT" + index] !== undefined) {
  43003. defines["LIGHT" + index] = false;
  43004. defines["HEMILIGHT" + lightIndex] = false;
  43005. defines["POINTLIGHT" + lightIndex] = false;
  43006. defines["DIRLIGHT" + lightIndex] = false;
  43007. defines["SPOTLIGHT" + lightIndex] = false;
  43008. defines["SHADOW" + lightIndex] = false;
  43009. }
  43010. }
  43011. var caps = scene.getEngine().getCaps();
  43012. if (defines["SHADOWFLOAT"] === undefined) {
  43013. needRebuild = true;
  43014. }
  43015. defines["SHADOWFLOAT"] = shadowEnabled &&
  43016. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43017. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43018. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43019. if (needRebuild) {
  43020. defines.rebuild();
  43021. }
  43022. return needNormals;
  43023. };
  43024. /**
  43025. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43026. * that won t be acctive due to defines being turned off.
  43027. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43028. * @param samplersList The samplers list
  43029. * @param defines The defines helping in the list generation
  43030. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43031. */
  43032. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43033. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43034. var uniformsList;
  43035. var uniformBuffersList = null;
  43036. if (uniformsListOrOptions.uniformsNames) {
  43037. var options = uniformsListOrOptions;
  43038. uniformsList = options.uniformsNames;
  43039. uniformBuffersList = options.uniformBuffersNames;
  43040. samplersList = options.samplers;
  43041. defines = options.defines;
  43042. maxSimultaneousLights = options.maxSimultaneousLights;
  43043. }
  43044. else {
  43045. uniformsList = uniformsListOrOptions;
  43046. if (!samplersList) {
  43047. samplersList = [];
  43048. }
  43049. }
  43050. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43051. if (!defines["LIGHT" + lightIndex]) {
  43052. break;
  43053. }
  43054. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43055. if (uniformBuffersList) {
  43056. uniformBuffersList.push("Light" + lightIndex);
  43057. }
  43058. samplersList.push("shadowSampler" + lightIndex);
  43059. samplersList.push("depthSampler" + lightIndex);
  43060. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43061. samplersList.push("projectionLightSampler" + lightIndex);
  43062. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43063. }
  43064. }
  43065. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43066. uniformsList.push("morphTargetInfluences");
  43067. }
  43068. };
  43069. /**
  43070. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43071. * @param defines The defines to update while falling back
  43072. * @param fallbacks The authorized effect fallbacks
  43073. * @param maxSimultaneousLights The maximum number of lights allowed
  43074. * @param rank the current rank of the Effect
  43075. * @returns The newly affected rank
  43076. */
  43077. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43078. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43079. if (rank === void 0) { rank = 0; }
  43080. var lightFallbackRank = 0;
  43081. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43082. if (!defines["LIGHT" + lightIndex]) {
  43083. break;
  43084. }
  43085. if (lightIndex > 0) {
  43086. lightFallbackRank = rank + lightIndex;
  43087. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43088. }
  43089. if (!defines["SHADOWS"]) {
  43090. if (defines["SHADOW" + lightIndex]) {
  43091. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43092. }
  43093. if (defines["SHADOWPCF" + lightIndex]) {
  43094. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43095. }
  43096. if (defines["SHADOWPCSS" + lightIndex]) {
  43097. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43098. }
  43099. if (defines["SHADOWPOISSON" + lightIndex]) {
  43100. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43101. }
  43102. if (defines["SHADOWESM" + lightIndex]) {
  43103. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43104. }
  43105. }
  43106. }
  43107. return lightFallbackRank++;
  43108. };
  43109. /**
  43110. * Prepares the list of attributes required for morph targets according to the effect defines.
  43111. * @param attribs The current list of supported attribs
  43112. * @param mesh The mesh to prepare the morph targets attributes for
  43113. * @param defines The current Defines of the effect
  43114. */
  43115. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43116. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43117. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43118. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43119. var manager = mesh.morphTargetManager;
  43120. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43121. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43122. for (var index = 0; index < influencers; index++) {
  43123. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43124. if (normal) {
  43125. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43126. }
  43127. if (tangent) {
  43128. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43129. }
  43130. if (attribs.length > maxAttributesCount) {
  43131. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43132. }
  43133. }
  43134. }
  43135. };
  43136. /**
  43137. * Prepares the list of attributes required for bones according to the effect defines.
  43138. * @param attribs The current list of supported attribs
  43139. * @param mesh The mesh to prepare the bones attributes for
  43140. * @param defines The current Defines of the effect
  43141. * @param fallbacks The current efffect fallback strategy
  43142. */
  43143. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43144. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43145. fallbacks.addCPUSkinningFallback(0, mesh);
  43146. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43147. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43148. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43149. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43150. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43151. }
  43152. }
  43153. };
  43154. /**
  43155. * Prepares the list of attributes required for instances according to the effect defines.
  43156. * @param attribs The current list of supported attribs
  43157. * @param defines The current Defines of the effect
  43158. */
  43159. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43160. if (defines["INSTANCES"]) {
  43161. attribs.push("world0");
  43162. attribs.push("world1");
  43163. attribs.push("world2");
  43164. attribs.push("world3");
  43165. }
  43166. };
  43167. /**
  43168. * Binds the light shadow information to the effect for the given mesh.
  43169. * @param light The light containing the generator
  43170. * @param scene The scene the lights belongs to
  43171. * @param mesh The mesh we are binding the information to render
  43172. * @param lightIndex The light index in the effect used to render the mesh
  43173. * @param effect The effect we are binding the data to
  43174. */
  43175. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43176. if (light.shadowEnabled && mesh.receiveShadows) {
  43177. var shadowGenerator = light.getShadowGenerator();
  43178. if (shadowGenerator) {
  43179. shadowGenerator.bindShadowLight(lightIndex, effect);
  43180. }
  43181. }
  43182. };
  43183. /**
  43184. * Binds the light information to the effect.
  43185. * @param light The light containing the generator
  43186. * @param effect The effect we are binding the data to
  43187. * @param lightIndex The light index in the effect used to render
  43188. */
  43189. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43190. light.transferToEffect(effect, lightIndex + "");
  43191. };
  43192. /**
  43193. * Binds the lights information from the scene to the effect for the given mesh.
  43194. * @param scene The scene the lights belongs to
  43195. * @param mesh The mesh we are binding the information to render
  43196. * @param effect The effect we are binding the data to
  43197. * @param defines The generated defines for the effect
  43198. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43199. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43200. */
  43201. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43202. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43203. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43204. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43205. for (var i = 0; i < len; i++) {
  43206. var light = mesh._lightSources[i];
  43207. var iAsString = i.toString();
  43208. var scaledIntensity = light.getScaledIntensity();
  43209. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43210. MaterialHelper.BindLightProperties(light, effect, i);
  43211. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43212. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43213. if (defines["SPECULARTERM"]) {
  43214. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43215. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43216. }
  43217. // Shadows
  43218. if (scene.shadowsEnabled) {
  43219. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43220. }
  43221. light._uniformBuffer.update();
  43222. }
  43223. };
  43224. /**
  43225. * Binds the fog information from the scene to the effect for the given mesh.
  43226. * @param scene The scene the lights belongs to
  43227. * @param mesh The mesh we are binding the information to render
  43228. * @param effect The effect we are binding the data to
  43229. * @param linearSpace Defines if the fog effect is applied in linear space
  43230. */
  43231. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43232. if (linearSpace === void 0) { linearSpace = false; }
  43233. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43234. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43235. // Convert fog color to linear space if used in a linear space computed shader.
  43236. if (linearSpace) {
  43237. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43238. effect.setColor3("vFogColor", this._tempFogColor);
  43239. }
  43240. else {
  43241. effect.setColor3("vFogColor", scene.fogColor);
  43242. }
  43243. }
  43244. };
  43245. /**
  43246. * Binds the bones information from the mesh to the effect.
  43247. * @param mesh The mesh we are binding the information to render
  43248. * @param effect The effect we are binding the data to
  43249. */
  43250. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43251. if (!effect || !mesh) {
  43252. return;
  43253. }
  43254. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43255. mesh.computeBonesUsingShaders = false;
  43256. }
  43257. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43258. var skeleton = mesh.skeleton;
  43259. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43260. var boneTexture = skeleton.getTransformMatrixTexture();
  43261. effect.setTexture("boneSampler", boneTexture);
  43262. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43263. }
  43264. else {
  43265. var matrices = skeleton.getTransformMatrices(mesh);
  43266. if (matrices) {
  43267. effect.setMatrices("mBones", matrices);
  43268. }
  43269. }
  43270. }
  43271. };
  43272. /**
  43273. * Binds the morph targets information from the mesh to the effect.
  43274. * @param abstractMesh The mesh we are binding the information to render
  43275. * @param effect The effect we are binding the data to
  43276. */
  43277. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43278. var manager = abstractMesh.morphTargetManager;
  43279. if (!abstractMesh || !manager) {
  43280. return;
  43281. }
  43282. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43283. };
  43284. /**
  43285. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43286. * @param defines The generated defines used in the effect
  43287. * @param effect The effect we are binding the data to
  43288. * @param scene The scene we are willing to render with logarithmic scale for
  43289. */
  43290. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43291. if (defines["LOGARITHMICDEPTH"]) {
  43292. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43293. }
  43294. };
  43295. /**
  43296. * Binds the clip plane information from the scene to the effect.
  43297. * @param scene The scene the clip plane information are extracted from
  43298. * @param effect The effect we are binding the data to
  43299. */
  43300. MaterialHelper.BindClipPlane = function (effect, scene) {
  43301. if (scene.clipPlane) {
  43302. var clipPlane = scene.clipPlane;
  43303. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43304. }
  43305. if (scene.clipPlane2) {
  43306. var clipPlane = scene.clipPlane2;
  43307. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43308. }
  43309. if (scene.clipPlane3) {
  43310. var clipPlane = scene.clipPlane3;
  43311. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43312. }
  43313. if (scene.clipPlane4) {
  43314. var clipPlane = scene.clipPlane4;
  43315. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43316. }
  43317. };
  43318. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43319. return MaterialHelper;
  43320. }());
  43321. BABYLON.MaterialHelper = MaterialHelper;
  43322. })(BABYLON || (BABYLON = {}));
  43323. //# sourceMappingURL=babylon.materialHelper.js.map
  43324. var BABYLON;
  43325. (function (BABYLON) {
  43326. /**
  43327. * Base class of materials working in push mode in babylon JS
  43328. * @hidden
  43329. */
  43330. var PushMaterial = /** @class */ (function (_super) {
  43331. __extends(PushMaterial, _super);
  43332. function PushMaterial(name, scene) {
  43333. var _this = _super.call(this, name, scene) || this;
  43334. _this._normalMatrix = new BABYLON.Matrix();
  43335. /**
  43336. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43337. * This means that the material can keep using a previous shader while a new one is being compiled.
  43338. * This is mostly used when shader parallel compilation is supported (true by default)
  43339. */
  43340. _this.allowShaderHotSwapping = true;
  43341. _this._storeEffectOnSubMeshes = true;
  43342. return _this;
  43343. }
  43344. PushMaterial.prototype.getEffect = function () {
  43345. return this._activeEffect;
  43346. };
  43347. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43348. if (!mesh) {
  43349. return false;
  43350. }
  43351. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43352. return true;
  43353. }
  43354. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43355. };
  43356. /**
  43357. * Binds the given world matrix to the active effect
  43358. *
  43359. * @param world the matrix to bind
  43360. */
  43361. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43362. this._activeEffect.setMatrix("world", world);
  43363. };
  43364. /**
  43365. * Binds the given normal matrix to the active effect
  43366. *
  43367. * @param normalMatrix the matrix to bind
  43368. */
  43369. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43370. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43371. };
  43372. PushMaterial.prototype.bind = function (world, mesh) {
  43373. if (!mesh) {
  43374. return;
  43375. }
  43376. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43377. };
  43378. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43379. if (effect === void 0) { effect = null; }
  43380. _super.prototype._afterBind.call(this, mesh);
  43381. this.getScene()._cachedEffect = effect;
  43382. };
  43383. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43384. if (visibility === void 0) { visibility = 1; }
  43385. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43386. };
  43387. return PushMaterial;
  43388. }(BABYLON.Material));
  43389. BABYLON.PushMaterial = PushMaterial;
  43390. })(BABYLON || (BABYLON = {}));
  43391. //# sourceMappingURL=babylon.pushMaterial.js.map
  43392. var BABYLON;
  43393. (function (BABYLON) {
  43394. /** @hidden */
  43395. var StandardMaterialDefines = /** @class */ (function (_super) {
  43396. __extends(StandardMaterialDefines, _super);
  43397. function StandardMaterialDefines() {
  43398. var _this = _super.call(this) || this;
  43399. _this.MAINUV1 = false;
  43400. _this.MAINUV2 = false;
  43401. _this.DIFFUSE = false;
  43402. _this.DIFFUSEDIRECTUV = 0;
  43403. _this.AMBIENT = false;
  43404. _this.AMBIENTDIRECTUV = 0;
  43405. _this.OPACITY = false;
  43406. _this.OPACITYDIRECTUV = 0;
  43407. _this.OPACITYRGB = false;
  43408. _this.REFLECTION = false;
  43409. _this.EMISSIVE = false;
  43410. _this.EMISSIVEDIRECTUV = 0;
  43411. _this.SPECULAR = false;
  43412. _this.SPECULARDIRECTUV = 0;
  43413. _this.BUMP = false;
  43414. _this.BUMPDIRECTUV = 0;
  43415. _this.PARALLAX = false;
  43416. _this.PARALLAXOCCLUSION = false;
  43417. _this.SPECULAROVERALPHA = false;
  43418. _this.CLIPPLANE = false;
  43419. _this.CLIPPLANE2 = false;
  43420. _this.CLIPPLANE3 = false;
  43421. _this.CLIPPLANE4 = false;
  43422. _this.ALPHATEST = false;
  43423. _this.DEPTHPREPASS = false;
  43424. _this.ALPHAFROMDIFFUSE = false;
  43425. _this.POINTSIZE = false;
  43426. _this.FOG = false;
  43427. _this.SPECULARTERM = false;
  43428. _this.DIFFUSEFRESNEL = false;
  43429. _this.OPACITYFRESNEL = false;
  43430. _this.REFLECTIONFRESNEL = false;
  43431. _this.REFRACTIONFRESNEL = false;
  43432. _this.EMISSIVEFRESNEL = false;
  43433. _this.FRESNEL = false;
  43434. _this.NORMAL = false;
  43435. _this.UV1 = false;
  43436. _this.UV2 = false;
  43437. _this.VERTEXCOLOR = false;
  43438. _this.VERTEXALPHA = false;
  43439. _this.NUM_BONE_INFLUENCERS = 0;
  43440. _this.BonesPerMesh = 0;
  43441. _this.BONETEXTURE = false;
  43442. _this.INSTANCES = false;
  43443. _this.GLOSSINESS = false;
  43444. _this.ROUGHNESS = false;
  43445. _this.EMISSIVEASILLUMINATION = false;
  43446. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43447. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43448. _this.LIGHTMAP = false;
  43449. _this.LIGHTMAPDIRECTUV = 0;
  43450. _this.OBJECTSPACE_NORMALMAP = false;
  43451. _this.USELIGHTMAPASSHADOWMAP = false;
  43452. _this.REFLECTIONMAP_3D = false;
  43453. _this.REFLECTIONMAP_SPHERICAL = false;
  43454. _this.REFLECTIONMAP_PLANAR = false;
  43455. _this.REFLECTIONMAP_CUBIC = false;
  43456. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43457. _this.REFLECTIONMAP_PROJECTION = false;
  43458. _this.REFLECTIONMAP_SKYBOX = false;
  43459. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43460. _this.REFLECTIONMAP_EXPLICIT = false;
  43461. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43462. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43463. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43464. _this.INVERTCUBICMAP = false;
  43465. _this.LOGARITHMICDEPTH = false;
  43466. _this.REFRACTION = false;
  43467. _this.REFRACTIONMAP_3D = false;
  43468. _this.REFLECTIONOVERALPHA = false;
  43469. _this.TWOSIDEDLIGHTING = false;
  43470. _this.SHADOWFLOAT = false;
  43471. _this.MORPHTARGETS = false;
  43472. _this.MORPHTARGETS_NORMAL = false;
  43473. _this.MORPHTARGETS_TANGENT = false;
  43474. _this.NUM_MORPH_INFLUENCERS = 0;
  43475. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43476. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43477. _this.IMAGEPROCESSING = false;
  43478. _this.VIGNETTE = false;
  43479. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43480. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43481. _this.TONEMAPPING = false;
  43482. _this.TONEMAPPING_ACES = false;
  43483. _this.CONTRAST = false;
  43484. _this.COLORCURVES = false;
  43485. _this.COLORGRADING = false;
  43486. _this.COLORGRADING3D = false;
  43487. _this.SAMPLER3DGREENDEPTH = false;
  43488. _this.SAMPLER3DBGRMAP = false;
  43489. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43490. /**
  43491. * If the reflection texture on this material is in linear color space
  43492. * @hidden
  43493. */
  43494. _this.IS_REFLECTION_LINEAR = false;
  43495. /**
  43496. * If the refraction texture on this material is in linear color space
  43497. * @hidden
  43498. */
  43499. _this.IS_REFRACTION_LINEAR = false;
  43500. _this.EXPOSURE = false;
  43501. _this.rebuild();
  43502. return _this;
  43503. }
  43504. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43505. var modes = [
  43506. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43507. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43508. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43509. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43510. ];
  43511. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43512. var mode = modes_1[_i];
  43513. this[mode] = (mode === modeToEnable);
  43514. }
  43515. };
  43516. return StandardMaterialDefines;
  43517. }(BABYLON.MaterialDefines));
  43518. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43519. /**
  43520. * This is the default material used in Babylon. It is the best trade off between quality
  43521. * and performances.
  43522. * @see http://doc.babylonjs.com/babylon101/materials
  43523. */
  43524. var StandardMaterial = /** @class */ (function (_super) {
  43525. __extends(StandardMaterial, _super);
  43526. /**
  43527. * Instantiates a new standard material.
  43528. * This is the default material used in Babylon. It is the best trade off between quality
  43529. * and performances.
  43530. * @see http://doc.babylonjs.com/babylon101/materials
  43531. * @param name Define the name of the material in the scene
  43532. * @param scene Define the scene the material belong to
  43533. */
  43534. function StandardMaterial(name, scene) {
  43535. var _this = _super.call(this, name, scene) || this;
  43536. /**
  43537. * The color of the material lit by the environmental background lighting.
  43538. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43539. */
  43540. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43541. /**
  43542. * The basic color of the material as viewed under a light.
  43543. */
  43544. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43545. /**
  43546. * Define how the color and intensity of the highlight given by the light in the material.
  43547. */
  43548. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  43549. /**
  43550. * Define the color of the material as if self lit.
  43551. * This will be mixed in the final result even in the absence of light.
  43552. */
  43553. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  43554. /**
  43555. * Defines how sharp are the highlights in the material.
  43556. * The bigger the value the sharper giving a more glossy feeling to the result.
  43557. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  43558. */
  43559. _this.specularPower = 64;
  43560. _this._useAlphaFromDiffuseTexture = false;
  43561. _this._useEmissiveAsIllumination = false;
  43562. _this._linkEmissiveWithDiffuse = false;
  43563. _this._useSpecularOverAlpha = false;
  43564. _this._useReflectionOverAlpha = false;
  43565. _this._disableLighting = false;
  43566. _this._useObjectSpaceNormalMap = false;
  43567. _this._useParallax = false;
  43568. _this._useParallaxOcclusion = false;
  43569. /**
  43570. * 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.
  43571. */
  43572. _this.parallaxScaleBias = 0.05;
  43573. _this._roughness = 0;
  43574. /**
  43575. * In case of refraction, define the value of the indice of refraction.
  43576. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43577. */
  43578. _this.indexOfRefraction = 0.98;
  43579. /**
  43580. * Invert the refraction texture alongside the y axis.
  43581. * It can be usefull with procedural textures or probe for instance.
  43582. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  43583. */
  43584. _this.invertRefractionY = true;
  43585. /**
  43586. * Defines the alpha limits in alpha test mode.
  43587. */
  43588. _this.alphaCutOff = 0.4;
  43589. _this._useLightmapAsShadowmap = false;
  43590. _this._useReflectionFresnelFromSpecular = false;
  43591. _this._useGlossinessFromSpecularMapAlpha = false;
  43592. _this._maxSimultaneousLights = 4;
  43593. _this._invertNormalMapX = false;
  43594. _this._invertNormalMapY = false;
  43595. _this._twoSidedLighting = false;
  43596. _this._renderTargets = new BABYLON.SmartArray(16);
  43597. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  43598. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  43599. // Setup the default processing configuration to the scene.
  43600. _this._attachImageProcessingConfiguration(null);
  43601. _this.getRenderTargetTextures = function () {
  43602. _this._renderTargets.reset();
  43603. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  43604. _this._renderTargets.push(_this._reflectionTexture);
  43605. }
  43606. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  43607. _this._renderTargets.push(_this._refractionTexture);
  43608. }
  43609. return _this._renderTargets;
  43610. };
  43611. return _this;
  43612. }
  43613. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  43614. /**
  43615. * Gets the image processing configuration used either in this material.
  43616. */
  43617. get: function () {
  43618. return this._imageProcessingConfiguration;
  43619. },
  43620. /**
  43621. * Sets the Default image processing configuration used either in the this material.
  43622. *
  43623. * If sets to null, the scene one is in use.
  43624. */
  43625. set: function (value) {
  43626. this._attachImageProcessingConfiguration(value);
  43627. // Ensure the effect will be rebuilt.
  43628. this._markAllSubMeshesAsTexturesDirty();
  43629. },
  43630. enumerable: true,
  43631. configurable: true
  43632. });
  43633. /**
  43634. * Attaches a new image processing configuration to the Standard Material.
  43635. * @param configuration
  43636. */
  43637. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  43638. var _this = this;
  43639. if (configuration === this._imageProcessingConfiguration) {
  43640. return;
  43641. }
  43642. // Detaches observer.
  43643. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  43644. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  43645. }
  43646. // Pick the scene configuration if needed.
  43647. if (!configuration) {
  43648. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  43649. }
  43650. else {
  43651. this._imageProcessingConfiguration = configuration;
  43652. }
  43653. // Attaches observer.
  43654. if (this._imageProcessingConfiguration) {
  43655. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  43656. _this._markAllSubMeshesAsImageProcessingDirty();
  43657. });
  43658. }
  43659. };
  43660. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  43661. /**
  43662. * Gets wether the color curves effect is enabled.
  43663. */
  43664. get: function () {
  43665. return this.imageProcessingConfiguration.colorCurvesEnabled;
  43666. },
  43667. /**
  43668. * Sets wether the color curves effect is enabled.
  43669. */
  43670. set: function (value) {
  43671. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  43672. },
  43673. enumerable: true,
  43674. configurable: true
  43675. });
  43676. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  43677. /**
  43678. * Gets wether the color grading effect is enabled.
  43679. */
  43680. get: function () {
  43681. return this.imageProcessingConfiguration.colorGradingEnabled;
  43682. },
  43683. /**
  43684. * Gets wether the color grading effect is enabled.
  43685. */
  43686. set: function (value) {
  43687. this.imageProcessingConfiguration.colorGradingEnabled = value;
  43688. },
  43689. enumerable: true,
  43690. configurable: true
  43691. });
  43692. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  43693. /**
  43694. * Gets wether tonemapping is enabled or not.
  43695. */
  43696. get: function () {
  43697. return this._imageProcessingConfiguration.toneMappingEnabled;
  43698. },
  43699. /**
  43700. * Sets wether tonemapping is enabled or not
  43701. */
  43702. set: function (value) {
  43703. this._imageProcessingConfiguration.toneMappingEnabled = value;
  43704. },
  43705. enumerable: true,
  43706. configurable: true
  43707. });
  43708. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  43709. /**
  43710. * The camera exposure used on this material.
  43711. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43712. * This corresponds to a photographic exposure.
  43713. */
  43714. get: function () {
  43715. return this._imageProcessingConfiguration.exposure;
  43716. },
  43717. /**
  43718. * The camera exposure used on this material.
  43719. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  43720. * This corresponds to a photographic exposure.
  43721. */
  43722. set: function (value) {
  43723. this._imageProcessingConfiguration.exposure = value;
  43724. },
  43725. enumerable: true,
  43726. configurable: true
  43727. });
  43728. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  43729. /**
  43730. * Gets The camera contrast used on this material.
  43731. */
  43732. get: function () {
  43733. return this._imageProcessingConfiguration.contrast;
  43734. },
  43735. /**
  43736. * Sets The camera contrast used on this material.
  43737. */
  43738. set: function (value) {
  43739. this._imageProcessingConfiguration.contrast = value;
  43740. },
  43741. enumerable: true,
  43742. configurable: true
  43743. });
  43744. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  43745. /**
  43746. * Gets the Color Grading 2D Lookup Texture.
  43747. */
  43748. get: function () {
  43749. return this._imageProcessingConfiguration.colorGradingTexture;
  43750. },
  43751. /**
  43752. * Sets the Color Grading 2D Lookup Texture.
  43753. */
  43754. set: function (value) {
  43755. this._imageProcessingConfiguration.colorGradingTexture = value;
  43756. },
  43757. enumerable: true,
  43758. configurable: true
  43759. });
  43760. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  43761. /**
  43762. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43763. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43764. * 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;
  43765. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43766. */
  43767. get: function () {
  43768. return this._imageProcessingConfiguration.colorCurves;
  43769. },
  43770. /**
  43771. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  43772. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  43773. * 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;
  43774. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  43775. */
  43776. set: function (value) {
  43777. this._imageProcessingConfiguration.colorCurves = value;
  43778. },
  43779. enumerable: true,
  43780. configurable: true
  43781. });
  43782. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  43783. /**
  43784. * Gets a boolean indicating that current material needs to register RTT
  43785. */
  43786. get: function () {
  43787. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  43788. return true;
  43789. }
  43790. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  43791. return true;
  43792. }
  43793. return false;
  43794. },
  43795. enumerable: true,
  43796. configurable: true
  43797. });
  43798. /**
  43799. * Gets the current class name of the material e.g. "StandardMaterial"
  43800. * Mainly use in serialization.
  43801. * @returns the class name
  43802. */
  43803. StandardMaterial.prototype.getClassName = function () {
  43804. return "StandardMaterial";
  43805. };
  43806. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  43807. /**
  43808. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  43809. * You can try switching to logarithmic depth.
  43810. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  43811. */
  43812. get: function () {
  43813. return this._useLogarithmicDepth;
  43814. },
  43815. set: function (value) {
  43816. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  43817. this._markAllSubMeshesAsMiscDirty();
  43818. },
  43819. enumerable: true,
  43820. configurable: true
  43821. });
  43822. /**
  43823. * Specifies if the material will require alpha blending
  43824. * @returns a boolean specifying if alpha blending is needed
  43825. */
  43826. StandardMaterial.prototype.needAlphaBlending = function () {
  43827. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  43828. };
  43829. /**
  43830. * Specifies if this material should be rendered in alpha test mode
  43831. * @returns a boolean specifying if an alpha test is needed.
  43832. */
  43833. StandardMaterial.prototype.needAlphaTesting = function () {
  43834. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  43835. };
  43836. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  43837. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  43838. };
  43839. /**
  43840. * Get the texture used for alpha test purpose.
  43841. * @returns the diffuse texture in case of the standard material.
  43842. */
  43843. StandardMaterial.prototype.getAlphaTestTexture = function () {
  43844. return this._diffuseTexture;
  43845. };
  43846. /**
  43847. * Get if the submesh is ready to be used and all its information available.
  43848. * Child classes can use it to update shaders
  43849. * @param mesh defines the mesh to check
  43850. * @param subMesh defines which submesh to check
  43851. * @param useInstances specifies that instances should be used
  43852. * @returns a boolean indicating that the submesh is ready or not
  43853. */
  43854. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  43855. if (useInstances === void 0) { useInstances = false; }
  43856. if (subMesh.effect && this.isFrozen) {
  43857. if (this._wasPreviouslyReady) {
  43858. return true;
  43859. }
  43860. }
  43861. if (!subMesh._materialDefines) {
  43862. subMesh._materialDefines = new StandardMaterialDefines();
  43863. }
  43864. var scene = this.getScene();
  43865. var defines = subMesh._materialDefines;
  43866. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  43867. if (defines._renderId === scene.getRenderId()) {
  43868. return true;
  43869. }
  43870. }
  43871. var engine = scene.getEngine();
  43872. // Lights
  43873. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  43874. // Textures
  43875. if (defines._areTexturesDirty) {
  43876. defines._needUVs = false;
  43877. defines.MAINUV1 = false;
  43878. defines.MAINUV2 = false;
  43879. if (scene.texturesEnabled) {
  43880. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  43881. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  43882. return false;
  43883. }
  43884. else {
  43885. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  43886. }
  43887. }
  43888. else {
  43889. defines.DIFFUSE = false;
  43890. }
  43891. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  43892. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  43893. return false;
  43894. }
  43895. else {
  43896. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  43897. }
  43898. }
  43899. else {
  43900. defines.AMBIENT = false;
  43901. }
  43902. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  43903. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  43904. return false;
  43905. }
  43906. else {
  43907. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  43908. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  43909. }
  43910. }
  43911. else {
  43912. defines.OPACITY = false;
  43913. }
  43914. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  43915. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  43916. return false;
  43917. }
  43918. else {
  43919. defines._needNormals = true;
  43920. defines.REFLECTION = true;
  43921. defines.ROUGHNESS = (this._roughness > 0);
  43922. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  43923. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  43924. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  43925. switch (this._reflectionTexture.coordinatesMode) {
  43926. case BABYLON.Texture.EXPLICIT_MODE:
  43927. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  43928. break;
  43929. case BABYLON.Texture.PLANAR_MODE:
  43930. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  43931. break;
  43932. case BABYLON.Texture.PROJECTION_MODE:
  43933. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  43934. break;
  43935. case BABYLON.Texture.SKYBOX_MODE:
  43936. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  43937. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  43938. break;
  43939. case BABYLON.Texture.SPHERICAL_MODE:
  43940. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  43941. break;
  43942. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  43943. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  43944. break;
  43945. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  43946. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  43947. break;
  43948. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  43949. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  43950. break;
  43951. case BABYLON.Texture.CUBIC_MODE:
  43952. case BABYLON.Texture.INVCUBIC_MODE:
  43953. default:
  43954. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  43955. break;
  43956. }
  43957. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  43958. }
  43959. }
  43960. else {
  43961. defines.REFLECTION = false;
  43962. }
  43963. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  43964. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  43965. return false;
  43966. }
  43967. else {
  43968. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  43969. }
  43970. }
  43971. else {
  43972. defines.EMISSIVE = false;
  43973. }
  43974. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  43975. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  43976. return false;
  43977. }
  43978. else {
  43979. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  43980. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  43981. }
  43982. }
  43983. else {
  43984. defines.LIGHTMAP = false;
  43985. }
  43986. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  43987. if (!this._specularTexture.isReadyOrNotBlocking()) {
  43988. return false;
  43989. }
  43990. else {
  43991. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  43992. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  43993. }
  43994. }
  43995. else {
  43996. defines.SPECULAR = false;
  43997. }
  43998. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  43999. // Bump texure can not be not blocking.
  44000. if (!this._bumpTexture.isReady()) {
  44001. return false;
  44002. }
  44003. else {
  44004. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44005. defines.PARALLAX = this._useParallax;
  44006. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44007. }
  44008. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44009. }
  44010. else {
  44011. defines.BUMP = false;
  44012. }
  44013. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44014. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44015. return false;
  44016. }
  44017. else {
  44018. defines._needUVs = true;
  44019. defines.REFRACTION = true;
  44020. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44021. }
  44022. }
  44023. else {
  44024. defines.REFRACTION = false;
  44025. }
  44026. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44027. }
  44028. else {
  44029. defines.DIFFUSE = false;
  44030. defines.AMBIENT = false;
  44031. defines.OPACITY = false;
  44032. defines.REFLECTION = false;
  44033. defines.EMISSIVE = false;
  44034. defines.LIGHTMAP = false;
  44035. defines.BUMP = false;
  44036. defines.REFRACTION = false;
  44037. }
  44038. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44039. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44040. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44041. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44042. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44043. }
  44044. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44045. if (!this._imageProcessingConfiguration.isReady()) {
  44046. return false;
  44047. }
  44048. this._imageProcessingConfiguration.prepareDefines(defines);
  44049. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44050. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44051. }
  44052. if (defines._areFresnelDirty) {
  44053. if (StandardMaterial.FresnelEnabled) {
  44054. // Fresnel
  44055. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44056. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44057. this._reflectionFresnelParameters) {
  44058. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44059. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44060. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44061. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44062. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44063. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44064. defines._needNormals = true;
  44065. defines.FRESNEL = true;
  44066. }
  44067. }
  44068. else {
  44069. defines.FRESNEL = false;
  44070. }
  44071. }
  44072. // Misc.
  44073. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44074. // Attribs
  44075. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44076. // Values that need to be evaluated on every frame
  44077. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44078. // Get correct effect
  44079. if (defines.isDirty) {
  44080. defines.markAsProcessed();
  44081. // Fallbacks
  44082. var fallbacks = new BABYLON.EffectFallbacks();
  44083. if (defines.REFLECTION) {
  44084. fallbacks.addFallback(0, "REFLECTION");
  44085. }
  44086. if (defines.SPECULAR) {
  44087. fallbacks.addFallback(0, "SPECULAR");
  44088. }
  44089. if (defines.BUMP) {
  44090. fallbacks.addFallback(0, "BUMP");
  44091. }
  44092. if (defines.PARALLAX) {
  44093. fallbacks.addFallback(1, "PARALLAX");
  44094. }
  44095. if (defines.PARALLAXOCCLUSION) {
  44096. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44097. }
  44098. if (defines.SPECULAROVERALPHA) {
  44099. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44100. }
  44101. if (defines.FOG) {
  44102. fallbacks.addFallback(1, "FOG");
  44103. }
  44104. if (defines.POINTSIZE) {
  44105. fallbacks.addFallback(0, "POINTSIZE");
  44106. }
  44107. if (defines.LOGARITHMICDEPTH) {
  44108. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44109. }
  44110. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44111. if (defines.SPECULARTERM) {
  44112. fallbacks.addFallback(0, "SPECULARTERM");
  44113. }
  44114. if (defines.DIFFUSEFRESNEL) {
  44115. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44116. }
  44117. if (defines.OPACITYFRESNEL) {
  44118. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44119. }
  44120. if (defines.REFLECTIONFRESNEL) {
  44121. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44122. }
  44123. if (defines.EMISSIVEFRESNEL) {
  44124. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44125. }
  44126. if (defines.FRESNEL) {
  44127. fallbacks.addFallback(4, "FRESNEL");
  44128. }
  44129. //Attributes
  44130. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44131. if (defines.NORMAL) {
  44132. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44133. }
  44134. if (defines.UV1) {
  44135. attribs.push(BABYLON.VertexBuffer.UVKind);
  44136. }
  44137. if (defines.UV2) {
  44138. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44139. }
  44140. if (defines.VERTEXCOLOR) {
  44141. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44142. }
  44143. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44144. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44145. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44146. var shaderName = "default";
  44147. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44148. "vFogInfos", "vFogColor", "pointSize",
  44149. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44150. "mBones",
  44151. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44152. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44153. "vReflectionPosition", "vReflectionSize",
  44154. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44155. ];
  44156. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44157. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44158. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44159. var uniformBuffers = ["Material", "Scene"];
  44160. if (BABYLON.ImageProcessingConfiguration) {
  44161. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44162. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44163. }
  44164. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44165. uniformsNames: uniforms,
  44166. uniformBuffersNames: uniformBuffers,
  44167. samplers: samplers,
  44168. defines: defines,
  44169. maxSimultaneousLights: this._maxSimultaneousLights
  44170. });
  44171. if (this.customShaderNameResolve) {
  44172. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44173. }
  44174. var join = defines.toString();
  44175. var previousEffect = subMesh.effect;
  44176. var effect = scene.getEngine().createEffect(shaderName, {
  44177. attributes: attribs,
  44178. uniformsNames: uniforms,
  44179. uniformBuffersNames: uniformBuffers,
  44180. samplers: samplers,
  44181. defines: join,
  44182. fallbacks: fallbacks,
  44183. onCompiled: this.onCompiled,
  44184. onError: this.onError,
  44185. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44186. }, engine);
  44187. if (effect) {
  44188. // Use previous effect while new one is compiling
  44189. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44190. effect = previousEffect;
  44191. defines.markAsUnprocessed();
  44192. }
  44193. else {
  44194. scene.resetCachedMaterial();
  44195. subMesh.setEffect(effect, defines);
  44196. this.buildUniformLayout();
  44197. }
  44198. }
  44199. }
  44200. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44201. return false;
  44202. }
  44203. defines._renderId = scene.getRenderId();
  44204. this._wasPreviouslyReady = true;
  44205. return true;
  44206. };
  44207. /**
  44208. * Builds the material UBO layouts.
  44209. * Used internally during the effect preparation.
  44210. */
  44211. StandardMaterial.prototype.buildUniformLayout = function () {
  44212. // Order is important !
  44213. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44214. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44215. this._uniformBuffer.addUniform("opacityParts", 4);
  44216. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44217. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44218. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44219. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44220. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44221. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44222. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44223. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44224. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44225. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44226. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44227. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44228. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44229. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44230. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44231. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44232. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44233. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44234. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44235. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44236. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44237. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44238. this._uniformBuffer.addUniform("specularMatrix", 16);
  44239. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44240. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44241. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44242. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44243. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44244. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44245. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44246. this._uniformBuffer.addUniform("pointSize", 1);
  44247. this._uniformBuffer.create();
  44248. };
  44249. /**
  44250. * Unbinds the material from the mesh
  44251. */
  44252. StandardMaterial.prototype.unbind = function () {
  44253. if (this._activeEffect) {
  44254. var needFlag = false;
  44255. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44256. this._activeEffect.setTexture("reflection2DSampler", null);
  44257. needFlag = true;
  44258. }
  44259. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44260. this._activeEffect.setTexture("refraction2DSampler", null);
  44261. needFlag = true;
  44262. }
  44263. if (needFlag) {
  44264. this._markAllSubMeshesAsTexturesDirty();
  44265. }
  44266. }
  44267. _super.prototype.unbind.call(this);
  44268. };
  44269. /**
  44270. * Binds the submesh to this material by preparing the effect and shader to draw
  44271. * @param world defines the world transformation matrix
  44272. * @param mesh defines the mesh containing the submesh
  44273. * @param subMesh defines the submesh to bind the material to
  44274. */
  44275. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44276. var scene = this.getScene();
  44277. var defines = subMesh._materialDefines;
  44278. if (!defines) {
  44279. return;
  44280. }
  44281. var effect = subMesh.effect;
  44282. if (!effect) {
  44283. return;
  44284. }
  44285. this._activeEffect = effect;
  44286. // Matrices
  44287. this.bindOnlyWorldMatrix(world);
  44288. // Normal Matrix
  44289. if (defines.OBJECTSPACE_NORMALMAP) {
  44290. world.toNormalMatrix(this._normalMatrix);
  44291. this.bindOnlyNormalMatrix(this._normalMatrix);
  44292. }
  44293. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44294. // Bones
  44295. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44296. if (mustRebind) {
  44297. this._uniformBuffer.bindToEffect(effect, "Material");
  44298. this.bindViewProjection(effect);
  44299. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44300. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44301. // Fresnel
  44302. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44303. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44304. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44305. }
  44306. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44307. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44308. }
  44309. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44310. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44311. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44312. }
  44313. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44314. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44315. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44316. }
  44317. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44318. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44319. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44320. }
  44321. }
  44322. // Textures
  44323. if (scene.texturesEnabled) {
  44324. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44325. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44326. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44327. if (this._diffuseTexture.hasAlpha) {
  44328. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44329. }
  44330. }
  44331. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44332. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44333. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44334. }
  44335. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44336. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44337. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44338. }
  44339. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44340. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44341. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44342. if (this._reflectionTexture.boundingBoxSize) {
  44343. var cubeTexture = this._reflectionTexture;
  44344. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44345. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44346. }
  44347. }
  44348. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44349. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44350. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44351. }
  44352. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44353. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44354. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44355. }
  44356. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44357. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44358. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44359. }
  44360. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44361. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44362. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44363. if (scene._mirroredCameraPosition) {
  44364. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44365. }
  44366. else {
  44367. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44368. }
  44369. }
  44370. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44371. var depth = 1.0;
  44372. if (!this._refractionTexture.isCube) {
  44373. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44374. if (this._refractionTexture.depth) {
  44375. depth = this._refractionTexture.depth;
  44376. }
  44377. }
  44378. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44379. }
  44380. }
  44381. // Point size
  44382. if (this.pointsCloud) {
  44383. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44384. }
  44385. if (defines.SPECULARTERM) {
  44386. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44387. }
  44388. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44389. // Diffuse
  44390. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44391. }
  44392. // Textures
  44393. if (scene.texturesEnabled) {
  44394. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44395. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44396. }
  44397. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44398. effect.setTexture("ambientSampler", this._ambientTexture);
  44399. }
  44400. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44401. effect.setTexture("opacitySampler", this._opacityTexture);
  44402. }
  44403. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44404. if (this._reflectionTexture.isCube) {
  44405. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44406. }
  44407. else {
  44408. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44409. }
  44410. }
  44411. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44412. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44413. }
  44414. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44415. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44416. }
  44417. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44418. effect.setTexture("specularSampler", this._specularTexture);
  44419. }
  44420. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44421. effect.setTexture("bumpSampler", this._bumpTexture);
  44422. }
  44423. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44424. var depth = 1.0;
  44425. if (this._refractionTexture.isCube) {
  44426. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44427. }
  44428. else {
  44429. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44430. }
  44431. }
  44432. }
  44433. // Clip plane
  44434. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44435. // Colors
  44436. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44437. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44438. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44439. }
  44440. if (mustRebind || !this.isFrozen) {
  44441. // Lights
  44442. if (scene.lightsEnabled && !this._disableLighting) {
  44443. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44444. }
  44445. // View
  44446. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44447. this.bindView(effect);
  44448. }
  44449. // Fog
  44450. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44451. // Morph targets
  44452. if (defines.NUM_MORPH_INFLUENCERS) {
  44453. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44454. }
  44455. // Log. depth
  44456. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44457. // image processing
  44458. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44459. this._imageProcessingConfiguration.bind(this._activeEffect);
  44460. }
  44461. }
  44462. this._uniformBuffer.update();
  44463. this._afterBind(mesh, this._activeEffect);
  44464. };
  44465. /**
  44466. * Get the list of animatables in the material.
  44467. * @returns the list of animatables object used in the material
  44468. */
  44469. StandardMaterial.prototype.getAnimatables = function () {
  44470. var results = [];
  44471. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44472. results.push(this._diffuseTexture);
  44473. }
  44474. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44475. results.push(this._ambientTexture);
  44476. }
  44477. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44478. results.push(this._opacityTexture);
  44479. }
  44480. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44481. results.push(this._reflectionTexture);
  44482. }
  44483. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44484. results.push(this._emissiveTexture);
  44485. }
  44486. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44487. results.push(this._specularTexture);
  44488. }
  44489. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44490. results.push(this._bumpTexture);
  44491. }
  44492. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44493. results.push(this._lightmapTexture);
  44494. }
  44495. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44496. results.push(this._refractionTexture);
  44497. }
  44498. return results;
  44499. };
  44500. /**
  44501. * Gets the active textures from the material
  44502. * @returns an array of textures
  44503. */
  44504. StandardMaterial.prototype.getActiveTextures = function () {
  44505. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44506. if (this._diffuseTexture) {
  44507. activeTextures.push(this._diffuseTexture);
  44508. }
  44509. if (this._ambientTexture) {
  44510. activeTextures.push(this._ambientTexture);
  44511. }
  44512. if (this._opacityTexture) {
  44513. activeTextures.push(this._opacityTexture);
  44514. }
  44515. if (this._reflectionTexture) {
  44516. activeTextures.push(this._reflectionTexture);
  44517. }
  44518. if (this._emissiveTexture) {
  44519. activeTextures.push(this._emissiveTexture);
  44520. }
  44521. if (this._specularTexture) {
  44522. activeTextures.push(this._specularTexture);
  44523. }
  44524. if (this._bumpTexture) {
  44525. activeTextures.push(this._bumpTexture);
  44526. }
  44527. if (this._lightmapTexture) {
  44528. activeTextures.push(this._lightmapTexture);
  44529. }
  44530. if (this._refractionTexture) {
  44531. activeTextures.push(this._refractionTexture);
  44532. }
  44533. return activeTextures;
  44534. };
  44535. /**
  44536. * Specifies if the material uses a texture
  44537. * @param texture defines the texture to check against the material
  44538. * @returns a boolean specifying if the material uses the texture
  44539. */
  44540. StandardMaterial.prototype.hasTexture = function (texture) {
  44541. if (_super.prototype.hasTexture.call(this, texture)) {
  44542. return true;
  44543. }
  44544. if (this._diffuseTexture === texture) {
  44545. return true;
  44546. }
  44547. if (this._ambientTexture === texture) {
  44548. return true;
  44549. }
  44550. if (this._opacityTexture === texture) {
  44551. return true;
  44552. }
  44553. if (this._reflectionTexture === texture) {
  44554. return true;
  44555. }
  44556. if (this._emissiveTexture === texture) {
  44557. return true;
  44558. }
  44559. if (this._specularTexture === texture) {
  44560. return true;
  44561. }
  44562. if (this._bumpTexture === texture) {
  44563. return true;
  44564. }
  44565. if (this._lightmapTexture === texture) {
  44566. return true;
  44567. }
  44568. if (this._refractionTexture === texture) {
  44569. return true;
  44570. }
  44571. return false;
  44572. };
  44573. /**
  44574. * Disposes the material
  44575. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  44576. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  44577. */
  44578. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  44579. if (forceDisposeTextures) {
  44580. if (this._diffuseTexture) {
  44581. this._diffuseTexture.dispose();
  44582. }
  44583. if (this._ambientTexture) {
  44584. this._ambientTexture.dispose();
  44585. }
  44586. if (this._opacityTexture) {
  44587. this._opacityTexture.dispose();
  44588. }
  44589. if (this._reflectionTexture) {
  44590. this._reflectionTexture.dispose();
  44591. }
  44592. if (this._emissiveTexture) {
  44593. this._emissiveTexture.dispose();
  44594. }
  44595. if (this._specularTexture) {
  44596. this._specularTexture.dispose();
  44597. }
  44598. if (this._bumpTexture) {
  44599. this._bumpTexture.dispose();
  44600. }
  44601. if (this._lightmapTexture) {
  44602. this._lightmapTexture.dispose();
  44603. }
  44604. if (this._refractionTexture) {
  44605. this._refractionTexture.dispose();
  44606. }
  44607. }
  44608. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44609. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44610. }
  44611. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  44612. };
  44613. /**
  44614. * Makes a duplicate of the material, and gives it a new name
  44615. * @param name defines the new name for the duplicated material
  44616. * @returns the cloned material
  44617. */
  44618. StandardMaterial.prototype.clone = function (name) {
  44619. var _this = this;
  44620. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  44621. result.name = name;
  44622. result.id = name;
  44623. return result;
  44624. };
  44625. /**
  44626. * Serializes this material in a JSON representation
  44627. * @returns the serialized material object
  44628. */
  44629. StandardMaterial.prototype.serialize = function () {
  44630. return BABYLON.SerializationHelper.Serialize(this);
  44631. };
  44632. /**
  44633. * Creates a standard material from parsed material data
  44634. * @param source defines the JSON represnetation of the material
  44635. * @param scene defines the hosting scene
  44636. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  44637. * @returns a new material
  44638. */
  44639. StandardMaterial.Parse = function (source, scene, rootUrl) {
  44640. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  44641. };
  44642. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  44643. /**
  44644. * Are diffuse textures enabled in the application.
  44645. */
  44646. get: function () {
  44647. return StandardMaterial._DiffuseTextureEnabled;
  44648. },
  44649. set: function (value) {
  44650. if (StandardMaterial._DiffuseTextureEnabled === value) {
  44651. return;
  44652. }
  44653. StandardMaterial._DiffuseTextureEnabled = value;
  44654. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44655. },
  44656. enumerable: true,
  44657. configurable: true
  44658. });
  44659. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  44660. /**
  44661. * Are ambient textures enabled in the application.
  44662. */
  44663. get: function () {
  44664. return StandardMaterial._AmbientTextureEnabled;
  44665. },
  44666. set: function (value) {
  44667. if (StandardMaterial._AmbientTextureEnabled === value) {
  44668. return;
  44669. }
  44670. StandardMaterial._AmbientTextureEnabled = value;
  44671. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44672. },
  44673. enumerable: true,
  44674. configurable: true
  44675. });
  44676. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  44677. /**
  44678. * Are opacity textures enabled in the application.
  44679. */
  44680. get: function () {
  44681. return StandardMaterial._OpacityTextureEnabled;
  44682. },
  44683. set: function (value) {
  44684. if (StandardMaterial._OpacityTextureEnabled === value) {
  44685. return;
  44686. }
  44687. StandardMaterial._OpacityTextureEnabled = value;
  44688. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44689. },
  44690. enumerable: true,
  44691. configurable: true
  44692. });
  44693. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  44694. /**
  44695. * Are reflection textures enabled in the application.
  44696. */
  44697. get: function () {
  44698. return StandardMaterial._ReflectionTextureEnabled;
  44699. },
  44700. set: function (value) {
  44701. if (StandardMaterial._ReflectionTextureEnabled === value) {
  44702. return;
  44703. }
  44704. StandardMaterial._ReflectionTextureEnabled = value;
  44705. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44706. },
  44707. enumerable: true,
  44708. configurable: true
  44709. });
  44710. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  44711. /**
  44712. * Are emissive textures enabled in the application.
  44713. */
  44714. get: function () {
  44715. return StandardMaterial._EmissiveTextureEnabled;
  44716. },
  44717. set: function (value) {
  44718. if (StandardMaterial._EmissiveTextureEnabled === value) {
  44719. return;
  44720. }
  44721. StandardMaterial._EmissiveTextureEnabled = value;
  44722. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44723. },
  44724. enumerable: true,
  44725. configurable: true
  44726. });
  44727. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  44728. /**
  44729. * Are specular textures enabled in the application.
  44730. */
  44731. get: function () {
  44732. return StandardMaterial._SpecularTextureEnabled;
  44733. },
  44734. set: function (value) {
  44735. if (StandardMaterial._SpecularTextureEnabled === value) {
  44736. return;
  44737. }
  44738. StandardMaterial._SpecularTextureEnabled = value;
  44739. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44740. },
  44741. enumerable: true,
  44742. configurable: true
  44743. });
  44744. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  44745. /**
  44746. * Are bump textures enabled in the application.
  44747. */
  44748. get: function () {
  44749. return StandardMaterial._BumpTextureEnabled;
  44750. },
  44751. set: function (value) {
  44752. if (StandardMaterial._BumpTextureEnabled === value) {
  44753. return;
  44754. }
  44755. StandardMaterial._BumpTextureEnabled = value;
  44756. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44757. },
  44758. enumerable: true,
  44759. configurable: true
  44760. });
  44761. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  44762. /**
  44763. * Are lightmap textures enabled in the application.
  44764. */
  44765. get: function () {
  44766. return StandardMaterial._LightmapTextureEnabled;
  44767. },
  44768. set: function (value) {
  44769. if (StandardMaterial._LightmapTextureEnabled === value) {
  44770. return;
  44771. }
  44772. StandardMaterial._LightmapTextureEnabled = value;
  44773. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44774. },
  44775. enumerable: true,
  44776. configurable: true
  44777. });
  44778. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  44779. /**
  44780. * Are refraction textures enabled in the application.
  44781. */
  44782. get: function () {
  44783. return StandardMaterial._RefractionTextureEnabled;
  44784. },
  44785. set: function (value) {
  44786. if (StandardMaterial._RefractionTextureEnabled === value) {
  44787. return;
  44788. }
  44789. StandardMaterial._RefractionTextureEnabled = value;
  44790. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44791. },
  44792. enumerable: true,
  44793. configurable: true
  44794. });
  44795. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  44796. /**
  44797. * Are color grading textures enabled in the application.
  44798. */
  44799. get: function () {
  44800. return StandardMaterial._ColorGradingTextureEnabled;
  44801. },
  44802. set: function (value) {
  44803. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  44804. return;
  44805. }
  44806. StandardMaterial._ColorGradingTextureEnabled = value;
  44807. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  44808. },
  44809. enumerable: true,
  44810. configurable: true
  44811. });
  44812. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  44813. /**
  44814. * Are fresnels enabled in the application.
  44815. */
  44816. get: function () {
  44817. return StandardMaterial._FresnelEnabled;
  44818. },
  44819. set: function (value) {
  44820. if (StandardMaterial._FresnelEnabled === value) {
  44821. return;
  44822. }
  44823. StandardMaterial._FresnelEnabled = value;
  44824. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  44825. },
  44826. enumerable: true,
  44827. configurable: true
  44828. });
  44829. // Flags used to enable or disable a type of texture for all Standard Materials
  44830. StandardMaterial._DiffuseTextureEnabled = true;
  44831. StandardMaterial._AmbientTextureEnabled = true;
  44832. StandardMaterial._OpacityTextureEnabled = true;
  44833. StandardMaterial._ReflectionTextureEnabled = true;
  44834. StandardMaterial._EmissiveTextureEnabled = true;
  44835. StandardMaterial._SpecularTextureEnabled = true;
  44836. StandardMaterial._BumpTextureEnabled = true;
  44837. StandardMaterial._LightmapTextureEnabled = true;
  44838. StandardMaterial._RefractionTextureEnabled = true;
  44839. StandardMaterial._ColorGradingTextureEnabled = true;
  44840. StandardMaterial._FresnelEnabled = true;
  44841. __decorate([
  44842. BABYLON.serializeAsTexture("diffuseTexture")
  44843. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  44844. __decorate([
  44845. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44846. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  44847. __decorate([
  44848. BABYLON.serializeAsTexture("ambientTexture")
  44849. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  44850. __decorate([
  44851. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44852. ], StandardMaterial.prototype, "ambientTexture", void 0);
  44853. __decorate([
  44854. BABYLON.serializeAsTexture("opacityTexture")
  44855. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  44856. __decorate([
  44857. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  44858. ], StandardMaterial.prototype, "opacityTexture", void 0);
  44859. __decorate([
  44860. BABYLON.serializeAsTexture("reflectionTexture")
  44861. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  44862. __decorate([
  44863. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44864. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  44865. __decorate([
  44866. BABYLON.serializeAsTexture("emissiveTexture")
  44867. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  44868. __decorate([
  44869. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44870. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  44871. __decorate([
  44872. BABYLON.serializeAsTexture("specularTexture")
  44873. ], StandardMaterial.prototype, "_specularTexture", void 0);
  44874. __decorate([
  44875. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44876. ], StandardMaterial.prototype, "specularTexture", void 0);
  44877. __decorate([
  44878. BABYLON.serializeAsTexture("bumpTexture")
  44879. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  44880. __decorate([
  44881. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44882. ], StandardMaterial.prototype, "bumpTexture", void 0);
  44883. __decorate([
  44884. BABYLON.serializeAsTexture("lightmapTexture")
  44885. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  44886. __decorate([
  44887. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44888. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  44889. __decorate([
  44890. BABYLON.serializeAsTexture("refractionTexture")
  44891. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  44892. __decorate([
  44893. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44894. ], StandardMaterial.prototype, "refractionTexture", void 0);
  44895. __decorate([
  44896. BABYLON.serializeAsColor3("ambient")
  44897. ], StandardMaterial.prototype, "ambientColor", void 0);
  44898. __decorate([
  44899. BABYLON.serializeAsColor3("diffuse")
  44900. ], StandardMaterial.prototype, "diffuseColor", void 0);
  44901. __decorate([
  44902. BABYLON.serializeAsColor3("specular")
  44903. ], StandardMaterial.prototype, "specularColor", void 0);
  44904. __decorate([
  44905. BABYLON.serializeAsColor3("emissive")
  44906. ], StandardMaterial.prototype, "emissiveColor", void 0);
  44907. __decorate([
  44908. BABYLON.serialize()
  44909. ], StandardMaterial.prototype, "specularPower", void 0);
  44910. __decorate([
  44911. BABYLON.serialize("useAlphaFromDiffuseTexture")
  44912. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  44913. __decorate([
  44914. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44915. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  44916. __decorate([
  44917. BABYLON.serialize("useEmissiveAsIllumination")
  44918. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  44919. __decorate([
  44920. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44921. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  44922. __decorate([
  44923. BABYLON.serialize("linkEmissiveWithDiffuse")
  44924. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  44925. __decorate([
  44926. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44927. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  44928. __decorate([
  44929. BABYLON.serialize("useSpecularOverAlpha")
  44930. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  44931. __decorate([
  44932. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44933. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  44934. __decorate([
  44935. BABYLON.serialize("useReflectionOverAlpha")
  44936. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  44937. __decorate([
  44938. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44939. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  44940. __decorate([
  44941. BABYLON.serialize("disableLighting")
  44942. ], StandardMaterial.prototype, "_disableLighting", void 0);
  44943. __decorate([
  44944. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  44945. ], StandardMaterial.prototype, "disableLighting", void 0);
  44946. __decorate([
  44947. BABYLON.serialize("useObjectSpaceNormalMap")
  44948. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  44949. __decorate([
  44950. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44951. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  44952. __decorate([
  44953. BABYLON.serialize("useParallax")
  44954. ], StandardMaterial.prototype, "_useParallax", void 0);
  44955. __decorate([
  44956. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44957. ], StandardMaterial.prototype, "useParallax", void 0);
  44958. __decorate([
  44959. BABYLON.serialize("useParallaxOcclusion")
  44960. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  44961. __decorate([
  44962. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44963. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  44964. __decorate([
  44965. BABYLON.serialize()
  44966. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  44967. __decorate([
  44968. BABYLON.serialize("roughness")
  44969. ], StandardMaterial.prototype, "_roughness", void 0);
  44970. __decorate([
  44971. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44972. ], StandardMaterial.prototype, "roughness", void 0);
  44973. __decorate([
  44974. BABYLON.serialize()
  44975. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  44976. __decorate([
  44977. BABYLON.serialize()
  44978. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  44979. __decorate([
  44980. BABYLON.serialize()
  44981. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  44982. __decorate([
  44983. BABYLON.serialize("useLightmapAsShadowmap")
  44984. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  44985. __decorate([
  44986. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  44987. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  44988. __decorate([
  44989. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  44990. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  44991. __decorate([
  44992. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  44993. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  44994. __decorate([
  44995. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  44996. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  44997. __decorate([
  44998. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  44999. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45000. __decorate([
  45001. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45002. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45003. __decorate([
  45004. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45005. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45006. __decorate([
  45007. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45008. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45009. __decorate([
  45010. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45011. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45012. __decorate([
  45013. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45014. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45015. __decorate([
  45016. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45017. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45018. __decorate([
  45019. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45020. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45021. __decorate([
  45022. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45023. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45024. __decorate([
  45025. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45026. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45027. __decorate([
  45028. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45029. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45030. __decorate([
  45031. BABYLON.serialize("maxSimultaneousLights")
  45032. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45033. __decorate([
  45034. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45035. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45036. __decorate([
  45037. BABYLON.serialize("invertNormalMapX")
  45038. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45039. __decorate([
  45040. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45041. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45042. __decorate([
  45043. BABYLON.serialize("invertNormalMapY")
  45044. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45045. __decorate([
  45046. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45047. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45048. __decorate([
  45049. BABYLON.serialize("twoSidedLighting")
  45050. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45051. __decorate([
  45052. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45053. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45054. __decorate([
  45055. BABYLON.serialize()
  45056. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45057. return StandardMaterial;
  45058. }(BABYLON.PushMaterial));
  45059. BABYLON.StandardMaterial = StandardMaterial;
  45060. })(BABYLON || (BABYLON = {}));
  45061. //# sourceMappingURL=babylon.standardMaterial.js.map
  45062. var BABYLON;
  45063. (function (BABYLON) {
  45064. /**
  45065. * Class representing spherical polynomial coefficients to the 3rd degree
  45066. */
  45067. var SphericalPolynomial = /** @class */ (function () {
  45068. function SphericalPolynomial() {
  45069. /**
  45070. * The x coefficients of the spherical polynomial
  45071. */
  45072. this.x = BABYLON.Vector3.Zero();
  45073. /**
  45074. * The y coefficients of the spherical polynomial
  45075. */
  45076. this.y = BABYLON.Vector3.Zero();
  45077. /**
  45078. * The z coefficients of the spherical polynomial
  45079. */
  45080. this.z = BABYLON.Vector3.Zero();
  45081. /**
  45082. * The xx coefficients of the spherical polynomial
  45083. */
  45084. this.xx = BABYLON.Vector3.Zero();
  45085. /**
  45086. * The yy coefficients of the spherical polynomial
  45087. */
  45088. this.yy = BABYLON.Vector3.Zero();
  45089. /**
  45090. * The zz coefficients of the spherical polynomial
  45091. */
  45092. this.zz = BABYLON.Vector3.Zero();
  45093. /**
  45094. * The xy coefficients of the spherical polynomial
  45095. */
  45096. this.xy = BABYLON.Vector3.Zero();
  45097. /**
  45098. * The yz coefficients of the spherical polynomial
  45099. */
  45100. this.yz = BABYLON.Vector3.Zero();
  45101. /**
  45102. * The zx coefficients of the spherical polynomial
  45103. */
  45104. this.zx = BABYLON.Vector3.Zero();
  45105. }
  45106. /**
  45107. * Adds an ambient color to the spherical polynomial
  45108. * @param color the color to add
  45109. */
  45110. SphericalPolynomial.prototype.addAmbient = function (color) {
  45111. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45112. this.xx = this.xx.add(colorVector);
  45113. this.yy = this.yy.add(colorVector);
  45114. this.zz = this.zz.add(colorVector);
  45115. };
  45116. /**
  45117. * Scales the spherical polynomial by the given amount
  45118. * @param scale the amount to scale
  45119. */
  45120. SphericalPolynomial.prototype.scale = function (scale) {
  45121. this.x = this.x.scale(scale);
  45122. this.y = this.y.scale(scale);
  45123. this.z = this.z.scale(scale);
  45124. this.xx = this.xx.scale(scale);
  45125. this.yy = this.yy.scale(scale);
  45126. this.zz = this.zz.scale(scale);
  45127. this.yz = this.yz.scale(scale);
  45128. this.zx = this.zx.scale(scale);
  45129. this.xy = this.xy.scale(scale);
  45130. };
  45131. /**
  45132. * Gets the spherical polynomial from harmonics
  45133. * @param harmonics the spherical harmonics
  45134. * @returns the spherical polynomial
  45135. */
  45136. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45137. var result = new SphericalPolynomial();
  45138. result.x = harmonics.l11.scale(1.02333);
  45139. result.y = harmonics.l1_1.scale(1.02333);
  45140. result.z = harmonics.l10.scale(1.02333);
  45141. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45142. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45143. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45144. result.yz = harmonics.l2_1.scale(0.858086);
  45145. result.zx = harmonics.l21.scale(0.858086);
  45146. result.xy = harmonics.l2_2.scale(0.858086);
  45147. result.scale(1.0 / Math.PI);
  45148. return result;
  45149. };
  45150. /**
  45151. * Constructs a spherical polynomial from an array.
  45152. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45153. * @returns the spherical polynomial
  45154. */
  45155. SphericalPolynomial.FromArray = function (data) {
  45156. var sp = new SphericalPolynomial();
  45157. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45158. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45159. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45160. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45161. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45162. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45163. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45164. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45165. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45166. return sp;
  45167. };
  45168. return SphericalPolynomial;
  45169. }());
  45170. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45171. /**
  45172. * Class representing spherical harmonics coefficients to the 3rd degree
  45173. */
  45174. var SphericalHarmonics = /** @class */ (function () {
  45175. function SphericalHarmonics() {
  45176. /**
  45177. * The l0,0 coefficients of the spherical harmonics
  45178. */
  45179. this.l00 = BABYLON.Vector3.Zero();
  45180. /**
  45181. * The l1,-1 coefficients of the spherical harmonics
  45182. */
  45183. this.l1_1 = BABYLON.Vector3.Zero();
  45184. /**
  45185. * The l1,0 coefficients of the spherical harmonics
  45186. */
  45187. this.l10 = BABYLON.Vector3.Zero();
  45188. /**
  45189. * The l1,1 coefficients of the spherical harmonics
  45190. */
  45191. this.l11 = BABYLON.Vector3.Zero();
  45192. /**
  45193. * The l2,-2 coefficients of the spherical harmonics
  45194. */
  45195. this.l2_2 = BABYLON.Vector3.Zero();
  45196. /**
  45197. * The l2,-1 coefficients of the spherical harmonics
  45198. */
  45199. this.l2_1 = BABYLON.Vector3.Zero();
  45200. /**
  45201. * The l2,0 coefficients of the spherical harmonics
  45202. */
  45203. this.l20 = BABYLON.Vector3.Zero();
  45204. /**
  45205. * The l2,1 coefficients of the spherical harmonics
  45206. */
  45207. this.l21 = BABYLON.Vector3.Zero();
  45208. /**
  45209. * The l2,2 coefficients of the spherical harmonics
  45210. */
  45211. this.lL22 = BABYLON.Vector3.Zero();
  45212. }
  45213. /**
  45214. * Adds a light to the spherical harmonics
  45215. * @param direction the direction of the light
  45216. * @param color the color of the light
  45217. * @param deltaSolidAngle the delta solid angle of the light
  45218. */
  45219. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45220. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45221. var c = colorVector.scale(deltaSolidAngle);
  45222. this.l00 = this.l00.add(c.scale(0.282095));
  45223. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45224. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45225. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45226. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45227. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45228. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45229. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45230. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45231. };
  45232. /**
  45233. * Scales the spherical harmonics by the given amount
  45234. * @param scale the amount to scale
  45235. */
  45236. SphericalHarmonics.prototype.scale = function (scale) {
  45237. this.l00 = this.l00.scale(scale);
  45238. this.l1_1 = this.l1_1.scale(scale);
  45239. this.l10 = this.l10.scale(scale);
  45240. this.l11 = this.l11.scale(scale);
  45241. this.l2_2 = this.l2_2.scale(scale);
  45242. this.l2_1 = this.l2_1.scale(scale);
  45243. this.l20 = this.l20.scale(scale);
  45244. this.l21 = this.l21.scale(scale);
  45245. this.lL22 = this.lL22.scale(scale);
  45246. };
  45247. /**
  45248. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45249. *
  45250. * ```
  45251. * E_lm = A_l * L_lm
  45252. * ```
  45253. *
  45254. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45255. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45256. * the scaling factors are given in equation 9.
  45257. */
  45258. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45259. // Constant (Band 0)
  45260. this.l00 = this.l00.scale(3.141593);
  45261. // Linear (Band 1)
  45262. this.l1_1 = this.l1_1.scale(2.094395);
  45263. this.l10 = this.l10.scale(2.094395);
  45264. this.l11 = this.l11.scale(2.094395);
  45265. // Quadratic (Band 2)
  45266. this.l2_2 = this.l2_2.scale(0.785398);
  45267. this.l2_1 = this.l2_1.scale(0.785398);
  45268. this.l20 = this.l20.scale(0.785398);
  45269. this.l21 = this.l21.scale(0.785398);
  45270. this.lL22 = this.lL22.scale(0.785398);
  45271. };
  45272. /**
  45273. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45274. *
  45275. * ```
  45276. * L = (1/pi) * E * rho
  45277. * ```
  45278. *
  45279. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45280. */
  45281. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45282. this.scale(1.0 / Math.PI);
  45283. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45284. // (The pixel shader must apply albedo after texture fetches, etc).
  45285. };
  45286. /**
  45287. * Gets the spherical harmonics from polynomial
  45288. * @param polynomial the spherical polynomial
  45289. * @returns the spherical harmonics
  45290. */
  45291. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45292. var result = new SphericalHarmonics();
  45293. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45294. result.l1_1 = polynomial.y.scale(0.977204);
  45295. result.l10 = polynomial.z.scale(0.977204);
  45296. result.l11 = polynomial.x.scale(0.977204);
  45297. result.l2_2 = polynomial.xy.scale(1.16538);
  45298. result.l2_1 = polynomial.yz.scale(1.16538);
  45299. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45300. result.l21 = polynomial.zx.scale(1.16538);
  45301. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45302. result.scale(Math.PI);
  45303. return result;
  45304. };
  45305. /**
  45306. * Constructs a spherical harmonics from an array.
  45307. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45308. * @returns the spherical harmonics
  45309. */
  45310. SphericalHarmonics.FromArray = function (data) {
  45311. var sh = new SphericalHarmonics();
  45312. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45313. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45314. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45315. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45316. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45317. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45318. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45319. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45320. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45321. return sh;
  45322. };
  45323. return SphericalHarmonics;
  45324. }());
  45325. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45326. })(BABYLON || (BABYLON = {}));
  45327. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45328. var BABYLON;
  45329. (function (BABYLON) {
  45330. var FileFaceOrientation = /** @class */ (function () {
  45331. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45332. this.name = name;
  45333. this.worldAxisForNormal = worldAxisForNormal;
  45334. this.worldAxisForFileX = worldAxisForFileX;
  45335. this.worldAxisForFileY = worldAxisForFileY;
  45336. }
  45337. return FileFaceOrientation;
  45338. }());
  45339. /**
  45340. * Helper class dealing with the extraction of spherical polynomial dataArray
  45341. * from a cube map.
  45342. */
  45343. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45344. function CubeMapToSphericalPolynomialTools() {
  45345. }
  45346. /**
  45347. * Converts a texture to the according Spherical Polynomial data.
  45348. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45349. *
  45350. * @param texture The texture to extract the information from.
  45351. * @return The Spherical Polynomial data.
  45352. */
  45353. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45354. if (!texture.isCube) {
  45355. // Only supports cube Textures currently.
  45356. return null;
  45357. }
  45358. var size = texture.getSize().width;
  45359. var right = texture.readPixels(0);
  45360. var left = texture.readPixels(1);
  45361. var up;
  45362. var down;
  45363. if (texture.isRenderTarget) {
  45364. up = texture.readPixels(3);
  45365. down = texture.readPixels(2);
  45366. }
  45367. else {
  45368. up = texture.readPixels(2);
  45369. down = texture.readPixels(3);
  45370. }
  45371. var front = texture.readPixels(4);
  45372. var back = texture.readPixels(5);
  45373. var gammaSpace = texture.gammaSpace;
  45374. // Always read as RGBA.
  45375. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45376. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45377. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45378. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45379. }
  45380. var cubeInfo = {
  45381. size: size,
  45382. right: right,
  45383. left: left,
  45384. up: up,
  45385. down: down,
  45386. front: front,
  45387. back: back,
  45388. format: format,
  45389. type: type,
  45390. gammaSpace: gammaSpace,
  45391. };
  45392. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45393. };
  45394. /**
  45395. * Converts a cubemap to the according Spherical Polynomial data.
  45396. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45397. *
  45398. * @param cubeInfo The Cube map to extract the information from.
  45399. * @return The Spherical Polynomial data.
  45400. */
  45401. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45402. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45403. var totalSolidAngle = 0.0;
  45404. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45405. var du = 2.0 / cubeInfo.size;
  45406. var dv = du;
  45407. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45408. var minUV = du * 0.5 - 1.0;
  45409. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45410. var fileFace = this.FileFaces[faceIndex];
  45411. var dataArray = cubeInfo[fileFace.name];
  45412. var v = minUV;
  45413. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45414. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45415. // Because SP is still linear, so summation is fine in that basis.
  45416. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45417. for (var y = 0; y < cubeInfo.size; y++) {
  45418. var u = minUV;
  45419. for (var x = 0; x < cubeInfo.size; x++) {
  45420. // World direction (not normalised)
  45421. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45422. worldDirection.normalize();
  45423. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45424. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45425. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45426. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45427. // Handle Integer types.
  45428. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45429. r /= 255;
  45430. g /= 255;
  45431. b /= 255;
  45432. }
  45433. // Handle Gamma space textures.
  45434. if (cubeInfo.gammaSpace) {
  45435. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45436. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45437. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45438. }
  45439. var color = new BABYLON.Color3(r, g, b);
  45440. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45441. totalSolidAngle += deltaSolidAngle;
  45442. u += du;
  45443. }
  45444. v += dv;
  45445. }
  45446. }
  45447. // Solid angle for entire sphere is 4*pi
  45448. var sphereSolidAngle = 4.0 * Math.PI;
  45449. // Adjust the solid angle to allow for how many faces we processed.
  45450. var facesProcessed = 6.0;
  45451. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45452. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45453. // This is needed because the numerical integration over the cube uses a
  45454. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45455. // and also to compensate for accumulative error due to float precision in the summation.
  45456. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45457. sphericalHarmonics.scale(correctionFactor);
  45458. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45459. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45460. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45461. };
  45462. CubeMapToSphericalPolynomialTools.FileFaces = [
  45463. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45464. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45465. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45466. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45467. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45468. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45469. ];
  45470. return CubeMapToSphericalPolynomialTools;
  45471. }());
  45472. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45473. })(BABYLON || (BABYLON = {}));
  45474. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45475. var BABYLON;
  45476. (function (BABYLON) {
  45477. /**
  45478. * Manages the defines for the PBR Material.
  45479. * @hiddenChildren
  45480. */
  45481. var PBRMaterialDefines = /** @class */ (function (_super) {
  45482. __extends(PBRMaterialDefines, _super);
  45483. /**
  45484. * Initializes the PBR Material defines.
  45485. */
  45486. function PBRMaterialDefines() {
  45487. var _this = _super.call(this) || this;
  45488. _this.PBR = true;
  45489. _this.MAINUV1 = false;
  45490. _this.MAINUV2 = false;
  45491. _this.UV1 = false;
  45492. _this.UV2 = false;
  45493. _this.ALBEDO = false;
  45494. _this.ALBEDODIRECTUV = 0;
  45495. _this.VERTEXCOLOR = false;
  45496. _this.AMBIENT = false;
  45497. _this.AMBIENTDIRECTUV = 0;
  45498. _this.AMBIENTINGRAYSCALE = false;
  45499. _this.OPACITY = false;
  45500. _this.VERTEXALPHA = false;
  45501. _this.OPACITYDIRECTUV = 0;
  45502. _this.OPACITYRGB = false;
  45503. _this.ALPHATEST = false;
  45504. _this.DEPTHPREPASS = false;
  45505. _this.ALPHABLEND = false;
  45506. _this.ALPHAFROMALBEDO = false;
  45507. _this.ALPHATESTVALUE = "0.5";
  45508. _this.SPECULAROVERALPHA = false;
  45509. _this.RADIANCEOVERALPHA = false;
  45510. _this.ALPHAFRESNEL = false;
  45511. _this.LINEARALPHAFRESNEL = false;
  45512. _this.PREMULTIPLYALPHA = false;
  45513. _this.EMISSIVE = false;
  45514. _this.EMISSIVEDIRECTUV = 0;
  45515. _this.REFLECTIVITY = false;
  45516. _this.REFLECTIVITYDIRECTUV = 0;
  45517. _this.SPECULARTERM = false;
  45518. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45519. _this.MICROSURFACEAUTOMATIC = false;
  45520. _this.LODBASEDMICROSFURACE = false;
  45521. _this.MICROSURFACEMAP = false;
  45522. _this.MICROSURFACEMAPDIRECTUV = 0;
  45523. _this.METALLICWORKFLOW = false;
  45524. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45525. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45526. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45527. _this.AOSTOREINMETALMAPRED = false;
  45528. _this.ENVIRONMENTBRDF = false;
  45529. _this.NORMAL = false;
  45530. _this.TANGENT = false;
  45531. _this.BUMP = false;
  45532. _this.BUMPDIRECTUV = 0;
  45533. _this.OBJECTSPACE_NORMALMAP = false;
  45534. _this.PARALLAX = false;
  45535. _this.PARALLAXOCCLUSION = false;
  45536. _this.NORMALXYSCALE = true;
  45537. _this.LIGHTMAP = false;
  45538. _this.LIGHTMAPDIRECTUV = 0;
  45539. _this.USELIGHTMAPASSHADOWMAP = false;
  45540. _this.GAMMALIGHTMAP = false;
  45541. _this.REFLECTION = false;
  45542. _this.REFLECTIONMAP_3D = false;
  45543. _this.REFLECTIONMAP_SPHERICAL = false;
  45544. _this.REFLECTIONMAP_PLANAR = false;
  45545. _this.REFLECTIONMAP_CUBIC = false;
  45546. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45547. _this.REFLECTIONMAP_PROJECTION = false;
  45548. _this.REFLECTIONMAP_SKYBOX = false;
  45549. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  45550. _this.REFLECTIONMAP_EXPLICIT = false;
  45551. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  45552. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  45553. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  45554. _this.INVERTCUBICMAP = false;
  45555. _this.USESPHERICALFROMREFLECTIONMAP = false;
  45556. _this.USESPHERICALINVERTEX = false;
  45557. _this.REFLECTIONMAP_OPPOSITEZ = false;
  45558. _this.LODINREFLECTIONALPHA = false;
  45559. _this.GAMMAREFLECTION = false;
  45560. _this.RGBDREFLECTION = false;
  45561. _this.RADIANCEOCCLUSION = false;
  45562. _this.HORIZONOCCLUSION = false;
  45563. _this.REFRACTION = false;
  45564. _this.REFRACTIONMAP_3D = false;
  45565. _this.REFRACTIONMAP_OPPOSITEZ = false;
  45566. _this.LODINREFRACTIONALPHA = false;
  45567. _this.GAMMAREFRACTION = false;
  45568. _this.RGBDREFRACTION = false;
  45569. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  45570. _this.INSTANCES = false;
  45571. _this.NUM_BONE_INFLUENCERS = 0;
  45572. _this.BonesPerMesh = 0;
  45573. _this.BONETEXTURE = false;
  45574. _this.NONUNIFORMSCALING = false;
  45575. _this.MORPHTARGETS = false;
  45576. _this.MORPHTARGETS_NORMAL = false;
  45577. _this.MORPHTARGETS_TANGENT = false;
  45578. _this.NUM_MORPH_INFLUENCERS = 0;
  45579. _this.IMAGEPROCESSING = false;
  45580. _this.VIGNETTE = false;
  45581. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  45582. _this.VIGNETTEBLENDMODEOPAQUE = false;
  45583. _this.TONEMAPPING = false;
  45584. _this.TONEMAPPING_ACES = false;
  45585. _this.CONTRAST = false;
  45586. _this.COLORCURVES = false;
  45587. _this.COLORGRADING = false;
  45588. _this.COLORGRADING3D = false;
  45589. _this.SAMPLER3DGREENDEPTH = false;
  45590. _this.SAMPLER3DBGRMAP = false;
  45591. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  45592. _this.EXPOSURE = false;
  45593. _this.USEPHYSICALLIGHTFALLOFF = false;
  45594. _this.USEGLTFLIGHTFALLOFF = false;
  45595. _this.TWOSIDEDLIGHTING = false;
  45596. _this.SHADOWFLOAT = false;
  45597. _this.CLIPPLANE = false;
  45598. _this.CLIPPLANE2 = false;
  45599. _this.CLIPPLANE3 = false;
  45600. _this.CLIPPLANE4 = false;
  45601. _this.POINTSIZE = false;
  45602. _this.FOG = false;
  45603. _this.LOGARITHMICDEPTH = false;
  45604. _this.FORCENORMALFORWARD = false;
  45605. _this.SPECULARAA = false;
  45606. _this.UNLIT = false;
  45607. _this.rebuild();
  45608. return _this;
  45609. }
  45610. /**
  45611. * Resets the PBR Material defines.
  45612. */
  45613. PBRMaterialDefines.prototype.reset = function () {
  45614. _super.prototype.reset.call(this);
  45615. this.ALPHATESTVALUE = "0.5";
  45616. this.PBR = true;
  45617. };
  45618. return PBRMaterialDefines;
  45619. }(BABYLON.MaterialDefines));
  45620. /**
  45621. * The Physically based material base class of BJS.
  45622. *
  45623. * This offers the main features of a standard PBR material.
  45624. * For more information, please refer to the documentation :
  45625. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  45626. */
  45627. var PBRBaseMaterial = /** @class */ (function (_super) {
  45628. __extends(PBRBaseMaterial, _super);
  45629. /**
  45630. * Instantiates a new PBRMaterial instance.
  45631. *
  45632. * @param name The material name
  45633. * @param scene The scene the material will be use in.
  45634. */
  45635. function PBRBaseMaterial(name, scene) {
  45636. var _this = _super.call(this, name, scene) || this;
  45637. /**
  45638. * Intensity of the direct lights e.g. the four lights available in your scene.
  45639. * This impacts both the direct diffuse and specular highlights.
  45640. */
  45641. _this._directIntensity = 1.0;
  45642. /**
  45643. * Intensity of the emissive part of the material.
  45644. * This helps controlling the emissive effect without modifying the emissive color.
  45645. */
  45646. _this._emissiveIntensity = 1.0;
  45647. /**
  45648. * Intensity of the environment e.g. how much the environment will light the object
  45649. * either through harmonics for rough material or through the refelction for shiny ones.
  45650. */
  45651. _this._environmentIntensity = 1.0;
  45652. /**
  45653. * This is a special control allowing the reduction of the specular highlights coming from the
  45654. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  45655. */
  45656. _this._specularIntensity = 1.0;
  45657. /**
  45658. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  45659. */
  45660. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  45661. /**
  45662. * Debug Control allowing disabling the bump map on this material.
  45663. */
  45664. _this._disableBumpMap = false;
  45665. /**
  45666. * AKA Occlusion Texture Intensity in other nomenclature.
  45667. */
  45668. _this._ambientTextureStrength = 1.0;
  45669. /**
  45670. * Defines how much the AO map is occluding the analytical lights (point spot...).
  45671. * 1 means it completely occludes it
  45672. * 0 mean it has no impact
  45673. */
  45674. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  45675. /**
  45676. * The color of a material in ambient lighting.
  45677. */
  45678. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  45679. /**
  45680. * AKA Diffuse Color in other nomenclature.
  45681. */
  45682. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  45683. /**
  45684. * AKA Specular Color in other nomenclature.
  45685. */
  45686. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  45687. /**
  45688. * The color applied when light is reflected from a material.
  45689. */
  45690. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  45691. /**
  45692. * The color applied when light is emitted from a material.
  45693. */
  45694. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  45695. /**
  45696. * AKA Glossiness in other nomenclature.
  45697. */
  45698. _this._microSurface = 0.9;
  45699. /**
  45700. * source material index of refraction (IOR)' / 'destination material IOR.
  45701. */
  45702. _this._indexOfRefraction = 0.66;
  45703. /**
  45704. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  45705. */
  45706. _this._invertRefractionY = false;
  45707. /**
  45708. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  45709. * Materials half opaque for instance using refraction could benefit from this control.
  45710. */
  45711. _this._linkRefractionWithTransparency = false;
  45712. /**
  45713. * Specifies that the material will use the light map as a show map.
  45714. */
  45715. _this._useLightmapAsShadowmap = false;
  45716. /**
  45717. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  45718. * makes the reflect vector face the model (under horizon).
  45719. */
  45720. _this._useHorizonOcclusion = true;
  45721. /**
  45722. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  45723. * too much the area relying on ambient texture to define their ambient occlusion.
  45724. */
  45725. _this._useRadianceOcclusion = true;
  45726. /**
  45727. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  45728. */
  45729. _this._useAlphaFromAlbedoTexture = false;
  45730. /**
  45731. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  45732. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  45733. */
  45734. _this._useSpecularOverAlpha = true;
  45735. /**
  45736. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  45737. */
  45738. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  45739. /**
  45740. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  45741. */
  45742. _this._useRoughnessFromMetallicTextureAlpha = true;
  45743. /**
  45744. * Specifies if the metallic texture contains the roughness information in its green channel.
  45745. */
  45746. _this._useRoughnessFromMetallicTextureGreen = false;
  45747. /**
  45748. * Specifies if the metallic texture contains the metallness information in its blue channel.
  45749. */
  45750. _this._useMetallnessFromMetallicTextureBlue = false;
  45751. /**
  45752. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  45753. */
  45754. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  45755. /**
  45756. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  45757. */
  45758. _this._useAmbientInGrayScale = false;
  45759. /**
  45760. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  45761. * The material will try to infer what glossiness each pixel should be.
  45762. */
  45763. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  45764. /**
  45765. * Defines the falloff type used in this material.
  45766. * It by default is Physical.
  45767. */
  45768. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  45769. /**
  45770. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  45771. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  45772. */
  45773. _this._useRadianceOverAlpha = true;
  45774. /**
  45775. * Allows using an object space normal map (instead of tangent space).
  45776. */
  45777. _this._useObjectSpaceNormalMap = false;
  45778. /**
  45779. * Allows using the bump map in parallax mode.
  45780. */
  45781. _this._useParallax = false;
  45782. /**
  45783. * Allows using the bump map in parallax occlusion mode.
  45784. */
  45785. _this._useParallaxOcclusion = false;
  45786. /**
  45787. * Controls the scale bias of the parallax mode.
  45788. */
  45789. _this._parallaxScaleBias = 0.05;
  45790. /**
  45791. * If sets to true, disables all the lights affecting the material.
  45792. */
  45793. _this._disableLighting = false;
  45794. /**
  45795. * Number of Simultaneous lights allowed on the material.
  45796. */
  45797. _this._maxSimultaneousLights = 4;
  45798. /**
  45799. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  45800. */
  45801. _this._invertNormalMapX = false;
  45802. /**
  45803. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  45804. */
  45805. _this._invertNormalMapY = false;
  45806. /**
  45807. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  45808. */
  45809. _this._twoSidedLighting = false;
  45810. /**
  45811. * Defines the alpha limits in alpha test mode.
  45812. */
  45813. _this._alphaCutOff = 0.4;
  45814. /**
  45815. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  45816. */
  45817. _this._forceAlphaTest = false;
  45818. /**
  45819. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45820. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  45821. */
  45822. _this._useAlphaFresnel = false;
  45823. /**
  45824. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  45825. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  45826. */
  45827. _this._useLinearAlphaFresnel = false;
  45828. /**
  45829. * The transparency mode of the material.
  45830. */
  45831. _this._transparencyMode = null;
  45832. /**
  45833. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  45834. * from cos thetav and roughness:
  45835. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  45836. */
  45837. _this._environmentBRDFTexture = null;
  45838. /**
  45839. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  45840. */
  45841. _this._forceIrradianceInFragment = false;
  45842. /**
  45843. * Force normal to face away from face.
  45844. */
  45845. _this._forceNormalForward = false;
  45846. /**
  45847. * Enables specular anti aliasing in the PBR shader.
  45848. * It will both interacts on the Geometry for analytical and IBL lighting.
  45849. * It also prefilter the roughness map based on the bump values.
  45850. */
  45851. _this._enableSpecularAntiAliasing = false;
  45852. /**
  45853. * Stores the available render targets.
  45854. */
  45855. _this._renderTargets = new BABYLON.SmartArray(16);
  45856. /**
  45857. * Sets the global ambient color for the material used in lighting calculations.
  45858. */
  45859. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  45860. /**
  45861. * If set to true, no lighting calculations will be applied.
  45862. */
  45863. _this._unlit = false;
  45864. // Setup the default processing configuration to the scene.
  45865. _this._attachImageProcessingConfiguration(null);
  45866. _this.getRenderTargetTextures = function () {
  45867. _this._renderTargets.reset();
  45868. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  45869. _this._renderTargets.push(_this._reflectionTexture);
  45870. }
  45871. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  45872. _this._renderTargets.push(_this._refractionTexture);
  45873. }
  45874. return _this._renderTargets;
  45875. };
  45876. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  45877. return _this;
  45878. }
  45879. /**
  45880. * Attaches a new image processing configuration to the PBR Material.
  45881. * @param configuration
  45882. */
  45883. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  45884. var _this = this;
  45885. if (configuration === this._imageProcessingConfiguration) {
  45886. return;
  45887. }
  45888. // Detaches observer.
  45889. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45890. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45891. }
  45892. // Pick the scene configuration if needed.
  45893. if (!configuration) {
  45894. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  45895. }
  45896. else {
  45897. this._imageProcessingConfiguration = configuration;
  45898. }
  45899. // Attaches observer.
  45900. if (this._imageProcessingConfiguration) {
  45901. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  45902. _this._markAllSubMeshesAsImageProcessingDirty();
  45903. });
  45904. }
  45905. };
  45906. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  45907. /**
  45908. * Gets a boolean indicating that current material needs to register RTT
  45909. */
  45910. get: function () {
  45911. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  45912. return true;
  45913. }
  45914. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  45915. return true;
  45916. }
  45917. return false;
  45918. },
  45919. enumerable: true,
  45920. configurable: true
  45921. });
  45922. /**
  45923. * Gets the name of the material class.
  45924. */
  45925. PBRBaseMaterial.prototype.getClassName = function () {
  45926. return "PBRBaseMaterial";
  45927. };
  45928. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  45929. /**
  45930. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45931. */
  45932. get: function () {
  45933. return this._useLogarithmicDepth;
  45934. },
  45935. /**
  45936. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  45937. */
  45938. set: function (value) {
  45939. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  45940. },
  45941. enumerable: true,
  45942. configurable: true
  45943. });
  45944. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  45945. /**
  45946. * Gets the current transparency mode.
  45947. */
  45948. get: function () {
  45949. return this._transparencyMode;
  45950. },
  45951. /**
  45952. * Sets the transparency mode of the material.
  45953. *
  45954. * | Value | Type | Description |
  45955. * | ----- | ----------------------------------- | ----------- |
  45956. * | 0 | OPAQUE | |
  45957. * | 1 | ALPHATEST | |
  45958. * | 2 | ALPHABLEND | |
  45959. * | 3 | ALPHATESTANDBLEND | |
  45960. *
  45961. */
  45962. set: function (value) {
  45963. if (this._transparencyMode === value) {
  45964. return;
  45965. }
  45966. this._transparencyMode = value;
  45967. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  45968. this._markAllSubMeshesAsTexturesAndMiscDirty();
  45969. },
  45970. enumerable: true,
  45971. configurable: true
  45972. });
  45973. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  45974. /**
  45975. * Returns true if alpha blending should be disabled.
  45976. */
  45977. get: function () {
  45978. return (this._linkRefractionWithTransparency ||
  45979. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  45980. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  45981. },
  45982. enumerable: true,
  45983. configurable: true
  45984. });
  45985. /**
  45986. * Specifies whether or not this material should be rendered in alpha blend mode.
  45987. */
  45988. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  45989. if (this._disableAlphaBlending) {
  45990. return false;
  45991. }
  45992. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  45993. };
  45994. /**
  45995. * Specifies if the mesh will require alpha blending.
  45996. * @param mesh - BJS mesh.
  45997. */
  45998. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  45999. if (this._disableAlphaBlending) {
  46000. return false;
  46001. }
  46002. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46003. };
  46004. /**
  46005. * Specifies whether or not this material should be rendered in alpha test mode.
  46006. */
  46007. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46008. if (this._forceAlphaTest) {
  46009. return true;
  46010. }
  46011. if (this._linkRefractionWithTransparency) {
  46012. return false;
  46013. }
  46014. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46015. };
  46016. /**
  46017. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46018. */
  46019. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46020. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46021. };
  46022. /**
  46023. * Gets the texture used for the alpha test.
  46024. */
  46025. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46026. return this._albedoTexture;
  46027. };
  46028. /**
  46029. * Specifies that the submesh is ready to be used.
  46030. * @param mesh - BJS mesh.
  46031. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46032. * @param useInstances - Specifies that instances should be used.
  46033. * @returns - boolean indicating that the submesh is ready or not.
  46034. */
  46035. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46036. if (subMesh.effect && this.isFrozen) {
  46037. if (this._wasPreviouslyReady) {
  46038. return true;
  46039. }
  46040. }
  46041. if (!subMesh._materialDefines) {
  46042. subMesh._materialDefines = new PBRMaterialDefines();
  46043. }
  46044. var defines = subMesh._materialDefines;
  46045. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46046. if (defines._renderId === this.getScene().getRenderId()) {
  46047. return true;
  46048. }
  46049. }
  46050. var scene = this.getScene();
  46051. var engine = scene.getEngine();
  46052. if (defines._areTexturesDirty) {
  46053. if (scene.texturesEnabled) {
  46054. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46055. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46056. return false;
  46057. }
  46058. }
  46059. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46060. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46061. return false;
  46062. }
  46063. }
  46064. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46065. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46066. return false;
  46067. }
  46068. }
  46069. var reflectionTexture = this._getReflectionTexture();
  46070. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46071. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46072. return false;
  46073. }
  46074. }
  46075. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46076. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46077. return false;
  46078. }
  46079. }
  46080. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46081. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46082. return false;
  46083. }
  46084. }
  46085. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46086. if (this._metallicTexture) {
  46087. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46088. return false;
  46089. }
  46090. }
  46091. else if (this._reflectivityTexture) {
  46092. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46093. return false;
  46094. }
  46095. }
  46096. if (this._microSurfaceTexture) {
  46097. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46098. return false;
  46099. }
  46100. }
  46101. }
  46102. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46103. // Bump texture cannot be not blocking.
  46104. if (!this._bumpTexture.isReady()) {
  46105. return false;
  46106. }
  46107. }
  46108. var refractionTexture = this._getRefractionTexture();
  46109. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46110. if (!refractionTexture.isReadyOrNotBlocking()) {
  46111. return false;
  46112. }
  46113. }
  46114. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46115. // This is blocking.
  46116. if (!this._environmentBRDFTexture.isReady()) {
  46117. return false;
  46118. }
  46119. }
  46120. }
  46121. }
  46122. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46123. if (!this._imageProcessingConfiguration.isReady()) {
  46124. return false;
  46125. }
  46126. }
  46127. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46128. mesh.createNormals(true);
  46129. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46130. }
  46131. var previousEffect = subMesh.effect;
  46132. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46133. if (effect) {
  46134. // Use previous effect while new one is compiling
  46135. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46136. effect = previousEffect;
  46137. defines.markAsUnprocessed();
  46138. }
  46139. else {
  46140. scene.resetCachedMaterial();
  46141. subMesh.setEffect(effect, defines);
  46142. this.buildUniformLayout();
  46143. }
  46144. }
  46145. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46146. return false;
  46147. }
  46148. defines._renderId = scene.getRenderId();
  46149. this._wasPreviouslyReady = true;
  46150. return true;
  46151. };
  46152. /**
  46153. * Specifies if the material uses metallic roughness workflow.
  46154. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46155. */
  46156. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46157. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46158. return true;
  46159. }
  46160. return false;
  46161. };
  46162. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46163. if (onCompiled === void 0) { onCompiled = null; }
  46164. if (onError === void 0) { onError = null; }
  46165. if (useInstances === void 0) { useInstances = null; }
  46166. if (useClipPlane === void 0) { useClipPlane = null; }
  46167. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46168. if (!defines.isDirty) {
  46169. return null;
  46170. }
  46171. defines.markAsProcessed();
  46172. var scene = this.getScene();
  46173. var engine = scene.getEngine();
  46174. // Fallbacks
  46175. var fallbacks = new BABYLON.EffectFallbacks();
  46176. var fallbackRank = 0;
  46177. if (defines.USESPHERICALINVERTEX) {
  46178. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46179. }
  46180. if (defines.FOG) {
  46181. fallbacks.addFallback(fallbackRank, "FOG");
  46182. }
  46183. if (defines.SPECULARAA) {
  46184. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46185. }
  46186. if (defines.POINTSIZE) {
  46187. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46188. }
  46189. if (defines.LOGARITHMICDEPTH) {
  46190. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46191. }
  46192. if (defines.PARALLAX) {
  46193. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46194. }
  46195. if (defines.PARALLAXOCCLUSION) {
  46196. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46197. }
  46198. if (defines.ENVIRONMENTBRDF) {
  46199. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46200. }
  46201. if (defines.TANGENT) {
  46202. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46203. }
  46204. if (defines.BUMP) {
  46205. fallbacks.addFallback(fallbackRank++, "BUMP");
  46206. }
  46207. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46208. if (defines.SPECULARTERM) {
  46209. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46210. }
  46211. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46212. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46213. }
  46214. if (defines.LIGHTMAP) {
  46215. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46216. }
  46217. if (defines.NORMAL) {
  46218. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46219. }
  46220. if (defines.AMBIENT) {
  46221. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46222. }
  46223. if (defines.EMISSIVE) {
  46224. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46225. }
  46226. if (defines.VERTEXCOLOR) {
  46227. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46228. }
  46229. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46230. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46231. }
  46232. if (defines.MORPHTARGETS) {
  46233. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46234. }
  46235. //Attributes
  46236. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46237. if (defines.NORMAL) {
  46238. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46239. }
  46240. if (defines.TANGENT) {
  46241. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46242. }
  46243. if (defines.UV1) {
  46244. attribs.push(BABYLON.VertexBuffer.UVKind);
  46245. }
  46246. if (defines.UV2) {
  46247. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46248. }
  46249. if (defines.VERTEXCOLOR) {
  46250. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46251. }
  46252. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46253. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46254. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46255. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46256. "vFogInfos", "vFogColor", "pointSize",
  46257. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46258. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46259. "mBones",
  46260. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46261. "vLightingIntensity",
  46262. "logarithmicDepthConstant",
  46263. "vSphericalX", "vSphericalY", "vSphericalZ",
  46264. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46265. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46266. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46267. "vTangentSpaceParams", "boneTextureWidth"
  46268. ];
  46269. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46270. "bumpSampler", "lightmapSampler", "opacitySampler",
  46271. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46272. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46273. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46274. var uniformBuffers = ["Material", "Scene"];
  46275. if (BABYLON.ImageProcessingConfiguration) {
  46276. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46277. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46278. }
  46279. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46280. uniformsNames: uniforms,
  46281. uniformBuffersNames: uniformBuffers,
  46282. samplers: samplers,
  46283. defines: defines,
  46284. maxSimultaneousLights: this._maxSimultaneousLights
  46285. });
  46286. var join = defines.toString();
  46287. return engine.createEffect("pbr", {
  46288. attributes: attribs,
  46289. uniformsNames: uniforms,
  46290. uniformBuffersNames: uniformBuffers,
  46291. samplers: samplers,
  46292. defines: join,
  46293. fallbacks: fallbacks,
  46294. onCompiled: onCompiled,
  46295. onError: onError,
  46296. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46297. }, engine);
  46298. };
  46299. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46300. if (useInstances === void 0) { useInstances = null; }
  46301. if (useClipPlane === void 0) { useClipPlane = null; }
  46302. var scene = this.getScene();
  46303. var engine = scene.getEngine();
  46304. // Lights
  46305. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46306. defines._needNormals = true;
  46307. // Textures
  46308. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46309. if (defines._areTexturesDirty) {
  46310. defines._needUVs = false;
  46311. if (scene.texturesEnabled) {
  46312. if (scene.getEngine().getCaps().textureLOD) {
  46313. defines.LODBASEDMICROSFURACE = true;
  46314. }
  46315. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46316. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46317. }
  46318. else {
  46319. defines.ALBEDO = false;
  46320. }
  46321. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46322. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46323. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46324. }
  46325. else {
  46326. defines.AMBIENT = false;
  46327. }
  46328. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46329. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46330. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46331. }
  46332. else {
  46333. defines.OPACITY = false;
  46334. }
  46335. var reflectionTexture = this._getReflectionTexture();
  46336. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46337. defines.REFLECTION = true;
  46338. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46339. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46340. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46341. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46342. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46343. defines.INVERTCUBICMAP = true;
  46344. }
  46345. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46346. switch (reflectionTexture.coordinatesMode) {
  46347. case BABYLON.Texture.EXPLICIT_MODE:
  46348. defines.REFLECTIONMAP_EXPLICIT = true;
  46349. break;
  46350. case BABYLON.Texture.PLANAR_MODE:
  46351. defines.REFLECTIONMAP_PLANAR = true;
  46352. break;
  46353. case BABYLON.Texture.PROJECTION_MODE:
  46354. defines.REFLECTIONMAP_PROJECTION = true;
  46355. break;
  46356. case BABYLON.Texture.SKYBOX_MODE:
  46357. defines.REFLECTIONMAP_SKYBOX = true;
  46358. break;
  46359. case BABYLON.Texture.SPHERICAL_MODE:
  46360. defines.REFLECTIONMAP_SPHERICAL = true;
  46361. break;
  46362. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46363. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46364. break;
  46365. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46366. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46367. break;
  46368. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46369. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46370. break;
  46371. case BABYLON.Texture.CUBIC_MODE:
  46372. case BABYLON.Texture.INVCUBIC_MODE:
  46373. default:
  46374. defines.REFLECTIONMAP_CUBIC = true;
  46375. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46376. break;
  46377. }
  46378. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46379. if (reflectionTexture.sphericalPolynomial) {
  46380. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46381. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46382. defines.USESPHERICALINVERTEX = false;
  46383. }
  46384. else {
  46385. defines.USESPHERICALINVERTEX = true;
  46386. }
  46387. }
  46388. }
  46389. else {
  46390. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46391. }
  46392. }
  46393. else {
  46394. defines.REFLECTION = false;
  46395. defines.REFLECTIONMAP_3D = false;
  46396. defines.REFLECTIONMAP_SPHERICAL = false;
  46397. defines.REFLECTIONMAP_PLANAR = false;
  46398. defines.REFLECTIONMAP_CUBIC = false;
  46399. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46400. defines.REFLECTIONMAP_PROJECTION = false;
  46401. defines.REFLECTIONMAP_SKYBOX = false;
  46402. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46403. defines.REFLECTIONMAP_EXPLICIT = false;
  46404. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46405. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46406. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46407. defines.INVERTCUBICMAP = false;
  46408. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46409. defines.USESPHERICALINVERTEX = false;
  46410. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46411. defines.LODINREFLECTIONALPHA = false;
  46412. defines.GAMMAREFLECTION = false;
  46413. defines.RGBDREFLECTION = false;
  46414. }
  46415. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46416. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46417. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46418. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46419. }
  46420. else {
  46421. defines.LIGHTMAP = false;
  46422. }
  46423. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46424. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46425. }
  46426. else {
  46427. defines.EMISSIVE = false;
  46428. }
  46429. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46430. if (this._metallicTexture) {
  46431. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46432. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46433. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46434. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46435. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46436. }
  46437. else if (this._reflectivityTexture) {
  46438. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46439. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46440. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46441. }
  46442. else {
  46443. defines.REFLECTIVITY = false;
  46444. }
  46445. if (this._microSurfaceTexture) {
  46446. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46447. }
  46448. else {
  46449. defines.MICROSURFACEMAP = false;
  46450. }
  46451. }
  46452. else {
  46453. defines.REFLECTIVITY = false;
  46454. defines.MICROSURFACEMAP = false;
  46455. }
  46456. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46457. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46458. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46459. defines.PARALLAX = true;
  46460. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46461. }
  46462. else {
  46463. defines.PARALLAX = false;
  46464. }
  46465. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46466. }
  46467. else {
  46468. defines.BUMP = false;
  46469. }
  46470. var refractionTexture = this._getRefractionTexture();
  46471. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46472. defines.REFRACTION = true;
  46473. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46474. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46475. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46476. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46477. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46478. if (this._linkRefractionWithTransparency) {
  46479. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46480. }
  46481. }
  46482. else {
  46483. defines.REFRACTION = false;
  46484. }
  46485. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46486. defines.ENVIRONMENTBRDF = true;
  46487. }
  46488. else {
  46489. defines.ENVIRONMENTBRDF = false;
  46490. }
  46491. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46492. defines.ALPHAFROMALBEDO = true;
  46493. }
  46494. else {
  46495. defines.ALPHAFROMALBEDO = false;
  46496. }
  46497. }
  46498. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46499. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46500. defines.USEPHYSICALLIGHTFALLOFF = false;
  46501. defines.USEGLTFLIGHTFALLOFF = false;
  46502. }
  46503. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46504. defines.USEPHYSICALLIGHTFALLOFF = false;
  46505. defines.USEGLTFLIGHTFALLOFF = true;
  46506. }
  46507. else {
  46508. defines.USEPHYSICALLIGHTFALLOFF = true;
  46509. defines.USEGLTFLIGHTFALLOFF = false;
  46510. }
  46511. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46512. if (!this.backFaceCulling && this._twoSidedLighting) {
  46513. defines.TWOSIDEDLIGHTING = true;
  46514. }
  46515. else {
  46516. defines.TWOSIDEDLIGHTING = false;
  46517. }
  46518. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46519. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46520. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46521. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46522. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46523. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46524. }
  46525. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46526. this._imageProcessingConfiguration.prepareDefines(defines);
  46527. }
  46528. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46529. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46530. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46531. // Misc.
  46532. if (defines._areMiscDirty) {
  46533. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46534. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46535. }
  46536. // Values that need to be evaluated on every frame
  46537. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46538. // Attribs
  46539. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46540. };
  46541. /**
  46542. * Force shader compilation
  46543. */
  46544. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46545. var _this = this;
  46546. var localOptions = __assign({ clipPlane: false }, options);
  46547. var defines = new PBRMaterialDefines();
  46548. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  46549. if (effect.isReady()) {
  46550. if (onCompiled) {
  46551. onCompiled(this);
  46552. }
  46553. }
  46554. else {
  46555. effect.onCompileObservable.add(function () {
  46556. if (onCompiled) {
  46557. onCompiled(_this);
  46558. }
  46559. });
  46560. }
  46561. };
  46562. /**
  46563. * Initializes the uniform buffer layout for the shader.
  46564. */
  46565. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  46566. // Order is important !
  46567. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  46568. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  46569. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  46570. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  46571. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  46572. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  46573. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  46574. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  46575. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  46576. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  46577. this._uniformBuffer.addUniform("vReflectionSize", 3);
  46578. this._uniformBuffer.addUniform("vBumpInfos", 3);
  46579. this._uniformBuffer.addUniform("albedoMatrix", 16);
  46580. this._uniformBuffer.addUniform("ambientMatrix", 16);
  46581. this._uniformBuffer.addUniform("opacityMatrix", 16);
  46582. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  46583. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  46584. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  46585. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  46586. this._uniformBuffer.addUniform("bumpMatrix", 16);
  46587. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  46588. this._uniformBuffer.addUniform("refractionMatrix", 16);
  46589. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  46590. this._uniformBuffer.addUniform("vReflectionColor", 3);
  46591. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  46592. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  46593. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  46594. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  46595. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  46596. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  46597. this._uniformBuffer.addUniform("pointSize", 1);
  46598. this._uniformBuffer.create();
  46599. };
  46600. /**
  46601. * Unbinds the textures.
  46602. */
  46603. PBRBaseMaterial.prototype.unbind = function () {
  46604. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46605. this._uniformBuffer.setTexture("reflectionSampler", null);
  46606. }
  46607. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46608. this._uniformBuffer.setTexture("refractionSampler", null);
  46609. }
  46610. _super.prototype.unbind.call(this);
  46611. };
  46612. /**
  46613. * Binds the submesh data.
  46614. * @param world - The world matrix.
  46615. * @param mesh - The BJS mesh.
  46616. * @param subMesh - A submesh of the BJS mesh.
  46617. */
  46618. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  46619. var scene = this.getScene();
  46620. var defines = subMesh._materialDefines;
  46621. if (!defines) {
  46622. return;
  46623. }
  46624. var effect = subMesh.effect;
  46625. if (!effect) {
  46626. return;
  46627. }
  46628. this._activeEffect = effect;
  46629. // Matrices
  46630. this.bindOnlyWorldMatrix(world);
  46631. // Normal Matrix
  46632. if (defines.OBJECTSPACE_NORMALMAP) {
  46633. world.toNormalMatrix(this._normalMatrix);
  46634. this.bindOnlyNormalMatrix(this._normalMatrix);
  46635. }
  46636. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  46637. // Bones
  46638. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  46639. var reflectionTexture = null;
  46640. if (mustRebind) {
  46641. this._uniformBuffer.bindToEffect(effect, "Material");
  46642. this.bindViewProjection(effect);
  46643. reflectionTexture = this._getReflectionTexture();
  46644. var refractionTexture = this._getRefractionTexture();
  46645. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  46646. // Texture uniforms
  46647. if (scene.texturesEnabled) {
  46648. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46649. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  46650. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  46651. }
  46652. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46653. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  46654. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  46655. }
  46656. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46657. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  46658. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  46659. }
  46660. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46661. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  46662. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  46663. if (reflectionTexture.boundingBoxSize) {
  46664. var cubeTexture = reflectionTexture;
  46665. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  46666. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  46667. }
  46668. var polynomials = reflectionTexture.sphericalPolynomial;
  46669. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  46670. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  46671. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  46672. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  46673. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  46674. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  46675. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  46676. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  46677. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  46678. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  46679. }
  46680. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  46681. }
  46682. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46683. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  46684. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  46685. }
  46686. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46687. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  46688. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  46689. }
  46690. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46691. if (this._metallicTexture) {
  46692. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  46693. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  46694. }
  46695. else if (this._reflectivityTexture) {
  46696. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  46697. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  46698. }
  46699. if (this._microSurfaceTexture) {
  46700. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  46701. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  46702. }
  46703. }
  46704. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46705. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  46706. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  46707. if (scene._mirroredCameraPosition) {
  46708. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  46709. }
  46710. else {
  46711. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  46712. }
  46713. }
  46714. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46715. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  46716. var depth = 1.0;
  46717. if (!refractionTexture.isCube) {
  46718. if (refractionTexture.depth) {
  46719. depth = refractionTexture.depth;
  46720. }
  46721. }
  46722. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  46723. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  46724. }
  46725. }
  46726. // Point size
  46727. if (this.pointsCloud) {
  46728. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  46729. }
  46730. // Colors
  46731. if (defines.METALLICWORKFLOW) {
  46732. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  46733. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  46734. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  46735. }
  46736. else {
  46737. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  46738. }
  46739. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  46740. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  46741. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  46742. // Misc
  46743. this._lightingInfos.x = this._directIntensity;
  46744. this._lightingInfos.y = this._emissiveIntensity;
  46745. this._lightingInfos.z = this._environmentIntensity;
  46746. this._lightingInfos.w = this._specularIntensity;
  46747. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  46748. }
  46749. // Textures
  46750. if (scene.texturesEnabled) {
  46751. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46752. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  46753. }
  46754. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46755. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  46756. }
  46757. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46758. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  46759. }
  46760. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46761. if (defines.LODBASEDMICROSFURACE) {
  46762. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  46763. }
  46764. else {
  46765. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  46766. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  46767. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  46768. }
  46769. }
  46770. if (defines.ENVIRONMENTBRDF) {
  46771. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  46772. }
  46773. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46774. if (defines.LODBASEDMICROSFURACE) {
  46775. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  46776. }
  46777. else {
  46778. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  46779. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  46780. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  46781. }
  46782. }
  46783. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46784. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  46785. }
  46786. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46787. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  46788. }
  46789. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46790. if (this._metallicTexture) {
  46791. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  46792. }
  46793. else if (this._reflectivityTexture) {
  46794. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  46795. }
  46796. if (this._microSurfaceTexture) {
  46797. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  46798. }
  46799. }
  46800. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46801. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  46802. }
  46803. }
  46804. // Clip plane
  46805. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  46806. // Colors
  46807. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  46808. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  46809. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  46810. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  46811. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  46812. }
  46813. if (mustRebind || !this.isFrozen) {
  46814. // Lights
  46815. if (scene.lightsEnabled && !this._disableLighting) {
  46816. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  46817. }
  46818. // View
  46819. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  46820. this.bindView(effect);
  46821. }
  46822. // Fog
  46823. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  46824. // Morph targets
  46825. if (defines.NUM_MORPH_INFLUENCERS) {
  46826. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  46827. }
  46828. // image processing
  46829. this._imageProcessingConfiguration.bind(this._activeEffect);
  46830. // Log. depth
  46831. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  46832. }
  46833. this._uniformBuffer.update();
  46834. this._afterBind(mesh, this._activeEffect);
  46835. };
  46836. /**
  46837. * Returns the animatable textures.
  46838. * @returns - Array of animatable textures.
  46839. */
  46840. PBRBaseMaterial.prototype.getAnimatables = function () {
  46841. var results = [];
  46842. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  46843. results.push(this._albedoTexture);
  46844. }
  46845. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  46846. results.push(this._ambientTexture);
  46847. }
  46848. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  46849. results.push(this._opacityTexture);
  46850. }
  46851. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  46852. results.push(this._reflectionTexture);
  46853. }
  46854. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  46855. results.push(this._emissiveTexture);
  46856. }
  46857. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  46858. results.push(this._metallicTexture);
  46859. }
  46860. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  46861. results.push(this._reflectivityTexture);
  46862. }
  46863. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  46864. results.push(this._bumpTexture);
  46865. }
  46866. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  46867. results.push(this._lightmapTexture);
  46868. }
  46869. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  46870. results.push(this._refractionTexture);
  46871. }
  46872. return results;
  46873. };
  46874. /**
  46875. * Returns the texture used for reflections.
  46876. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  46877. */
  46878. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  46879. if (this._reflectionTexture) {
  46880. return this._reflectionTexture;
  46881. }
  46882. return this.getScene().environmentTexture;
  46883. };
  46884. /**
  46885. * Returns the texture used for refraction or null if none is used.
  46886. * @returns - Refection texture if present. If no refraction texture and refraction
  46887. * is linked with transparency, returns environment texture. Otherwise, returns null.
  46888. */
  46889. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  46890. if (this._refractionTexture) {
  46891. return this._refractionTexture;
  46892. }
  46893. if (this._linkRefractionWithTransparency) {
  46894. return this.getScene().environmentTexture;
  46895. }
  46896. return null;
  46897. };
  46898. /**
  46899. * Disposes the resources of the material.
  46900. * @param forceDisposeEffect - Forces the disposal of effects.
  46901. * @param forceDisposeTextures - Forces the disposal of all textures.
  46902. */
  46903. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  46904. if (forceDisposeTextures) {
  46905. if (this._albedoTexture) {
  46906. this._albedoTexture.dispose();
  46907. }
  46908. if (this._ambientTexture) {
  46909. this._ambientTexture.dispose();
  46910. }
  46911. if (this._opacityTexture) {
  46912. this._opacityTexture.dispose();
  46913. }
  46914. if (this._reflectionTexture) {
  46915. this._reflectionTexture.dispose();
  46916. }
  46917. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  46918. this._environmentBRDFTexture.dispose();
  46919. }
  46920. if (this._emissiveTexture) {
  46921. this._emissiveTexture.dispose();
  46922. }
  46923. if (this._metallicTexture) {
  46924. this._metallicTexture.dispose();
  46925. }
  46926. if (this._reflectivityTexture) {
  46927. this._reflectivityTexture.dispose();
  46928. }
  46929. if (this._bumpTexture) {
  46930. this._bumpTexture.dispose();
  46931. }
  46932. if (this._lightmapTexture) {
  46933. this._lightmapTexture.dispose();
  46934. }
  46935. if (this._refractionTexture) {
  46936. this._refractionTexture.dispose();
  46937. }
  46938. }
  46939. this._renderTargets.dispose();
  46940. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46941. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46942. }
  46943. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  46944. };
  46945. /**
  46946. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  46947. */
  46948. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  46949. /**
  46950. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  46951. * to enhance interoperability with other engines.
  46952. */
  46953. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  46954. /**
  46955. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  46956. * to enhance interoperability with other materials.
  46957. */
  46958. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  46959. /**
  46960. * Stores the reflectivity values based on metallic roughness workflow.
  46961. */
  46962. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  46963. __decorate([
  46964. BABYLON.serializeAsImageProcessingConfiguration()
  46965. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  46966. __decorate([
  46967. BABYLON.serialize()
  46968. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  46969. __decorate([
  46970. BABYLON.serialize()
  46971. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  46972. return PBRBaseMaterial;
  46973. }(BABYLON.PushMaterial));
  46974. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  46975. })(BABYLON || (BABYLON = {}));
  46976. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  46977. var BABYLON;
  46978. (function (BABYLON) {
  46979. /**
  46980. * The Physically based simple base material of BJS.
  46981. *
  46982. * This enables better naming and convention enforcements on top of the pbrMaterial.
  46983. * It is used as the base class for both the specGloss and metalRough conventions.
  46984. */
  46985. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  46986. __extends(PBRBaseSimpleMaterial, _super);
  46987. /**
  46988. * Instantiates a new PBRMaterial instance.
  46989. *
  46990. * @param name The material name
  46991. * @param scene The scene the material will be use in.
  46992. */
  46993. function PBRBaseSimpleMaterial(name, scene) {
  46994. var _this = _super.call(this, name, scene) || this;
  46995. /**
  46996. * Number of Simultaneous lights allowed on the material.
  46997. */
  46998. _this.maxSimultaneousLights = 4;
  46999. /**
  47000. * If sets to true, disables all the lights affecting the material.
  47001. */
  47002. _this.disableLighting = false;
  47003. /**
  47004. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47005. */
  47006. _this.invertNormalMapX = false;
  47007. /**
  47008. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47009. */
  47010. _this.invertNormalMapY = false;
  47011. /**
  47012. * Emissivie color used to self-illuminate the model.
  47013. */
  47014. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47015. /**
  47016. * Occlusion Channel Strenght.
  47017. */
  47018. _this.occlusionStrength = 1.0;
  47019. /**
  47020. * If true, the light map contains occlusion information instead of lighting info.
  47021. */
  47022. _this.useLightmapAsShadowmap = false;
  47023. _this._useAlphaFromAlbedoTexture = true;
  47024. _this._useAmbientInGrayScale = true;
  47025. return _this;
  47026. }
  47027. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47028. /**
  47029. * Gets the current double sided mode.
  47030. */
  47031. get: function () {
  47032. return this._twoSidedLighting;
  47033. },
  47034. /**
  47035. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47036. */
  47037. set: function (value) {
  47038. if (this._twoSidedLighting === value) {
  47039. return;
  47040. }
  47041. this._twoSidedLighting = value;
  47042. this.backFaceCulling = !value;
  47043. this._markAllSubMeshesAsTexturesDirty();
  47044. },
  47045. enumerable: true,
  47046. configurable: true
  47047. });
  47048. /**
  47049. * Return the active textures of the material.
  47050. */
  47051. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47052. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47053. if (this.environmentTexture) {
  47054. activeTextures.push(this.environmentTexture);
  47055. }
  47056. if (this.normalTexture) {
  47057. activeTextures.push(this.normalTexture);
  47058. }
  47059. if (this.emissiveTexture) {
  47060. activeTextures.push(this.emissiveTexture);
  47061. }
  47062. if (this.occlusionTexture) {
  47063. activeTextures.push(this.occlusionTexture);
  47064. }
  47065. if (this.lightmapTexture) {
  47066. activeTextures.push(this.lightmapTexture);
  47067. }
  47068. return activeTextures;
  47069. };
  47070. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47071. if (_super.prototype.hasTexture.call(this, texture)) {
  47072. return true;
  47073. }
  47074. if (this.lightmapTexture === texture) {
  47075. return true;
  47076. }
  47077. return false;
  47078. };
  47079. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47080. return "PBRBaseSimpleMaterial";
  47081. };
  47082. __decorate([
  47083. BABYLON.serialize(),
  47084. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47085. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47086. __decorate([
  47087. BABYLON.serialize(),
  47088. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47089. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47090. __decorate([
  47091. BABYLON.serializeAsTexture(),
  47092. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47093. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47094. __decorate([
  47095. BABYLON.serialize(),
  47096. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47097. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47098. __decorate([
  47099. BABYLON.serialize(),
  47100. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47101. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47102. __decorate([
  47103. BABYLON.serializeAsTexture(),
  47104. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47105. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47106. __decorate([
  47107. BABYLON.serializeAsColor3("emissive"),
  47108. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47109. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47110. __decorate([
  47111. BABYLON.serializeAsTexture(),
  47112. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47113. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47114. __decorate([
  47115. BABYLON.serialize(),
  47116. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47117. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47118. __decorate([
  47119. BABYLON.serializeAsTexture(),
  47120. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47121. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47122. __decorate([
  47123. BABYLON.serialize(),
  47124. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47125. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47126. __decorate([
  47127. BABYLON.serialize()
  47128. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47129. __decorate([
  47130. BABYLON.serializeAsTexture(),
  47131. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47132. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47133. __decorate([
  47134. BABYLON.serialize(),
  47135. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47136. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47137. return PBRBaseSimpleMaterial;
  47138. }(BABYLON.PBRBaseMaterial));
  47139. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47140. })(BABYLON || (BABYLON = {}));
  47141. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47142. var BABYLON;
  47143. (function (BABYLON) {
  47144. /**
  47145. * The Physically based material of BJS.
  47146. *
  47147. * This offers the main features of a standard PBR material.
  47148. * For more information, please refer to the documentation :
  47149. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47150. */
  47151. var PBRMaterial = /** @class */ (function (_super) {
  47152. __extends(PBRMaterial, _super);
  47153. /**
  47154. * Instantiates a new PBRMaterial instance.
  47155. *
  47156. * @param name The material name
  47157. * @param scene The scene the material will be use in.
  47158. */
  47159. function PBRMaterial(name, scene) {
  47160. var _this = _super.call(this, name, scene) || this;
  47161. /**
  47162. * Intensity of the direct lights e.g. the four lights available in your scene.
  47163. * This impacts both the direct diffuse and specular highlights.
  47164. */
  47165. _this.directIntensity = 1.0;
  47166. /**
  47167. * Intensity of the emissive part of the material.
  47168. * This helps controlling the emissive effect without modifying the emissive color.
  47169. */
  47170. _this.emissiveIntensity = 1.0;
  47171. /**
  47172. * Intensity of the environment e.g. how much the environment will light the object
  47173. * either through harmonics for rough material or through the refelction for shiny ones.
  47174. */
  47175. _this.environmentIntensity = 1.0;
  47176. /**
  47177. * This is a special control allowing the reduction of the specular highlights coming from the
  47178. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47179. */
  47180. _this.specularIntensity = 1.0;
  47181. /**
  47182. * Debug Control allowing disabling the bump map on this material.
  47183. */
  47184. _this.disableBumpMap = false;
  47185. /**
  47186. * AKA Occlusion Texture Intensity in other nomenclature.
  47187. */
  47188. _this.ambientTextureStrength = 1.0;
  47189. /**
  47190. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47191. * 1 means it completely occludes it
  47192. * 0 mean it has no impact
  47193. */
  47194. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47195. /**
  47196. * The color of a material in ambient lighting.
  47197. */
  47198. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47199. /**
  47200. * AKA Diffuse Color in other nomenclature.
  47201. */
  47202. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47203. /**
  47204. * AKA Specular Color in other nomenclature.
  47205. */
  47206. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47207. /**
  47208. * The color reflected from the material.
  47209. */
  47210. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47211. /**
  47212. * The color emitted from the material.
  47213. */
  47214. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47215. /**
  47216. * AKA Glossiness in other nomenclature.
  47217. */
  47218. _this.microSurface = 1.0;
  47219. /**
  47220. * source material index of refraction (IOR)' / 'destination material IOR.
  47221. */
  47222. _this.indexOfRefraction = 0.66;
  47223. /**
  47224. * Controls if refraction needs to be inverted on Y. This could be usefull for procedural texture.
  47225. */
  47226. _this.invertRefractionY = false;
  47227. /**
  47228. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47229. * Materials half opaque for instance using refraction could benefit from this control.
  47230. */
  47231. _this.linkRefractionWithTransparency = false;
  47232. /**
  47233. * If true, the light map contains occlusion information instead of lighting info.
  47234. */
  47235. _this.useLightmapAsShadowmap = false;
  47236. /**
  47237. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47238. */
  47239. _this.useAlphaFromAlbedoTexture = false;
  47240. /**
  47241. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47242. */
  47243. _this.forceAlphaTest = false;
  47244. /**
  47245. * Defines the alpha limits in alpha test mode.
  47246. */
  47247. _this.alphaCutOff = 0.4;
  47248. /**
  47249. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47250. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47251. */
  47252. _this.useSpecularOverAlpha = true;
  47253. /**
  47254. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47255. */
  47256. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47257. /**
  47258. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47259. */
  47260. _this.useRoughnessFromMetallicTextureAlpha = true;
  47261. /**
  47262. * Specifies if the metallic texture contains the roughness information in its green channel.
  47263. */
  47264. _this.useRoughnessFromMetallicTextureGreen = false;
  47265. /**
  47266. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47267. */
  47268. _this.useMetallnessFromMetallicTextureBlue = false;
  47269. /**
  47270. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47271. */
  47272. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47273. /**
  47274. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47275. */
  47276. _this.useAmbientInGrayScale = false;
  47277. /**
  47278. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47279. * The material will try to infer what glossiness each pixel should be.
  47280. */
  47281. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47282. /**
  47283. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47284. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47285. */
  47286. _this.useRadianceOverAlpha = true;
  47287. /**
  47288. * Allows using an object space normal map (instead of tangent space).
  47289. */
  47290. _this.useObjectSpaceNormalMap = false;
  47291. /**
  47292. * Allows using the bump map in parallax mode.
  47293. */
  47294. _this.useParallax = false;
  47295. /**
  47296. * Allows using the bump map in parallax occlusion mode.
  47297. */
  47298. _this.useParallaxOcclusion = false;
  47299. /**
  47300. * Controls the scale bias of the parallax mode.
  47301. */
  47302. _this.parallaxScaleBias = 0.05;
  47303. /**
  47304. * If sets to true, disables all the lights affecting the material.
  47305. */
  47306. _this.disableLighting = false;
  47307. /**
  47308. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47309. */
  47310. _this.forceIrradianceInFragment = false;
  47311. /**
  47312. * Number of Simultaneous lights allowed on the material.
  47313. */
  47314. _this.maxSimultaneousLights = 4;
  47315. /**
  47316. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47317. */
  47318. _this.invertNormalMapX = false;
  47319. /**
  47320. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47321. */
  47322. _this.invertNormalMapY = false;
  47323. /**
  47324. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47325. */
  47326. _this.twoSidedLighting = false;
  47327. /**
  47328. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47329. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47330. */
  47331. _this.useAlphaFresnel = false;
  47332. /**
  47333. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47334. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47335. */
  47336. _this.useLinearAlphaFresnel = false;
  47337. /**
  47338. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47339. * And/Or occlude the blended part.
  47340. */
  47341. _this.environmentBRDFTexture = null;
  47342. /**
  47343. * Force normal to face away from face.
  47344. */
  47345. _this.forceNormalForward = false;
  47346. /**
  47347. * Enables specular anti aliasing in the PBR shader.
  47348. * It will both interacts on the Geometry for analytical and IBL lighting.
  47349. * It also prefilter the roughness map based on the bump values.
  47350. */
  47351. _this.enableSpecularAntiAliasing = false;
  47352. /**
  47353. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47354. * makes the reflect vector face the model (under horizon).
  47355. */
  47356. _this.useHorizonOcclusion = true;
  47357. /**
  47358. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47359. * too much the area relying on ambient texture to define their ambient occlusion.
  47360. */
  47361. _this.useRadianceOcclusion = true;
  47362. /**
  47363. * If set to true, no lighting calculations will be applied.
  47364. */
  47365. _this.unlit = false;
  47366. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47367. return _this;
  47368. }
  47369. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47370. /**
  47371. * BJS is using an harcoded light falloff based on a manually sets up range.
  47372. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47373. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47374. */
  47375. get: function () {
  47376. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47377. },
  47378. /**
  47379. * BJS is using an harcoded light falloff based on a manually sets up range.
  47380. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47381. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47382. */
  47383. set: function (value) {
  47384. if (value !== this.usePhysicalLightFalloff) {
  47385. // Ensure the effect will be rebuilt.
  47386. this._markAllSubMeshesAsTexturesDirty();
  47387. if (value) {
  47388. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47389. }
  47390. else {
  47391. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47392. }
  47393. }
  47394. },
  47395. enumerable: true,
  47396. configurable: true
  47397. });
  47398. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47399. /**
  47400. * In order to support the falloff compatibility with gltf, a special mode has been added
  47401. * to reproduce the gltf light falloff.
  47402. */
  47403. get: function () {
  47404. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47405. },
  47406. /**
  47407. * In order to support the falloff compatibility with gltf, a special mode has been added
  47408. * to reproduce the gltf light falloff.
  47409. */
  47410. set: function (value) {
  47411. if (value !== this.useGLTFLightFalloff) {
  47412. // Ensure the effect will be rebuilt.
  47413. this._markAllSubMeshesAsTexturesDirty();
  47414. if (value) {
  47415. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47416. }
  47417. else {
  47418. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47419. }
  47420. }
  47421. },
  47422. enumerable: true,
  47423. configurable: true
  47424. });
  47425. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47426. /**
  47427. * Gets the image processing configuration used either in this material.
  47428. */
  47429. get: function () {
  47430. return this._imageProcessingConfiguration;
  47431. },
  47432. /**
  47433. * Sets the Default image processing configuration used either in the this material.
  47434. *
  47435. * If sets to null, the scene one is in use.
  47436. */
  47437. set: function (value) {
  47438. this._attachImageProcessingConfiguration(value);
  47439. // Ensure the effect will be rebuilt.
  47440. this._markAllSubMeshesAsTexturesDirty();
  47441. },
  47442. enumerable: true,
  47443. configurable: true
  47444. });
  47445. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47446. /**
  47447. * Gets wether the color curves effect is enabled.
  47448. */
  47449. get: function () {
  47450. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47451. },
  47452. /**
  47453. * Sets wether the color curves effect is enabled.
  47454. */
  47455. set: function (value) {
  47456. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47457. },
  47458. enumerable: true,
  47459. configurable: true
  47460. });
  47461. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47462. /**
  47463. * Gets wether the color grading effect is enabled.
  47464. */
  47465. get: function () {
  47466. return this.imageProcessingConfiguration.colorGradingEnabled;
  47467. },
  47468. /**
  47469. * Gets wether the color grading effect is enabled.
  47470. */
  47471. set: function (value) {
  47472. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47473. },
  47474. enumerable: true,
  47475. configurable: true
  47476. });
  47477. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47478. /**
  47479. * Gets wether tonemapping is enabled or not.
  47480. */
  47481. get: function () {
  47482. return this._imageProcessingConfiguration.toneMappingEnabled;
  47483. },
  47484. /**
  47485. * Sets wether tonemapping is enabled or not
  47486. */
  47487. set: function (value) {
  47488. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47489. },
  47490. enumerable: true,
  47491. configurable: true
  47492. });
  47493. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47494. /**
  47495. * The camera exposure used on this material.
  47496. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47497. * This corresponds to a photographic exposure.
  47498. */
  47499. get: function () {
  47500. return this._imageProcessingConfiguration.exposure;
  47501. },
  47502. /**
  47503. * The camera exposure used on this material.
  47504. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47505. * This corresponds to a photographic exposure.
  47506. */
  47507. set: function (value) {
  47508. this._imageProcessingConfiguration.exposure = value;
  47509. },
  47510. enumerable: true,
  47511. configurable: true
  47512. });
  47513. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47514. /**
  47515. * Gets The camera contrast used on this material.
  47516. */
  47517. get: function () {
  47518. return this._imageProcessingConfiguration.contrast;
  47519. },
  47520. /**
  47521. * Sets The camera contrast used on this material.
  47522. */
  47523. set: function (value) {
  47524. this._imageProcessingConfiguration.contrast = value;
  47525. },
  47526. enumerable: true,
  47527. configurable: true
  47528. });
  47529. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47530. /**
  47531. * Gets the Color Grading 2D Lookup Texture.
  47532. */
  47533. get: function () {
  47534. return this._imageProcessingConfiguration.colorGradingTexture;
  47535. },
  47536. /**
  47537. * Sets the Color Grading 2D Lookup Texture.
  47538. */
  47539. set: function (value) {
  47540. this._imageProcessingConfiguration.colorGradingTexture = value;
  47541. },
  47542. enumerable: true,
  47543. configurable: true
  47544. });
  47545. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47546. /**
  47547. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47548. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47549. * 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;
  47550. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47551. */
  47552. get: function () {
  47553. return this._imageProcessingConfiguration.colorCurves;
  47554. },
  47555. /**
  47556. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  47557. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  47558. * 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;
  47559. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  47560. */
  47561. set: function (value) {
  47562. this._imageProcessingConfiguration.colorCurves = value;
  47563. },
  47564. enumerable: true,
  47565. configurable: true
  47566. });
  47567. /**
  47568. * Returns the name of this material class.
  47569. */
  47570. PBRMaterial.prototype.getClassName = function () {
  47571. return "PBRMaterial";
  47572. };
  47573. /**
  47574. * Returns an array of the actively used textures.
  47575. * @returns - Array of BaseTextures
  47576. */
  47577. PBRMaterial.prototype.getActiveTextures = function () {
  47578. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47579. if (this._albedoTexture) {
  47580. activeTextures.push(this._albedoTexture);
  47581. }
  47582. if (this._ambientTexture) {
  47583. activeTextures.push(this._ambientTexture);
  47584. }
  47585. if (this._opacityTexture) {
  47586. activeTextures.push(this._opacityTexture);
  47587. }
  47588. if (this._reflectionTexture) {
  47589. activeTextures.push(this._reflectionTexture);
  47590. }
  47591. if (this._emissiveTexture) {
  47592. activeTextures.push(this._emissiveTexture);
  47593. }
  47594. if (this._reflectivityTexture) {
  47595. activeTextures.push(this._reflectivityTexture);
  47596. }
  47597. if (this._metallicTexture) {
  47598. activeTextures.push(this._metallicTexture);
  47599. }
  47600. if (this._microSurfaceTexture) {
  47601. activeTextures.push(this._microSurfaceTexture);
  47602. }
  47603. if (this._bumpTexture) {
  47604. activeTextures.push(this._bumpTexture);
  47605. }
  47606. if (this._lightmapTexture) {
  47607. activeTextures.push(this._lightmapTexture);
  47608. }
  47609. if (this._refractionTexture) {
  47610. activeTextures.push(this._refractionTexture);
  47611. }
  47612. return activeTextures;
  47613. };
  47614. /**
  47615. * Checks to see if a texture is used in the material.
  47616. * @param texture - Base texture to use.
  47617. * @returns - Boolean specifying if a texture is used in the material.
  47618. */
  47619. PBRMaterial.prototype.hasTexture = function (texture) {
  47620. if (_super.prototype.hasTexture.call(this, texture)) {
  47621. return true;
  47622. }
  47623. if (this._albedoTexture === texture) {
  47624. return true;
  47625. }
  47626. if (this._ambientTexture === texture) {
  47627. return true;
  47628. }
  47629. if (this._opacityTexture === texture) {
  47630. return true;
  47631. }
  47632. if (this._reflectionTexture === texture) {
  47633. return true;
  47634. }
  47635. if (this._reflectivityTexture === texture) {
  47636. return true;
  47637. }
  47638. if (this._metallicTexture === texture) {
  47639. return true;
  47640. }
  47641. if (this._microSurfaceTexture === texture) {
  47642. return true;
  47643. }
  47644. if (this._bumpTexture === texture) {
  47645. return true;
  47646. }
  47647. if (this._lightmapTexture === texture) {
  47648. return true;
  47649. }
  47650. if (this._refractionTexture === texture) {
  47651. return true;
  47652. }
  47653. return false;
  47654. };
  47655. /**
  47656. * Makes a duplicate of the current material.
  47657. * @param name - name to use for the new material.
  47658. */
  47659. PBRMaterial.prototype.clone = function (name) {
  47660. var _this = this;
  47661. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  47662. clone.id = name;
  47663. clone.name = name;
  47664. return clone;
  47665. };
  47666. /**
  47667. * Serializes this PBR Material.
  47668. * @returns - An object with the serialized material.
  47669. */
  47670. PBRMaterial.prototype.serialize = function () {
  47671. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  47672. serializationObject.customType = "BABYLON.PBRMaterial";
  47673. return serializationObject;
  47674. };
  47675. // Statics
  47676. /**
  47677. * Parses a PBR Material from a serialized object.
  47678. * @param source - Serialized object.
  47679. * @param scene - BJS scene instance.
  47680. * @param rootUrl - url for the scene object
  47681. * @returns - PBRMaterial
  47682. */
  47683. PBRMaterial.Parse = function (source, scene, rootUrl) {
  47684. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  47685. };
  47686. /**
  47687. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  47688. */
  47689. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  47690. /**
  47691. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  47692. */
  47693. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  47694. /**
  47695. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47696. */
  47697. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  47698. /**
  47699. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  47700. * They are also discarded below the alpha cutoff threshold to improve performances.
  47701. */
  47702. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  47703. /**
  47704. * Defines the default value of how much AO map is occluding the analytical lights
  47705. * (point spot...).
  47706. */
  47707. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  47708. __decorate([
  47709. BABYLON.serialize(),
  47710. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47711. ], PBRMaterial.prototype, "directIntensity", void 0);
  47712. __decorate([
  47713. BABYLON.serialize(),
  47714. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47715. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  47716. __decorate([
  47717. BABYLON.serialize(),
  47718. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47719. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  47720. __decorate([
  47721. BABYLON.serialize(),
  47722. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47723. ], PBRMaterial.prototype, "specularIntensity", void 0);
  47724. __decorate([
  47725. BABYLON.serialize(),
  47726. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47727. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  47728. __decorate([
  47729. BABYLON.serializeAsTexture(),
  47730. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47731. ], PBRMaterial.prototype, "albedoTexture", void 0);
  47732. __decorate([
  47733. BABYLON.serializeAsTexture(),
  47734. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47735. ], PBRMaterial.prototype, "ambientTexture", void 0);
  47736. __decorate([
  47737. BABYLON.serialize(),
  47738. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47739. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  47740. __decorate([
  47741. BABYLON.serialize(),
  47742. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47743. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  47744. __decorate([
  47745. BABYLON.serializeAsTexture(),
  47746. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47747. ], PBRMaterial.prototype, "opacityTexture", void 0);
  47748. __decorate([
  47749. BABYLON.serializeAsTexture(),
  47750. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47751. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  47752. __decorate([
  47753. BABYLON.serializeAsTexture(),
  47754. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47755. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  47756. __decorate([
  47757. BABYLON.serializeAsTexture(),
  47758. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47759. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  47760. __decorate([
  47761. BABYLON.serializeAsTexture(),
  47762. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47763. ], PBRMaterial.prototype, "metallicTexture", void 0);
  47764. __decorate([
  47765. BABYLON.serialize(),
  47766. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47767. ], PBRMaterial.prototype, "metallic", void 0);
  47768. __decorate([
  47769. BABYLON.serialize(),
  47770. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47771. ], PBRMaterial.prototype, "roughness", void 0);
  47772. __decorate([
  47773. BABYLON.serializeAsTexture(),
  47774. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47775. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  47776. __decorate([
  47777. BABYLON.serializeAsTexture(),
  47778. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47779. ], PBRMaterial.prototype, "bumpTexture", void 0);
  47780. __decorate([
  47781. BABYLON.serializeAsTexture(),
  47782. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47783. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  47784. __decorate([
  47785. BABYLON.serializeAsTexture(),
  47786. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47787. ], PBRMaterial.prototype, "refractionTexture", void 0);
  47788. __decorate([
  47789. BABYLON.serializeAsColor3("ambient"),
  47790. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47791. ], PBRMaterial.prototype, "ambientColor", void 0);
  47792. __decorate([
  47793. BABYLON.serializeAsColor3("albedo"),
  47794. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47795. ], PBRMaterial.prototype, "albedoColor", void 0);
  47796. __decorate([
  47797. BABYLON.serializeAsColor3("reflectivity"),
  47798. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47799. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  47800. __decorate([
  47801. BABYLON.serializeAsColor3("reflection"),
  47802. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47803. ], PBRMaterial.prototype, "reflectionColor", void 0);
  47804. __decorate([
  47805. BABYLON.serializeAsColor3("emissive"),
  47806. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47807. ], PBRMaterial.prototype, "emissiveColor", void 0);
  47808. __decorate([
  47809. BABYLON.serialize(),
  47810. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47811. ], PBRMaterial.prototype, "microSurface", void 0);
  47812. __decorate([
  47813. BABYLON.serialize(),
  47814. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47815. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  47816. __decorate([
  47817. BABYLON.serialize(),
  47818. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47819. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  47820. __decorate([
  47821. BABYLON.serialize(),
  47822. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47823. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  47824. __decorate([
  47825. BABYLON.serialize(),
  47826. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47827. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47828. __decorate([
  47829. BABYLON.serialize(),
  47830. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47831. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  47832. __decorate([
  47833. BABYLON.serialize(),
  47834. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47835. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  47836. __decorate([
  47837. BABYLON.serialize(),
  47838. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  47839. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  47840. __decorate([
  47841. BABYLON.serialize(),
  47842. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47843. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  47844. __decorate([
  47845. BABYLON.serialize(),
  47846. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47847. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  47848. __decorate([
  47849. BABYLON.serialize(),
  47850. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47851. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  47852. __decorate([
  47853. BABYLON.serialize(),
  47854. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47855. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  47856. __decorate([
  47857. BABYLON.serialize(),
  47858. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47859. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  47860. __decorate([
  47861. BABYLON.serialize(),
  47862. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47863. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  47864. __decorate([
  47865. BABYLON.serialize(),
  47866. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47867. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  47868. __decorate([
  47869. BABYLON.serialize(),
  47870. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47871. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  47872. __decorate([
  47873. BABYLON.serialize()
  47874. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  47875. __decorate([
  47876. BABYLON.serialize()
  47877. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  47878. __decorate([
  47879. BABYLON.serialize(),
  47880. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47881. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  47882. __decorate([
  47883. BABYLON.serialize(),
  47884. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47885. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  47886. __decorate([
  47887. BABYLON.serialize(),
  47888. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47889. ], PBRMaterial.prototype, "useParallax", void 0);
  47890. __decorate([
  47891. BABYLON.serialize(),
  47892. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47893. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  47894. __decorate([
  47895. BABYLON.serialize(),
  47896. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47897. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  47898. __decorate([
  47899. BABYLON.serialize(),
  47900. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47901. ], PBRMaterial.prototype, "disableLighting", void 0);
  47902. __decorate([
  47903. BABYLON.serialize(),
  47904. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47905. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  47906. __decorate([
  47907. BABYLON.serialize(),
  47908. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47909. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  47910. __decorate([
  47911. BABYLON.serialize(),
  47912. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47913. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  47914. __decorate([
  47915. BABYLON.serialize(),
  47916. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47917. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  47918. __decorate([
  47919. BABYLON.serialize(),
  47920. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47921. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  47922. __decorate([
  47923. BABYLON.serialize(),
  47924. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47925. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  47926. __decorate([
  47927. BABYLON.serialize(),
  47928. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47929. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  47930. __decorate([
  47931. BABYLON.serializeAsTexture(),
  47932. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47933. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  47934. __decorate([
  47935. BABYLON.serialize(),
  47936. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47937. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  47938. __decorate([
  47939. BABYLON.serialize(),
  47940. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47941. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  47942. __decorate([
  47943. BABYLON.serialize(),
  47944. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47945. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  47946. __decorate([
  47947. BABYLON.serialize(),
  47948. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47949. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  47950. __decorate([
  47951. BABYLON.serialize(),
  47952. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  47953. ], PBRMaterial.prototype, "unlit", void 0);
  47954. return PBRMaterial;
  47955. }(BABYLON.PBRBaseMaterial));
  47956. BABYLON.PBRMaterial = PBRMaterial;
  47957. })(BABYLON || (BABYLON = {}));
  47958. //# sourceMappingURL=babylon.pbrMaterial.js.map
  47959. var BABYLON;
  47960. (function (BABYLON) {
  47961. /**
  47962. * The PBR material of BJS following the metal roughness convention.
  47963. *
  47964. * This fits to the PBR convention in the GLTF definition:
  47965. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  47966. */
  47967. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  47968. __extends(PBRMetallicRoughnessMaterial, _super);
  47969. /**
  47970. * Instantiates a new PBRMetalRoughnessMaterial instance.
  47971. *
  47972. * @param name The material name
  47973. * @param scene The scene the material will be use in.
  47974. */
  47975. function PBRMetallicRoughnessMaterial(name, scene) {
  47976. var _this = _super.call(this, name, scene) || this;
  47977. _this._useRoughnessFromMetallicTextureAlpha = false;
  47978. _this._useRoughnessFromMetallicTextureGreen = true;
  47979. _this._useMetallnessFromMetallicTextureBlue = true;
  47980. _this.metallic = 1.0;
  47981. _this.roughness = 1.0;
  47982. return _this;
  47983. }
  47984. /**
  47985. * Return the currrent class name of the material.
  47986. */
  47987. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  47988. return "PBRMetallicRoughnessMaterial";
  47989. };
  47990. /**
  47991. * Return the active textures of the material.
  47992. */
  47993. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  47994. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47995. if (this.baseTexture) {
  47996. activeTextures.push(this.baseTexture);
  47997. }
  47998. if (this.metallicRoughnessTexture) {
  47999. activeTextures.push(this.metallicRoughnessTexture);
  48000. }
  48001. return activeTextures;
  48002. };
  48003. /**
  48004. * Checks to see if a texture is used in the material.
  48005. * @param texture - Base texture to use.
  48006. * @returns - Boolean specifying if a texture is used in the material.
  48007. */
  48008. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48009. if (_super.prototype.hasTexture.call(this, texture)) {
  48010. return true;
  48011. }
  48012. if (this.baseTexture === texture) {
  48013. return true;
  48014. }
  48015. if (this.metallicRoughnessTexture === texture) {
  48016. return true;
  48017. }
  48018. return false;
  48019. };
  48020. /**
  48021. * Makes a duplicate of the current material.
  48022. * @param name - name to use for the new material.
  48023. */
  48024. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48025. var _this = this;
  48026. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48027. clone.id = name;
  48028. clone.name = name;
  48029. return clone;
  48030. };
  48031. /**
  48032. * Serialize the material to a parsable JSON object.
  48033. */
  48034. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48035. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48036. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48037. return serializationObject;
  48038. };
  48039. /**
  48040. * Parses a JSON object correponding to the serialize function.
  48041. */
  48042. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48043. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48044. };
  48045. __decorate([
  48046. BABYLON.serializeAsColor3(),
  48047. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48048. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48049. __decorate([
  48050. BABYLON.serializeAsTexture(),
  48051. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48052. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48053. __decorate([
  48054. BABYLON.serialize(),
  48055. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48056. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48057. __decorate([
  48058. BABYLON.serialize(),
  48059. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48060. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48061. __decorate([
  48062. BABYLON.serializeAsTexture(),
  48063. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48064. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48065. return PBRMetallicRoughnessMaterial;
  48066. }(BABYLON.PBRBaseSimpleMaterial));
  48067. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48068. })(BABYLON || (BABYLON = {}));
  48069. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48070. var BABYLON;
  48071. (function (BABYLON) {
  48072. /**
  48073. * The PBR material of BJS following the specular glossiness convention.
  48074. *
  48075. * This fits to the PBR convention in the GLTF definition:
  48076. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48077. */
  48078. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48079. __extends(PBRSpecularGlossinessMaterial, _super);
  48080. /**
  48081. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48082. *
  48083. * @param name The material name
  48084. * @param scene The scene the material will be use in.
  48085. */
  48086. function PBRSpecularGlossinessMaterial(name, scene) {
  48087. var _this = _super.call(this, name, scene) || this;
  48088. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48089. return _this;
  48090. }
  48091. /**
  48092. * Return the currrent class name of the material.
  48093. */
  48094. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48095. return "PBRSpecularGlossinessMaterial";
  48096. };
  48097. /**
  48098. * Return the active textures of the material.
  48099. */
  48100. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48101. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48102. if (this.diffuseTexture) {
  48103. activeTextures.push(this.diffuseTexture);
  48104. }
  48105. if (this.specularGlossinessTexture) {
  48106. activeTextures.push(this.specularGlossinessTexture);
  48107. }
  48108. return activeTextures;
  48109. };
  48110. /**
  48111. * Checks to see if a texture is used in the material.
  48112. * @param texture - Base texture to use.
  48113. * @returns - Boolean specifying if a texture is used in the material.
  48114. */
  48115. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48116. if (_super.prototype.hasTexture.call(this, texture)) {
  48117. return true;
  48118. }
  48119. if (this.diffuseTexture === texture) {
  48120. return true;
  48121. }
  48122. if (this.specularGlossinessTexture === texture) {
  48123. return true;
  48124. }
  48125. return false;
  48126. };
  48127. /**
  48128. * Makes a duplicate of the current material.
  48129. * @param name - name to use for the new material.
  48130. */
  48131. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48132. var _this = this;
  48133. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48134. clone.id = name;
  48135. clone.name = name;
  48136. return clone;
  48137. };
  48138. /**
  48139. * Serialize the material to a parsable JSON object.
  48140. */
  48141. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48142. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48143. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48144. return serializationObject;
  48145. };
  48146. /**
  48147. * Parses a JSON object correponding to the serialize function.
  48148. */
  48149. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48150. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48151. };
  48152. __decorate([
  48153. BABYLON.serializeAsColor3("diffuse"),
  48154. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48155. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48156. __decorate([
  48157. BABYLON.serializeAsTexture(),
  48158. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48159. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48160. __decorate([
  48161. BABYLON.serializeAsColor3("specular"),
  48162. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48163. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48164. __decorate([
  48165. BABYLON.serialize(),
  48166. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48167. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48168. __decorate([
  48169. BABYLON.serializeAsTexture(),
  48170. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48171. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48172. return PBRSpecularGlossinessMaterial;
  48173. }(BABYLON.PBRBaseSimpleMaterial));
  48174. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48175. })(BABYLON || (BABYLON = {}));
  48176. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48177. var BABYLON;
  48178. (function (BABYLON) {
  48179. /**
  48180. * @ignore
  48181. * This is a list of all the different input types that are available in the application.
  48182. * Fo instance: ArcRotateCameraGamepadInput...
  48183. */
  48184. BABYLON.CameraInputTypes = {};
  48185. /**
  48186. * This represents the input manager used within a camera.
  48187. * It helps dealing with all the different kind of input attached to a camera.
  48188. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48189. */
  48190. var CameraInputsManager = /** @class */ (function () {
  48191. /**
  48192. * Instantiate a new Camera Input Manager.
  48193. * @param camera Defines the camera the input manager blongs to
  48194. */
  48195. function CameraInputsManager(camera) {
  48196. this.attached = {};
  48197. this.camera = camera;
  48198. this.checkInputs = function () { };
  48199. }
  48200. /**
  48201. * Add an input method to a camera
  48202. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48203. * @param input camera input method
  48204. */
  48205. CameraInputsManager.prototype.add = function (input) {
  48206. var type = input.getSimpleName();
  48207. if (this.attached[type]) {
  48208. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48209. return;
  48210. }
  48211. this.attached[type] = input;
  48212. input.camera = this.camera;
  48213. //for checkInputs, we are dynamically creating a function
  48214. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48215. if (input.checkInputs) {
  48216. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48217. }
  48218. if (this.attachedElement) {
  48219. input.attachControl(this.attachedElement);
  48220. }
  48221. };
  48222. /**
  48223. * Remove a specific input method from a camera
  48224. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48225. * @param inputToRemove camera input method
  48226. */
  48227. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48228. for (var cam in this.attached) {
  48229. var input = this.attached[cam];
  48230. if (input === inputToRemove) {
  48231. input.detachControl(this.attachedElement);
  48232. input.camera = null;
  48233. delete this.attached[cam];
  48234. this.rebuildInputCheck();
  48235. }
  48236. }
  48237. };
  48238. /**
  48239. * Remove a specific input type from a camera
  48240. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48241. * @param inputType the type of the input to remove
  48242. */
  48243. CameraInputsManager.prototype.removeByType = function (inputType) {
  48244. for (var cam in this.attached) {
  48245. var input = this.attached[cam];
  48246. if (input.getClassName() === inputType) {
  48247. input.detachControl(this.attachedElement);
  48248. input.camera = null;
  48249. delete this.attached[cam];
  48250. this.rebuildInputCheck();
  48251. }
  48252. }
  48253. };
  48254. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48255. var current = this.checkInputs;
  48256. return function () {
  48257. current();
  48258. fn();
  48259. };
  48260. };
  48261. /**
  48262. * Attach the input controls to the currently attached dom element to listen the events from.
  48263. * @param input Defines the input to attach
  48264. */
  48265. CameraInputsManager.prototype.attachInput = function (input) {
  48266. if (this.attachedElement) {
  48267. input.attachControl(this.attachedElement, this.noPreventDefault);
  48268. }
  48269. };
  48270. /**
  48271. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48272. * @param element Defines the dom element to collect the events from
  48273. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48274. */
  48275. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48276. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48277. if (this.attachedElement) {
  48278. return;
  48279. }
  48280. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48281. this.attachedElement = element;
  48282. this.noPreventDefault = noPreventDefault;
  48283. for (var cam in this.attached) {
  48284. this.attached[cam].attachControl(element, noPreventDefault);
  48285. }
  48286. };
  48287. /**
  48288. * Detach the current manager inputs controls from a specific dom element.
  48289. * @param element Defines the dom element to collect the events from
  48290. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48291. */
  48292. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48293. if (disconnect === void 0) { disconnect = false; }
  48294. if (this.attachedElement !== element) {
  48295. return;
  48296. }
  48297. for (var cam in this.attached) {
  48298. this.attached[cam].detachControl(element);
  48299. if (disconnect) {
  48300. this.attached[cam].camera = null;
  48301. }
  48302. }
  48303. this.attachedElement = null;
  48304. };
  48305. /**
  48306. * Rebuild the dynamic inputCheck function from the current list of
  48307. * defined inputs in the manager.
  48308. */
  48309. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48310. this.checkInputs = function () { };
  48311. for (var cam in this.attached) {
  48312. var input = this.attached[cam];
  48313. if (input.checkInputs) {
  48314. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48315. }
  48316. }
  48317. };
  48318. /**
  48319. * Remove all attached input methods from a camera
  48320. */
  48321. CameraInputsManager.prototype.clear = function () {
  48322. if (this.attachedElement) {
  48323. this.detachElement(this.attachedElement, true);
  48324. }
  48325. this.attached = {};
  48326. this.attachedElement = null;
  48327. this.checkInputs = function () { };
  48328. };
  48329. /**
  48330. * Serialize the current input manager attached to a camera.
  48331. * This ensures than once parsed,
  48332. * the input associated to the camera will be identical to the current ones
  48333. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48334. */
  48335. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48336. var inputs = {};
  48337. for (var cam in this.attached) {
  48338. var input = this.attached[cam];
  48339. var res = BABYLON.SerializationHelper.Serialize(input);
  48340. inputs[input.getClassName()] = res;
  48341. }
  48342. serializedCamera.inputsmgr = inputs;
  48343. };
  48344. /**
  48345. * Parses an input manager serialized JSON to restore the previous list of inputs
  48346. * and states associated to a camera.
  48347. * @param parsedCamera Defines the JSON to parse
  48348. */
  48349. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48350. var parsedInputs = parsedCamera.inputsmgr;
  48351. if (parsedInputs) {
  48352. this.clear();
  48353. for (var n in parsedInputs) {
  48354. var construct = BABYLON.CameraInputTypes[n];
  48355. if (construct) {
  48356. var parsedinput = parsedInputs[n];
  48357. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48358. this.add(input);
  48359. }
  48360. }
  48361. }
  48362. else {
  48363. //2016-03-08 this part is for managing backward compatibility
  48364. for (var n in this.attached) {
  48365. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48366. if (construct) {
  48367. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48368. this.remove(this.attached[n]);
  48369. this.add(input);
  48370. }
  48371. }
  48372. }
  48373. };
  48374. return CameraInputsManager;
  48375. }());
  48376. BABYLON.CameraInputsManager = CameraInputsManager;
  48377. })(BABYLON || (BABYLON = {}));
  48378. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48379. var BABYLON;
  48380. (function (BABYLON) {
  48381. /**
  48382. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48383. * This is the base of the follow, arc rotate cameras and Free camera
  48384. * @see http://doc.babylonjs.com/features/cameras
  48385. */
  48386. var TargetCamera = /** @class */ (function (_super) {
  48387. __extends(TargetCamera, _super);
  48388. /**
  48389. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48390. * This is the base of the follow, arc rotate cameras and Free camera
  48391. * @see http://doc.babylonjs.com/features/cameras
  48392. * @param name Defines the name of the camera in the scene
  48393. * @param position Defines the start position of the camera in the scene
  48394. * @param scene Defines the scene the camera belongs to
  48395. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48396. */
  48397. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48398. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48399. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48400. /**
  48401. * Define the current direction the camera is moving to
  48402. */
  48403. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48404. /**
  48405. * Define the current rotation the camera is rotating to
  48406. */
  48407. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48408. /**
  48409. * Define the current rotation of the camera
  48410. */
  48411. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48412. /**
  48413. * Define the current speed of the camera
  48414. */
  48415. _this.speed = 2.0;
  48416. /**
  48417. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48418. * around all axis.
  48419. */
  48420. _this.noRotationConstraint = false;
  48421. /**
  48422. * Define the current target of the camera as an object or a position.
  48423. */
  48424. _this.lockedTarget = null;
  48425. /** @hidden */
  48426. _this._currentTarget = BABYLON.Vector3.Zero();
  48427. /** @hidden */
  48428. _this._viewMatrix = BABYLON.Matrix.Zero();
  48429. /** @hidden */
  48430. _this._camMatrix = BABYLON.Matrix.Zero();
  48431. /** @hidden */
  48432. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48433. /** @hidden */
  48434. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48435. /** @hidden */
  48436. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48437. /** @hidden */
  48438. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48439. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48440. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48441. _this._defaultUp = BABYLON.Vector3.Up();
  48442. _this._cachedRotationZ = 0;
  48443. _this._cachedQuaternionRotationZ = 0;
  48444. return _this;
  48445. }
  48446. /**
  48447. * Gets the position in front of the camera at a given distance.
  48448. * @param distance The distance from the camera we want the position to be
  48449. * @returns the position
  48450. */
  48451. TargetCamera.prototype.getFrontPosition = function (distance) {
  48452. this.getWorldMatrix();
  48453. var direction = this.getTarget().subtract(this.position);
  48454. direction.normalize();
  48455. direction.scaleInPlace(distance);
  48456. return this.globalPosition.add(direction);
  48457. };
  48458. /** @hidden */
  48459. TargetCamera.prototype._getLockedTargetPosition = function () {
  48460. if (!this.lockedTarget) {
  48461. return null;
  48462. }
  48463. if (this.lockedTarget.absolutePosition) {
  48464. this.lockedTarget.computeWorldMatrix();
  48465. }
  48466. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48467. };
  48468. /**
  48469. * Store current camera state of the camera (fov, position, rotation, etc..)
  48470. * @returns the camera
  48471. */
  48472. TargetCamera.prototype.storeState = function () {
  48473. this._storedPosition = this.position.clone();
  48474. this._storedRotation = this.rotation.clone();
  48475. if (this.rotationQuaternion) {
  48476. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48477. }
  48478. return _super.prototype.storeState.call(this);
  48479. };
  48480. /**
  48481. * Restored camera state. You must call storeState() first
  48482. * @returns whether it was successful or not
  48483. * @hidden
  48484. */
  48485. TargetCamera.prototype._restoreStateValues = function () {
  48486. if (!_super.prototype._restoreStateValues.call(this)) {
  48487. return false;
  48488. }
  48489. this.position = this._storedPosition.clone();
  48490. this.rotation = this._storedRotation.clone();
  48491. if (this.rotationQuaternion) {
  48492. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48493. }
  48494. this.cameraDirection.copyFromFloats(0, 0, 0);
  48495. this.cameraRotation.copyFromFloats(0, 0);
  48496. return true;
  48497. };
  48498. /** @hidden */
  48499. TargetCamera.prototype._initCache = function () {
  48500. _super.prototype._initCache.call(this);
  48501. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48502. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48503. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48504. };
  48505. /** @hidden */
  48506. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48507. if (!ignoreParentClass) {
  48508. _super.prototype._updateCache.call(this);
  48509. }
  48510. var lockedTargetPosition = this._getLockedTargetPosition();
  48511. if (!lockedTargetPosition) {
  48512. this._cache.lockedTarget = null;
  48513. }
  48514. else {
  48515. if (!this._cache.lockedTarget) {
  48516. this._cache.lockedTarget = lockedTargetPosition.clone();
  48517. }
  48518. else {
  48519. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48520. }
  48521. }
  48522. this._cache.rotation.copyFrom(this.rotation);
  48523. if (this.rotationQuaternion) {
  48524. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48525. }
  48526. };
  48527. // Synchronized
  48528. /** @hidden */
  48529. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48530. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48531. return false;
  48532. }
  48533. var lockedTargetPosition = this._getLockedTargetPosition();
  48534. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48535. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48536. };
  48537. // Methods
  48538. /** @hidden */
  48539. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48540. var engine = this.getEngine();
  48541. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  48542. };
  48543. // Target
  48544. /** @hidden */
  48545. TargetCamera.prototype.setTarget = function (target) {
  48546. this.upVector.normalize();
  48547. if (this.position.z === target.z) {
  48548. this.position.z += BABYLON.Epsilon;
  48549. }
  48550. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  48551. this._camMatrix.invert();
  48552. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  48553. var vDir = target.subtract(this.position);
  48554. if (vDir.x >= 0.0) {
  48555. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  48556. }
  48557. else {
  48558. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  48559. }
  48560. this.rotation.z = 0;
  48561. if (isNaN(this.rotation.x)) {
  48562. this.rotation.x = 0;
  48563. }
  48564. if (isNaN(this.rotation.y)) {
  48565. this.rotation.y = 0;
  48566. }
  48567. if (isNaN(this.rotation.z)) {
  48568. this.rotation.z = 0;
  48569. }
  48570. if (this.rotationQuaternion) {
  48571. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48572. }
  48573. };
  48574. /**
  48575. * Return the current target position of the camera. This value is expressed in local space.
  48576. * @returns the target position
  48577. */
  48578. TargetCamera.prototype.getTarget = function () {
  48579. return this._currentTarget;
  48580. };
  48581. /** @hidden */
  48582. TargetCamera.prototype._decideIfNeedsToMove = function () {
  48583. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  48584. };
  48585. /** @hidden */
  48586. TargetCamera.prototype._updatePosition = function () {
  48587. if (this.parent) {
  48588. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  48589. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  48590. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  48591. return;
  48592. }
  48593. this.position.addInPlace(this.cameraDirection);
  48594. };
  48595. /** @hidden */
  48596. TargetCamera.prototype._checkInputs = function () {
  48597. var needToMove = this._decideIfNeedsToMove();
  48598. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  48599. // Move
  48600. if (needToMove) {
  48601. this._updatePosition();
  48602. }
  48603. // Rotate
  48604. if (needToRotate) {
  48605. this.rotation.x += this.cameraRotation.x;
  48606. this.rotation.y += this.cameraRotation.y;
  48607. //rotate, if quaternion is set and rotation was used
  48608. if (this.rotationQuaternion) {
  48609. var len = this.rotation.lengthSquared();
  48610. if (len) {
  48611. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  48612. }
  48613. }
  48614. if (!this.noRotationConstraint) {
  48615. var limit = (Math.PI / 2) * 0.95;
  48616. if (this.rotation.x > limit) {
  48617. this.rotation.x = limit;
  48618. }
  48619. if (this.rotation.x < -limit) {
  48620. this.rotation.x = -limit;
  48621. }
  48622. }
  48623. }
  48624. // Inertia
  48625. if (needToMove) {
  48626. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  48627. this.cameraDirection.x = 0;
  48628. }
  48629. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  48630. this.cameraDirection.y = 0;
  48631. }
  48632. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  48633. this.cameraDirection.z = 0;
  48634. }
  48635. this.cameraDirection.scaleInPlace(this.inertia);
  48636. }
  48637. if (needToRotate) {
  48638. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  48639. this.cameraRotation.x = 0;
  48640. }
  48641. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  48642. this.cameraRotation.y = 0;
  48643. }
  48644. this.cameraRotation.scaleInPlace(this.inertia);
  48645. }
  48646. _super.prototype._checkInputs.call(this);
  48647. };
  48648. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  48649. if (this.rotationQuaternion) {
  48650. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  48651. }
  48652. else {
  48653. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  48654. }
  48655. };
  48656. /**
  48657. * 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)
  48658. * @returns the current camera
  48659. */
  48660. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  48661. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  48662. return this;
  48663. };
  48664. /** @hidden */
  48665. TargetCamera.prototype._getViewMatrix = function () {
  48666. if (this.lockedTarget) {
  48667. this.setTarget(this._getLockedTargetPosition());
  48668. }
  48669. // Compute
  48670. this._updateCameraRotationMatrix();
  48671. // Apply the changed rotation to the upVector
  48672. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  48673. this._rotateUpVectorWithCameraRotationMatrix();
  48674. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  48675. }
  48676. else if (this._cachedRotationZ != this.rotation.z) {
  48677. this._rotateUpVectorWithCameraRotationMatrix();
  48678. this._cachedRotationZ = this.rotation.z;
  48679. }
  48680. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  48681. // Computing target and final matrix
  48682. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  48683. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  48684. return this._viewMatrix;
  48685. };
  48686. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  48687. if (this.parent) {
  48688. var parentWorldMatrix = this.parent.getWorldMatrix();
  48689. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  48690. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  48691. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  48692. this._markSyncedWithParent();
  48693. }
  48694. else {
  48695. this._globalPosition.copyFrom(position);
  48696. this._globalCurrentTarget.copyFrom(target);
  48697. this._globalCurrentUpVector.copyFrom(up);
  48698. }
  48699. if (this.getScene().useRightHandedSystem) {
  48700. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48701. }
  48702. else {
  48703. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  48704. }
  48705. };
  48706. /**
  48707. * @hidden
  48708. */
  48709. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  48710. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  48711. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  48712. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  48713. if (!this.rotationQuaternion) {
  48714. this.rotationQuaternion = new BABYLON.Quaternion();
  48715. }
  48716. rigCamera._cameraRigParams = {};
  48717. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  48718. }
  48719. return rigCamera;
  48720. }
  48721. return null;
  48722. };
  48723. /**
  48724. * @hidden
  48725. */
  48726. TargetCamera.prototype._updateRigCameras = function () {
  48727. var camLeft = this._rigCameras[0];
  48728. var camRight = this._rigCameras[1];
  48729. switch (this.cameraRigMode) {
  48730. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  48731. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  48732. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  48733. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  48734. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  48735. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  48736. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  48737. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft.position);
  48738. this._getRigCamPosition(this._cameraRigParams.stereoHalfAngle * rightSign, camRight.position);
  48739. camLeft.setTarget(this.getTarget());
  48740. camRight.setTarget(this.getTarget());
  48741. break;
  48742. case BABYLON.Camera.RIG_MODE_VR:
  48743. if (camLeft.rotationQuaternion) {
  48744. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48745. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48746. }
  48747. else {
  48748. camLeft.rotation.copyFrom(this.rotation);
  48749. camRight.rotation.copyFrom(this.rotation);
  48750. }
  48751. camLeft.position.copyFrom(this.position);
  48752. camRight.position.copyFrom(this.position);
  48753. break;
  48754. }
  48755. _super.prototype._updateRigCameras.call(this);
  48756. };
  48757. TargetCamera.prototype._getRigCamPosition = function (halfSpace, result) {
  48758. if (!this._rigCamTransformMatrix) {
  48759. this._rigCamTransformMatrix = new BABYLON.Matrix();
  48760. }
  48761. var target = this.getTarget();
  48762. BABYLON.Matrix.Translation(-target.x, -target.y, -target.z).multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), this._rigCamTransformMatrix);
  48763. this._rigCamTransformMatrix = this._rigCamTransformMatrix.multiply(BABYLON.Matrix.Translation(target.x, target.y, target.z));
  48764. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this._rigCamTransformMatrix, result);
  48765. };
  48766. /**
  48767. * Gets the current object class name.
  48768. * @return the class name
  48769. */
  48770. TargetCamera.prototype.getClassName = function () {
  48771. return "TargetCamera";
  48772. };
  48773. __decorate([
  48774. BABYLON.serializeAsVector3()
  48775. ], TargetCamera.prototype, "rotation", void 0);
  48776. __decorate([
  48777. BABYLON.serialize()
  48778. ], TargetCamera.prototype, "speed", void 0);
  48779. __decorate([
  48780. BABYLON.serializeAsMeshReference("lockedTargetId")
  48781. ], TargetCamera.prototype, "lockedTarget", void 0);
  48782. return TargetCamera;
  48783. }(BABYLON.Camera));
  48784. BABYLON.TargetCamera = TargetCamera;
  48785. })(BABYLON || (BABYLON = {}));
  48786. //# sourceMappingURL=babylon.targetCamera.js.map
  48787. var BABYLON;
  48788. (function (BABYLON) {
  48789. /**
  48790. * Manage the mouse inputs to control the movement of a free camera.
  48791. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48792. */
  48793. var FreeCameraMouseInput = /** @class */ (function () {
  48794. /**
  48795. * Manage the mouse inputs to control the movement of a free camera.
  48796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48797. * @param touchEnabled Defines if touch is enabled or not
  48798. */
  48799. function FreeCameraMouseInput(
  48800. /**
  48801. * Define if touch is enabled in the mouse input
  48802. */
  48803. touchEnabled) {
  48804. if (touchEnabled === void 0) { touchEnabled = true; }
  48805. this.touchEnabled = touchEnabled;
  48806. /**
  48807. * Defines the buttons associated with the input to handle camera move.
  48808. */
  48809. this.buttons = [0, 1, 2];
  48810. /**
  48811. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  48812. */
  48813. this.angularSensibility = 2000.0;
  48814. this.previousPosition = null;
  48815. }
  48816. /**
  48817. * Attach the input controls to a specific dom element to get the input from.
  48818. * @param element Defines the element the controls should be listened from
  48819. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48820. */
  48821. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  48822. var _this = this;
  48823. var engine = this.camera.getEngine();
  48824. if (!this._pointerInput) {
  48825. this._pointerInput = function (p, s) {
  48826. var evt = p.event;
  48827. if (engine.isInVRExclusivePointerMode) {
  48828. return;
  48829. }
  48830. if (!_this.touchEnabled && evt.pointerType === "touch") {
  48831. return;
  48832. }
  48833. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  48834. return;
  48835. }
  48836. var srcElement = (evt.srcElement || evt.target);
  48837. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  48838. try {
  48839. srcElement.setPointerCapture(evt.pointerId);
  48840. }
  48841. catch (e) {
  48842. //Nothing to do with the error. Execution will continue.
  48843. }
  48844. _this.previousPosition = {
  48845. x: evt.clientX,
  48846. y: evt.clientY
  48847. };
  48848. if (!noPreventDefault) {
  48849. evt.preventDefault();
  48850. element.focus();
  48851. }
  48852. }
  48853. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  48854. try {
  48855. srcElement.releasePointerCapture(evt.pointerId);
  48856. }
  48857. catch (e) {
  48858. //Nothing to do with the error.
  48859. }
  48860. _this.previousPosition = null;
  48861. if (!noPreventDefault) {
  48862. evt.preventDefault();
  48863. }
  48864. }
  48865. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  48866. if (!_this.previousPosition || engine.isPointerLock) {
  48867. return;
  48868. }
  48869. var offsetX = evt.clientX - _this.previousPosition.x;
  48870. if (_this.camera.getScene().useRightHandedSystem) {
  48871. offsetX *= -1;
  48872. }
  48873. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48874. offsetX *= -1;
  48875. }
  48876. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48877. var offsetY = evt.clientY - _this.previousPosition.y;
  48878. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48879. _this.previousPosition = {
  48880. x: evt.clientX,
  48881. y: evt.clientY
  48882. };
  48883. if (!noPreventDefault) {
  48884. evt.preventDefault();
  48885. }
  48886. }
  48887. };
  48888. }
  48889. this._onMouseMove = function (evt) {
  48890. if (!engine.isPointerLock) {
  48891. return;
  48892. }
  48893. if (engine.isInVRExclusivePointerMode) {
  48894. return;
  48895. }
  48896. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  48897. if (_this.camera.getScene().useRightHandedSystem) {
  48898. offsetX *= -1;
  48899. }
  48900. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  48901. offsetX *= -1;
  48902. }
  48903. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  48904. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  48905. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  48906. _this.previousPosition = null;
  48907. if (!noPreventDefault) {
  48908. evt.preventDefault();
  48909. }
  48910. };
  48911. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  48912. element.addEventListener("mousemove", this._onMouseMove, false);
  48913. };
  48914. /**
  48915. * Detach the current controls from the specified dom element.
  48916. * @param element Defines the element to stop listening the inputs from
  48917. */
  48918. FreeCameraMouseInput.prototype.detachControl = function (element) {
  48919. if (this._observer && element) {
  48920. this.camera.getScene().onPointerObservable.remove(this._observer);
  48921. if (this._onMouseMove) {
  48922. element.removeEventListener("mousemove", this._onMouseMove);
  48923. }
  48924. this._observer = null;
  48925. this._onMouseMove = null;
  48926. this.previousPosition = null;
  48927. }
  48928. };
  48929. /**
  48930. * Gets the class name of the current intput.
  48931. * @returns the class name
  48932. */
  48933. FreeCameraMouseInput.prototype.getClassName = function () {
  48934. return "FreeCameraMouseInput";
  48935. };
  48936. /**
  48937. * Get the friendly name associated with the input class.
  48938. * @returns the input friendly name
  48939. */
  48940. FreeCameraMouseInput.prototype.getSimpleName = function () {
  48941. return "mouse";
  48942. };
  48943. __decorate([
  48944. BABYLON.serialize()
  48945. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  48946. __decorate([
  48947. BABYLON.serialize()
  48948. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  48949. return FreeCameraMouseInput;
  48950. }());
  48951. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  48952. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  48953. })(BABYLON || (BABYLON = {}));
  48954. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  48955. var BABYLON;
  48956. (function (BABYLON) {
  48957. /**
  48958. * Manage the keyboard inputs to control the movement of a free camera.
  48959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48960. */
  48961. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  48962. function FreeCameraKeyboardMoveInput() {
  48963. /**
  48964. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  48965. */
  48966. this.keysUp = [38];
  48967. /**
  48968. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  48969. */
  48970. this.keysDown = [40];
  48971. /**
  48972. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  48973. */
  48974. this.keysLeft = [37];
  48975. /**
  48976. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  48977. */
  48978. this.keysRight = [39];
  48979. this._keys = new Array();
  48980. }
  48981. /**
  48982. * Attach the input controls to a specific dom element to get the input from.
  48983. * @param element Defines the element the controls should be listened from
  48984. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48985. */
  48986. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  48987. var _this = this;
  48988. if (this._onCanvasBlurObserver) {
  48989. return;
  48990. }
  48991. this._scene = this.camera.getScene();
  48992. this._engine = this._scene.getEngine();
  48993. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  48994. _this._keys = [];
  48995. });
  48996. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  48997. var evt = info.event;
  48998. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  48999. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49000. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49001. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49002. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49003. var index = _this._keys.indexOf(evt.keyCode);
  49004. if (index === -1) {
  49005. _this._keys.push(evt.keyCode);
  49006. }
  49007. if (!noPreventDefault) {
  49008. evt.preventDefault();
  49009. }
  49010. }
  49011. }
  49012. else {
  49013. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49014. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49015. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49016. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49017. var index = _this._keys.indexOf(evt.keyCode);
  49018. if (index >= 0) {
  49019. _this._keys.splice(index, 1);
  49020. }
  49021. if (!noPreventDefault) {
  49022. evt.preventDefault();
  49023. }
  49024. }
  49025. }
  49026. });
  49027. };
  49028. /**
  49029. * Detach the current controls from the specified dom element.
  49030. * @param element Defines the element to stop listening the inputs from
  49031. */
  49032. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49033. if (this._scene) {
  49034. if (this._onKeyboardObserver) {
  49035. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49036. }
  49037. if (this._onCanvasBlurObserver) {
  49038. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49039. }
  49040. this._onKeyboardObserver = null;
  49041. this._onCanvasBlurObserver = null;
  49042. }
  49043. this._keys = [];
  49044. };
  49045. /**
  49046. * Update the current camera state depending on the inputs that have been used this frame.
  49047. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49048. */
  49049. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49050. if (this._onKeyboardObserver) {
  49051. var camera = this.camera;
  49052. // Keyboard
  49053. for (var index = 0; index < this._keys.length; index++) {
  49054. var keyCode = this._keys[index];
  49055. var speed = camera._computeLocalCameraSpeed();
  49056. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49057. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49058. }
  49059. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49060. camera._localDirection.copyFromFloats(0, 0, speed);
  49061. }
  49062. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49063. camera._localDirection.copyFromFloats(speed, 0, 0);
  49064. }
  49065. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49066. camera._localDirection.copyFromFloats(0, 0, -speed);
  49067. }
  49068. if (camera.getScene().useRightHandedSystem) {
  49069. camera._localDirection.z *= -1;
  49070. }
  49071. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49072. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49073. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49074. }
  49075. }
  49076. };
  49077. /**
  49078. * Gets the class name of the current intput.
  49079. * @returns the class name
  49080. */
  49081. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49082. return "FreeCameraKeyboardMoveInput";
  49083. };
  49084. /** @hidden */
  49085. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49086. this._keys = [];
  49087. };
  49088. /**
  49089. * Get the friendly name associated with the input class.
  49090. * @returns the input friendly name
  49091. */
  49092. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49093. return "keyboard";
  49094. };
  49095. __decorate([
  49096. BABYLON.serialize()
  49097. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49098. __decorate([
  49099. BABYLON.serialize()
  49100. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49101. __decorate([
  49102. BABYLON.serialize()
  49103. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49104. __decorate([
  49105. BABYLON.serialize()
  49106. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49107. return FreeCameraKeyboardMoveInput;
  49108. }());
  49109. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49110. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49111. })(BABYLON || (BABYLON = {}));
  49112. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49113. var BABYLON;
  49114. (function (BABYLON) {
  49115. /**
  49116. * Default Inputs manager for the FreeCamera.
  49117. * It groups all the default supported inputs for ease of use.
  49118. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49119. */
  49120. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49121. __extends(FreeCameraInputsManager, _super);
  49122. /**
  49123. * Instantiates a new FreeCameraInputsManager.
  49124. * @param camera Defines the camera the inputs belong to
  49125. */
  49126. function FreeCameraInputsManager(camera) {
  49127. return _super.call(this, camera) || this;
  49128. }
  49129. /**
  49130. * Add keyboard input support to the input manager.
  49131. * @returns the current input manager
  49132. */
  49133. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49134. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49135. return this;
  49136. };
  49137. /**
  49138. * Add mouse input support to the input manager.
  49139. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49140. * @returns the current input manager
  49141. */
  49142. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49143. if (touchEnabled === void 0) { touchEnabled = true; }
  49144. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49145. return this;
  49146. };
  49147. /**
  49148. * Add orientation input support to the input manager.
  49149. * @returns the current input manager
  49150. */
  49151. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49152. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49153. return this;
  49154. };
  49155. /**
  49156. * Add touch input support to the input manager.
  49157. * @returns the current input manager
  49158. */
  49159. FreeCameraInputsManager.prototype.addTouch = function () {
  49160. this.add(new BABYLON.FreeCameraTouchInput());
  49161. return this;
  49162. };
  49163. /**
  49164. * Add virtual joystick input support to the input manager.
  49165. * @returns the current input manager
  49166. */
  49167. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49168. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49169. return this;
  49170. };
  49171. return FreeCameraInputsManager;
  49172. }(BABYLON.CameraInputsManager));
  49173. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49174. })(BABYLON || (BABYLON = {}));
  49175. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49176. var BABYLON;
  49177. (function (BABYLON) {
  49178. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49179. // Forcing to use the Universal camera
  49180. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49181. });
  49182. /**
  49183. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49184. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49185. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49186. */
  49187. var FreeCamera = /** @class */ (function (_super) {
  49188. __extends(FreeCamera, _super);
  49189. /**
  49190. * Instantiates a Free Camera.
  49191. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  49192. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49193. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49194. * @param name Define the name of the camera in the scene
  49195. * @param position Define the start position of the camera in the scene
  49196. * @param scene Define the scene the camera belongs to
  49197. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49198. */
  49199. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49200. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49201. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49202. /**
  49203. * Define the collision ellipsoid of the camera.
  49204. * This is helpful to simulate a camera body like the player body around the camera
  49205. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49206. */
  49207. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49208. /**
  49209. * Define an offset for the position of the ellipsoid around the camera.
  49210. * This can be helpful to determine the center of the body near the gravity center of the body
  49211. * instead of its head.
  49212. */
  49213. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49214. /**
  49215. * Enable or disable collisions of the camera with the rest of the scene objects.
  49216. */
  49217. _this.checkCollisions = false;
  49218. /**
  49219. * Enable or disable gravity on the camera.
  49220. */
  49221. _this.applyGravity = false;
  49222. _this._needMoveForGravity = false;
  49223. _this._oldPosition = BABYLON.Vector3.Zero();
  49224. _this._diffPosition = BABYLON.Vector3.Zero();
  49225. _this._newPosition = BABYLON.Vector3.Zero();
  49226. // Collisions
  49227. _this._collisionMask = -1;
  49228. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49229. if (collidedMesh === void 0) { collidedMesh = null; }
  49230. //TODO move this to the collision coordinator!
  49231. if (_this.getScene().workerCollisions) {
  49232. newPosition.multiplyInPlace(_this._collider._radius);
  49233. }
  49234. var updatePosition = function (newPos) {
  49235. _this._newPosition.copyFrom(newPos);
  49236. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49237. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49238. _this.position.addInPlace(_this._diffPosition);
  49239. if (_this.onCollide && collidedMesh) {
  49240. _this.onCollide(collidedMesh);
  49241. }
  49242. }
  49243. };
  49244. updatePosition(newPosition);
  49245. };
  49246. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49247. _this.inputs.addKeyboard().addMouse();
  49248. return _this;
  49249. }
  49250. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49251. /**
  49252. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49253. * Higher values reduce sensitivity.
  49254. */
  49255. get: function () {
  49256. var mouse = this.inputs.attached["mouse"];
  49257. if (mouse) {
  49258. return mouse.angularSensibility;
  49259. }
  49260. return 0;
  49261. },
  49262. /**
  49263. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49264. * Higher values reduce sensitivity.
  49265. */
  49266. set: function (value) {
  49267. var mouse = this.inputs.attached["mouse"];
  49268. if (mouse) {
  49269. mouse.angularSensibility = value;
  49270. }
  49271. },
  49272. enumerable: true,
  49273. configurable: true
  49274. });
  49275. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49276. /**
  49277. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49278. */
  49279. get: function () {
  49280. var keyboard = this.inputs.attached["keyboard"];
  49281. if (keyboard) {
  49282. return keyboard.keysUp;
  49283. }
  49284. return [];
  49285. },
  49286. set: function (value) {
  49287. var keyboard = this.inputs.attached["keyboard"];
  49288. if (keyboard) {
  49289. keyboard.keysUp = value;
  49290. }
  49291. },
  49292. enumerable: true,
  49293. configurable: true
  49294. });
  49295. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49296. /**
  49297. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49298. */
  49299. get: function () {
  49300. var keyboard = this.inputs.attached["keyboard"];
  49301. if (keyboard) {
  49302. return keyboard.keysDown;
  49303. }
  49304. return [];
  49305. },
  49306. set: function (value) {
  49307. var keyboard = this.inputs.attached["keyboard"];
  49308. if (keyboard) {
  49309. keyboard.keysDown = value;
  49310. }
  49311. },
  49312. enumerable: true,
  49313. configurable: true
  49314. });
  49315. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49316. /**
  49317. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49318. */
  49319. get: function () {
  49320. var keyboard = this.inputs.attached["keyboard"];
  49321. if (keyboard) {
  49322. return keyboard.keysLeft;
  49323. }
  49324. return [];
  49325. },
  49326. set: function (value) {
  49327. var keyboard = this.inputs.attached["keyboard"];
  49328. if (keyboard) {
  49329. keyboard.keysLeft = value;
  49330. }
  49331. },
  49332. enumerable: true,
  49333. configurable: true
  49334. });
  49335. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49336. /**
  49337. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49338. */
  49339. get: function () {
  49340. var keyboard = this.inputs.attached["keyboard"];
  49341. if (keyboard) {
  49342. return keyboard.keysRight;
  49343. }
  49344. return [];
  49345. },
  49346. set: function (value) {
  49347. var keyboard = this.inputs.attached["keyboard"];
  49348. if (keyboard) {
  49349. keyboard.keysRight = value;
  49350. }
  49351. },
  49352. enumerable: true,
  49353. configurable: true
  49354. });
  49355. /**
  49356. * Attached controls to the current camera.
  49357. * @param element Defines the element the controls should be listened from
  49358. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49359. */
  49360. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49361. this.inputs.attachElement(element, noPreventDefault);
  49362. };
  49363. /**
  49364. * Detach the current controls from the camera.
  49365. * The camera will stop reacting to inputs.
  49366. * @param element Defines the element to stop listening the inputs from
  49367. */
  49368. FreeCamera.prototype.detachControl = function (element) {
  49369. this.inputs.detachElement(element);
  49370. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49371. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49372. };
  49373. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49374. /**
  49375. * Define a collision mask to limit the list of object the camera can collide with
  49376. */
  49377. get: function () {
  49378. return this._collisionMask;
  49379. },
  49380. set: function (mask) {
  49381. this._collisionMask = !isNaN(mask) ? mask : -1;
  49382. },
  49383. enumerable: true,
  49384. configurable: true
  49385. });
  49386. /** @hidden */
  49387. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49388. var globalPosition;
  49389. if (this.parent) {
  49390. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49391. }
  49392. else {
  49393. globalPosition = this.position;
  49394. }
  49395. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49396. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49397. if (!this._collider) {
  49398. this._collider = new BABYLON.Collider();
  49399. }
  49400. this._collider._radius = this.ellipsoid;
  49401. this._collider.collisionMask = this._collisionMask;
  49402. //no need for clone, as long as gravity is not on.
  49403. var actualDisplacement = displacement;
  49404. //add gravity to the direction to prevent the dual-collision checking
  49405. if (this.applyGravity) {
  49406. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49407. actualDisplacement = displacement.add(this.getScene().gravity);
  49408. }
  49409. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49410. };
  49411. /** @hidden */
  49412. FreeCamera.prototype._checkInputs = function () {
  49413. if (!this._localDirection) {
  49414. this._localDirection = BABYLON.Vector3.Zero();
  49415. this._transformedDirection = BABYLON.Vector3.Zero();
  49416. }
  49417. this.inputs.checkInputs();
  49418. _super.prototype._checkInputs.call(this);
  49419. };
  49420. /** @hidden */
  49421. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49422. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49423. };
  49424. /** @hidden */
  49425. FreeCamera.prototype._updatePosition = function () {
  49426. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49427. this._collideWithWorld(this.cameraDirection);
  49428. }
  49429. else {
  49430. _super.prototype._updatePosition.call(this);
  49431. }
  49432. };
  49433. /**
  49434. * Destroy the camera and release the current resources hold by it.
  49435. */
  49436. FreeCamera.prototype.dispose = function () {
  49437. this.inputs.clear();
  49438. _super.prototype.dispose.call(this);
  49439. };
  49440. /**
  49441. * Gets the current object class name.
  49442. * @return the class name
  49443. */
  49444. FreeCamera.prototype.getClassName = function () {
  49445. return "FreeCamera";
  49446. };
  49447. __decorate([
  49448. BABYLON.serializeAsVector3()
  49449. ], FreeCamera.prototype, "ellipsoid", void 0);
  49450. __decorate([
  49451. BABYLON.serializeAsVector3()
  49452. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49453. __decorate([
  49454. BABYLON.serialize()
  49455. ], FreeCamera.prototype, "checkCollisions", void 0);
  49456. __decorate([
  49457. BABYLON.serialize()
  49458. ], FreeCamera.prototype, "applyGravity", void 0);
  49459. return FreeCamera;
  49460. }(BABYLON.TargetCamera));
  49461. BABYLON.FreeCamera = FreeCamera;
  49462. })(BABYLON || (BABYLON = {}));
  49463. //# sourceMappingURL=babylon.freeCamera.js.map
  49464. var BABYLON;
  49465. (function (BABYLON) {
  49466. /**
  49467. * Listen to mouse events to control the camera.
  49468. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49469. */
  49470. var FlyCameraMouseInput = /** @class */ (function () {
  49471. /**
  49472. * Listen to mouse events to control the camera.
  49473. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49474. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49475. */
  49476. function FlyCameraMouseInput(touchEnabled) {
  49477. if (touchEnabled === void 0) { touchEnabled = true; }
  49478. /**
  49479. * Defines the buttons associated with the input to handle camera rotation.
  49480. */
  49481. this.buttons = [0, 1, 2];
  49482. /**
  49483. * Assign buttons for Yaw control.
  49484. */
  49485. this.buttonsYaw = [-1, 0, 1];
  49486. /**
  49487. * Assign buttons for Pitch control.
  49488. */
  49489. this.buttonsPitch = [-1, 0, 1];
  49490. /**
  49491. * Assign buttons for Roll control.
  49492. */
  49493. this.buttonsRoll = [2];
  49494. /**
  49495. * Detect if any button is being pressed while mouse is moved.
  49496. * -1 = Mouse locked.
  49497. * 0 = Left button.
  49498. * 1 = Middle Button.
  49499. * 2 = Right Button.
  49500. */
  49501. this.activeButton = -1;
  49502. /**
  49503. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49504. * Higher values reduce its sensitivity.
  49505. */
  49506. this.angularSensibility = 1000.0;
  49507. this.previousPosition = null;
  49508. }
  49509. /**
  49510. * Attach the mouse control to the HTML DOM element.
  49511. * @param element Defines the element that listens to the input events.
  49512. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49513. */
  49514. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49515. var _this = this;
  49516. this.element = element;
  49517. this.noPreventDefault = noPreventDefault;
  49518. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49519. _this._pointerInput(p, s);
  49520. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49521. // Correct Roll by rate, if enabled.
  49522. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49523. if (_this.camera.rollCorrect) {
  49524. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49525. }
  49526. });
  49527. // Helper function to keep 'this'.
  49528. this._mousemoveCallback = function (e) {
  49529. _this._onMouseMove(e);
  49530. };
  49531. element.addEventListener("mousemove", this._mousemoveCallback, false);
  49532. };
  49533. /**
  49534. * Detach the current controls from the specified dom element.
  49535. * @param element Defines the element to stop listening the inputs from
  49536. */
  49537. FlyCameraMouseInput.prototype.detachControl = function (element) {
  49538. if (this._observer && element) {
  49539. this.camera.getScene().onPointerObservable.remove(this._observer);
  49540. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  49541. if (this._mousemoveCallback) {
  49542. element.removeEventListener("mousemove", this._mousemoveCallback);
  49543. }
  49544. this._observer = null;
  49545. this._rollObserver = null;
  49546. this.previousPosition = null;
  49547. this.noPreventDefault = undefined;
  49548. }
  49549. };
  49550. /**
  49551. * Gets the class name of the current input.
  49552. * @returns the class name.
  49553. */
  49554. FlyCameraMouseInput.prototype.getClassName = function () {
  49555. return "FlyCameraMouseInput";
  49556. };
  49557. /**
  49558. * Get the friendly name associated with the input class.
  49559. * @returns the input's friendly name.
  49560. */
  49561. FlyCameraMouseInput.prototype.getSimpleName = function () {
  49562. return "mouse";
  49563. };
  49564. // Track mouse movement, when the pointer is not locked.
  49565. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  49566. var e = p.event;
  49567. var camera = this.camera;
  49568. var engine = camera.getEngine();
  49569. if (engine.isInVRExclusivePointerMode) {
  49570. return;
  49571. }
  49572. if (!this.touchEnabled && e.pointerType === "touch") {
  49573. return;
  49574. }
  49575. // Mouse is moved but an unknown mouse button is pressed.
  49576. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  49577. return;
  49578. }
  49579. var srcElement = (e.srcElement || e.target);
  49580. // Mouse down.
  49581. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49582. try {
  49583. srcElement.setPointerCapture(e.pointerId);
  49584. }
  49585. catch (e) {
  49586. // Nothing to do with the error. Execution continues.
  49587. }
  49588. this.previousPosition = {
  49589. x: e.clientX,
  49590. y: e.clientY
  49591. };
  49592. this.activeButton = e.button;
  49593. if (!this.noPreventDefault) {
  49594. e.preventDefault();
  49595. this.element.focus();
  49596. }
  49597. }
  49598. else
  49599. // Mouse up.
  49600. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49601. try {
  49602. srcElement.releasePointerCapture(e.pointerId);
  49603. }
  49604. catch (e) {
  49605. // Nothing to do with the error. Execution continues.
  49606. }
  49607. this.activeButton = -1;
  49608. this.previousPosition = null;
  49609. if (!this.noPreventDefault) {
  49610. e.preventDefault();
  49611. }
  49612. }
  49613. else
  49614. // Mouse move.
  49615. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49616. if (!this.previousPosition || engine.isPointerLock) {
  49617. return;
  49618. }
  49619. var offsetX = e.clientX - this.previousPosition.x;
  49620. var offsetY = e.clientY - this.previousPosition.y;
  49621. this.rotateCamera(offsetX, offsetY);
  49622. this.previousPosition = {
  49623. x: e.clientX,
  49624. y: e.clientY
  49625. };
  49626. if (!this.noPreventDefault) {
  49627. e.preventDefault();
  49628. }
  49629. }
  49630. };
  49631. // Track mouse movement, when pointer is locked.
  49632. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  49633. var camera = this.camera;
  49634. var engine = camera.getEngine();
  49635. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  49636. return;
  49637. }
  49638. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  49639. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  49640. this.rotateCamera(offsetX, offsetY);
  49641. this.previousPosition = null;
  49642. if (!this.noPreventDefault) {
  49643. e.preventDefault();
  49644. }
  49645. };
  49646. /**
  49647. * Rotate camera by mouse offset.
  49648. */
  49649. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  49650. var _this = this;
  49651. var camera = this.camera;
  49652. var scene = this.camera.getScene();
  49653. if (scene.useRightHandedSystem) {
  49654. offsetX *= -1;
  49655. }
  49656. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  49657. offsetX *= -1;
  49658. }
  49659. var x = offsetX / this.angularSensibility;
  49660. var y = offsetY / this.angularSensibility;
  49661. // Initialize to current rotation.
  49662. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  49663. var rotationChange;
  49664. // Pitch.
  49665. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  49666. // Apply change in Radians to vector Angle.
  49667. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  49668. // Apply Pitch to quaternion.
  49669. currentRotation.multiplyInPlace(rotationChange);
  49670. }
  49671. // Yaw.
  49672. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  49673. // Apply change in Radians to vector Angle.
  49674. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  49675. // Apply Yaw to quaternion.
  49676. currentRotation.multiplyInPlace(rotationChange);
  49677. // Add Roll, if banked turning is enabled, within Roll limit.
  49678. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  49679. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  49680. var bankingDelta = camera.bankedTurnMultiplier * -x;
  49681. // Apply change in Radians to vector Angle.
  49682. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  49683. // Apply Yaw to quaternion.
  49684. currentRotation.multiplyInPlace(rotationChange);
  49685. }
  49686. }
  49687. // Roll.
  49688. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  49689. // Apply change in Radians to vector Angle.
  49690. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  49691. // Track Rolling.
  49692. camera._trackRoll -= x;
  49693. // Apply Pitch to quaternion.
  49694. currentRotation.multiplyInPlace(rotationChange);
  49695. }
  49696. // Apply rotationQuaternion to Euler camera.rotation.
  49697. currentRotation.toEulerAnglesToRef(camera.rotation);
  49698. };
  49699. __decorate([
  49700. BABYLON.serialize()
  49701. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  49702. __decorate([
  49703. BABYLON.serialize()
  49704. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  49705. return FlyCameraMouseInput;
  49706. }());
  49707. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  49708. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  49709. })(BABYLON || (BABYLON = {}));
  49710. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  49711. var BABYLON;
  49712. (function (BABYLON) {
  49713. /**
  49714. * Listen to keyboard events to control the camera.
  49715. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49716. */
  49717. var FlyCameraKeyboardInput = /** @class */ (function () {
  49718. function FlyCameraKeyboardInput() {
  49719. /**
  49720. * The list of keyboard keys used to control the forward move of the camera.
  49721. */
  49722. this.keysForward = [87];
  49723. /**
  49724. * The list of keyboard keys used to control the backward move of the camera.
  49725. */
  49726. this.keysBackward = [83];
  49727. /**
  49728. * The list of keyboard keys used to control the forward move of the camera.
  49729. */
  49730. this.keysUp = [69];
  49731. /**
  49732. * The list of keyboard keys used to control the backward move of the camera.
  49733. */
  49734. this.keysDown = [81];
  49735. /**
  49736. * The list of keyboard keys used to control the right strafe move of the camera.
  49737. */
  49738. this.keysRight = [68];
  49739. /**
  49740. * The list of keyboard keys used to control the left strafe move of the camera.
  49741. */
  49742. this.keysLeft = [65];
  49743. this._keys = new Array();
  49744. }
  49745. /**
  49746. * Attach the input controls to a specific dom element to get the input from.
  49747. * @param element Defines the element the controls should be listened from
  49748. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49749. */
  49750. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  49751. var _this = this;
  49752. if (this._onCanvasBlurObserver) {
  49753. return;
  49754. }
  49755. this._scene = this.camera.getScene();
  49756. this._engine = this._scene.getEngine();
  49757. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49758. _this._keys = [];
  49759. });
  49760. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49761. var evt = info.event;
  49762. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49763. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49764. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49765. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49766. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49767. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49768. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49769. var index = _this._keys.indexOf(evt.keyCode);
  49770. if (index === -1) {
  49771. _this._keys.push(evt.keyCode);
  49772. }
  49773. if (!noPreventDefault) {
  49774. evt.preventDefault();
  49775. }
  49776. }
  49777. }
  49778. else {
  49779. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  49780. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  49781. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49782. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49783. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49784. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49785. var index = _this._keys.indexOf(evt.keyCode);
  49786. if (index >= 0) {
  49787. _this._keys.splice(index, 1);
  49788. }
  49789. if (!noPreventDefault) {
  49790. evt.preventDefault();
  49791. }
  49792. }
  49793. }
  49794. });
  49795. };
  49796. /**
  49797. * Detach the current controls from the specified dom element.
  49798. * @param element Defines the element to stop listening the inputs from
  49799. */
  49800. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  49801. if (this._scene) {
  49802. if (this._onKeyboardObserver) {
  49803. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49804. }
  49805. if (this._onCanvasBlurObserver) {
  49806. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49807. }
  49808. this._onKeyboardObserver = null;
  49809. this._onCanvasBlurObserver = null;
  49810. }
  49811. this._keys = [];
  49812. };
  49813. /**
  49814. * Gets the class name of the current intput.
  49815. * @returns the class name
  49816. */
  49817. FlyCameraKeyboardInput.prototype.getClassName = function () {
  49818. return "FlyCameraKeyboardInput";
  49819. };
  49820. /** @hidden */
  49821. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  49822. this._keys = [];
  49823. };
  49824. /**
  49825. * Get the friendly name associated with the input class.
  49826. * @returns the input friendly name
  49827. */
  49828. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  49829. return "keyboard";
  49830. };
  49831. /**
  49832. * Update the current camera state depending on the inputs that have been used this frame.
  49833. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49834. */
  49835. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  49836. if (this._onKeyboardObserver) {
  49837. var camera = this.camera;
  49838. // Keyboard
  49839. for (var index = 0; index < this._keys.length; index++) {
  49840. var keyCode = this._keys[index];
  49841. var speed = camera._computeLocalCameraSpeed();
  49842. if (this.keysForward.indexOf(keyCode) !== -1) {
  49843. camera._localDirection.copyFromFloats(0, 0, speed);
  49844. }
  49845. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  49846. camera._localDirection.copyFromFloats(0, 0, -speed);
  49847. }
  49848. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49849. camera._localDirection.copyFromFloats(0, speed, 0);
  49850. }
  49851. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49852. camera._localDirection.copyFromFloats(0, -speed, 0);
  49853. }
  49854. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49855. camera._localDirection.copyFromFloats(speed, 0, 0);
  49856. }
  49857. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  49858. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49859. }
  49860. if (camera.getScene().useRightHandedSystem) {
  49861. camera._localDirection.z *= -1;
  49862. }
  49863. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49864. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49865. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49866. }
  49867. }
  49868. };
  49869. __decorate([
  49870. BABYLON.serialize()
  49871. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  49872. __decorate([
  49873. BABYLON.serialize()
  49874. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  49875. __decorate([
  49876. BABYLON.serialize()
  49877. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  49878. __decorate([
  49879. BABYLON.serialize()
  49880. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  49881. __decorate([
  49882. BABYLON.serialize()
  49883. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  49884. __decorate([
  49885. BABYLON.serialize()
  49886. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  49887. return FlyCameraKeyboardInput;
  49888. }());
  49889. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  49890. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  49891. })(BABYLON || (BABYLON = {}));
  49892. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  49893. var BABYLON;
  49894. (function (BABYLON) {
  49895. /**
  49896. * Default Inputs manager for the FlyCamera.
  49897. * It groups all the default supported inputs for ease of use.
  49898. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49899. */
  49900. var FlyCameraInputsManager = /** @class */ (function (_super) {
  49901. __extends(FlyCameraInputsManager, _super);
  49902. /**
  49903. * Instantiates a new FlyCameraInputsManager.
  49904. * @param camera Defines the camera the inputs belong to.
  49905. */
  49906. function FlyCameraInputsManager(camera) {
  49907. return _super.call(this, camera) || this;
  49908. }
  49909. /**
  49910. * Add keyboard input support to the input manager.
  49911. * @returns the new FlyCameraKeyboardMoveInput().
  49912. */
  49913. FlyCameraInputsManager.prototype.addKeyboard = function () {
  49914. this.add(new BABYLON.FlyCameraKeyboardInput());
  49915. return this;
  49916. };
  49917. /**
  49918. * Add mouse input support to the input manager.
  49919. * @param touchEnabled Enable touch screen support.
  49920. * @returns the new FlyCameraMouseInput().
  49921. */
  49922. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49923. if (touchEnabled === void 0) { touchEnabled = true; }
  49924. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  49925. return this;
  49926. };
  49927. return FlyCameraInputsManager;
  49928. }(BABYLON.CameraInputsManager));
  49929. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  49930. })(BABYLON || (BABYLON = {}));
  49931. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  49932. var BABYLON;
  49933. (function (BABYLON) {
  49934. /**
  49935. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49936. * such as in a 3D Space Shooter or a Flight Simulator.
  49937. */
  49938. var FlyCamera = /** @class */ (function (_super) {
  49939. __extends(FlyCamera, _super);
  49940. /**
  49941. * Instantiates a FlyCamera.
  49942. * This is a flying camera, designed for 3D movement and rotation in all directions,
  49943. * such as in a 3D Space Shooter or a Flight Simulator.
  49944. * @param name Define the name of the camera in the scene.
  49945. * @param position Define the starting position of the camera in the scene.
  49946. * @param scene Define the scene the camera belongs to.
  49947. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  49948. */
  49949. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49950. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49951. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49952. /**
  49953. * Define the collision ellipsoid of the camera.
  49954. * This is helpful for simulating a camera body, like a player's body.
  49955. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49956. */
  49957. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  49958. /**
  49959. * Define an offset for the position of the ellipsoid around the camera.
  49960. * This can be helpful if the camera is attached away from the player's body center,
  49961. * such as at its head.
  49962. */
  49963. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49964. /**
  49965. * Enable or disable collisions of the camera with the rest of the scene objects.
  49966. */
  49967. _this.checkCollisions = false;
  49968. /**
  49969. * Enable or disable gravity on the camera.
  49970. */
  49971. _this.applyGravity = false;
  49972. /**
  49973. * Define the current direction the camera is moving to.
  49974. */
  49975. _this.cameraDirection = BABYLON.Vector3.Zero();
  49976. /**
  49977. * Track Roll to maintain the wanted Rolling when looking around.
  49978. */
  49979. _this._trackRoll = 0;
  49980. /**
  49981. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  49982. */
  49983. _this.rollCorrect = 100;
  49984. /**
  49985. * Mimic a banked turn, Rolling the camera when Yawing.
  49986. * It's recommended to use rollCorrect = 10 for faster banking correction.
  49987. */
  49988. _this.bankedTurn = false;
  49989. /**
  49990. * Limit in radians for how much Roll banking will add. (Default: 90°)
  49991. */
  49992. _this.bankedTurnLimit = Math.PI / 2;
  49993. /**
  49994. * Value of 0 disables the banked Roll.
  49995. * Value of 1 is equal to the Yaw angle in radians.
  49996. */
  49997. _this.bankedTurnMultiplier = 1;
  49998. _this._needMoveForGravity = false;
  49999. _this._oldPosition = BABYLON.Vector3.Zero();
  50000. _this._diffPosition = BABYLON.Vector3.Zero();
  50001. _this._newPosition = BABYLON.Vector3.Zero();
  50002. // Collisions.
  50003. _this._collisionMask = -1;
  50004. /** @hidden */
  50005. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50006. if (collidedMesh === void 0) { collidedMesh = null; }
  50007. // TODO Move this to the collision coordinator!
  50008. if (_this.getScene().workerCollisions) {
  50009. newPosition.multiplyInPlace(_this._collider._radius);
  50010. }
  50011. var updatePosition = function (newPos) {
  50012. _this._newPosition.copyFrom(newPos);
  50013. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50014. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50015. _this.position.addInPlace(_this._diffPosition);
  50016. if (_this.onCollide && collidedMesh) {
  50017. _this.onCollide(collidedMesh);
  50018. }
  50019. }
  50020. };
  50021. updatePosition(newPosition);
  50022. };
  50023. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50024. _this.inputs.addKeyboard().addMouse();
  50025. return _this;
  50026. }
  50027. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50028. /**
  50029. * Gets the input sensibility for mouse input.
  50030. * Higher values reduce sensitivity.
  50031. */
  50032. get: function () {
  50033. var mouse = this.inputs.attached["mouse"];
  50034. if (mouse) {
  50035. return mouse.angularSensibility;
  50036. }
  50037. return 0;
  50038. },
  50039. /**
  50040. * Sets the input sensibility for a mouse input.
  50041. * Higher values reduce sensitivity.
  50042. */
  50043. set: function (value) {
  50044. var mouse = this.inputs.attached["mouse"];
  50045. if (mouse) {
  50046. mouse.angularSensibility = value;
  50047. }
  50048. },
  50049. enumerable: true,
  50050. configurable: true
  50051. });
  50052. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50053. /**
  50054. * Get the keys for camera movement forward.
  50055. */
  50056. get: function () {
  50057. var keyboard = this.inputs.attached["keyboard"];
  50058. if (keyboard) {
  50059. return keyboard.keysForward;
  50060. }
  50061. return [];
  50062. },
  50063. /**
  50064. * Set the keys for camera movement forward.
  50065. */
  50066. set: function (value) {
  50067. var keyboard = this.inputs.attached["keyboard"];
  50068. if (keyboard) {
  50069. keyboard.keysForward = value;
  50070. }
  50071. },
  50072. enumerable: true,
  50073. configurable: true
  50074. });
  50075. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50076. /**
  50077. * Get the keys for camera movement backward.
  50078. */
  50079. get: function () {
  50080. var keyboard = this.inputs.attached["keyboard"];
  50081. if (keyboard) {
  50082. return keyboard.keysBackward;
  50083. }
  50084. return [];
  50085. },
  50086. set: function (value) {
  50087. var keyboard = this.inputs.attached["keyboard"];
  50088. if (keyboard) {
  50089. keyboard.keysBackward = value;
  50090. }
  50091. },
  50092. enumerable: true,
  50093. configurable: true
  50094. });
  50095. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50096. /**
  50097. * Get the keys for camera movement up.
  50098. */
  50099. get: function () {
  50100. var keyboard = this.inputs.attached["keyboard"];
  50101. if (keyboard) {
  50102. return keyboard.keysUp;
  50103. }
  50104. return [];
  50105. },
  50106. /**
  50107. * Set the keys for camera movement up.
  50108. */
  50109. set: function (value) {
  50110. var keyboard = this.inputs.attached["keyboard"];
  50111. if (keyboard) {
  50112. keyboard.keysUp = value;
  50113. }
  50114. },
  50115. enumerable: true,
  50116. configurable: true
  50117. });
  50118. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50119. /**
  50120. * Get the keys for camera movement down.
  50121. */
  50122. get: function () {
  50123. var keyboard = this.inputs.attached["keyboard"];
  50124. if (keyboard) {
  50125. return keyboard.keysDown;
  50126. }
  50127. return [];
  50128. },
  50129. /**
  50130. * Set the keys for camera movement down.
  50131. */
  50132. set: function (value) {
  50133. var keyboard = this.inputs.attached["keyboard"];
  50134. if (keyboard) {
  50135. keyboard.keysDown = value;
  50136. }
  50137. },
  50138. enumerable: true,
  50139. configurable: true
  50140. });
  50141. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50142. /**
  50143. * Get the keys for camera movement left.
  50144. */
  50145. get: function () {
  50146. var keyboard = this.inputs.attached["keyboard"];
  50147. if (keyboard) {
  50148. return keyboard.keysLeft;
  50149. }
  50150. return [];
  50151. },
  50152. /**
  50153. * Set the keys for camera movement left.
  50154. */
  50155. set: function (value) {
  50156. var keyboard = this.inputs.attached["keyboard"];
  50157. if (keyboard) {
  50158. keyboard.keysLeft = value;
  50159. }
  50160. },
  50161. enumerable: true,
  50162. configurable: true
  50163. });
  50164. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50165. /**
  50166. * Set the keys for camera movement right.
  50167. */
  50168. get: function () {
  50169. var keyboard = this.inputs.attached["keyboard"];
  50170. if (keyboard) {
  50171. return keyboard.keysRight;
  50172. }
  50173. return [];
  50174. },
  50175. /**
  50176. * Set the keys for camera movement right.
  50177. */
  50178. set: function (value) {
  50179. var keyboard = this.inputs.attached["keyboard"];
  50180. if (keyboard) {
  50181. keyboard.keysRight = value;
  50182. }
  50183. },
  50184. enumerable: true,
  50185. configurable: true
  50186. });
  50187. /**
  50188. * Attach a control to the HTML DOM element.
  50189. * @param element Defines the element that listens to the input events.
  50190. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50191. */
  50192. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50193. this.inputs.attachElement(element, noPreventDefault);
  50194. };
  50195. /**
  50196. * Detach a control from the HTML DOM element.
  50197. * The camera will stop reacting to that input.
  50198. * @param element Defines the element that listens to the input events.
  50199. */
  50200. FlyCamera.prototype.detachControl = function (element) {
  50201. this.inputs.detachElement(element);
  50202. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50203. };
  50204. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50205. /**
  50206. * Get the mask that the camera ignores in collision events.
  50207. */
  50208. get: function () {
  50209. return this._collisionMask;
  50210. },
  50211. /**
  50212. * Set the mask that the camera ignores in collision events.
  50213. */
  50214. set: function (mask) {
  50215. this._collisionMask = !isNaN(mask) ? mask : -1;
  50216. },
  50217. enumerable: true,
  50218. configurable: true
  50219. });
  50220. /** @hidden */
  50221. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50222. var globalPosition;
  50223. if (this.parent) {
  50224. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50225. }
  50226. else {
  50227. globalPosition = this.position;
  50228. }
  50229. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50230. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50231. if (!this._collider) {
  50232. this._collider = new BABYLON.Collider();
  50233. }
  50234. this._collider._radius = this.ellipsoid;
  50235. this._collider.collisionMask = this._collisionMask;
  50236. // No need for clone, as long as gravity is not on.
  50237. var actualDisplacement = displacement;
  50238. // Add gravity to direction to prevent dual-collision checking.
  50239. if (this.applyGravity) {
  50240. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50241. actualDisplacement = displacement.add(this.getScene().gravity);
  50242. }
  50243. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50244. };
  50245. /** @hidden */
  50246. FlyCamera.prototype._checkInputs = function () {
  50247. if (!this._localDirection) {
  50248. this._localDirection = BABYLON.Vector3.Zero();
  50249. this._transformedDirection = BABYLON.Vector3.Zero();
  50250. }
  50251. this.inputs.checkInputs();
  50252. _super.prototype._checkInputs.call(this);
  50253. };
  50254. /** @hidden */
  50255. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50256. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50257. };
  50258. /** @hidden */
  50259. FlyCamera.prototype._updatePosition = function () {
  50260. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50261. this._collideWithWorld(this.cameraDirection);
  50262. }
  50263. else {
  50264. _super.prototype._updatePosition.call(this);
  50265. }
  50266. };
  50267. /**
  50268. * Restore the Roll to its target value at the rate specified.
  50269. * @param rate - Higher means slower restoring.
  50270. * @hidden
  50271. */
  50272. FlyCamera.prototype.restoreRoll = function (rate) {
  50273. var limit = this._trackRoll; // Target Roll.
  50274. var z = this.rotation.z; // Current Roll.
  50275. var delta = limit - z; // Difference in Roll.
  50276. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50277. // If the difference is noticable, restore the Roll.
  50278. if (Math.abs(delta) >= minRad) {
  50279. // Change Z rotation towards the target Roll.
  50280. this.rotation.z += delta / rate;
  50281. // Match when near enough.
  50282. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50283. this.rotation.z = limit;
  50284. }
  50285. }
  50286. };
  50287. /**
  50288. * Destroy the camera and release the current resources held by it.
  50289. */
  50290. FlyCamera.prototype.dispose = function () {
  50291. this.inputs.clear();
  50292. _super.prototype.dispose.call(this);
  50293. };
  50294. /**
  50295. * Get the current object class name.
  50296. * @returns the class name.
  50297. */
  50298. FlyCamera.prototype.getClassName = function () {
  50299. return "FlyCamera";
  50300. };
  50301. __decorate([
  50302. BABYLON.serializeAsVector3()
  50303. ], FlyCamera.prototype, "ellipsoid", void 0);
  50304. __decorate([
  50305. BABYLON.serializeAsVector3()
  50306. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50307. __decorate([
  50308. BABYLON.serialize()
  50309. ], FlyCamera.prototype, "checkCollisions", void 0);
  50310. __decorate([
  50311. BABYLON.serialize()
  50312. ], FlyCamera.prototype, "applyGravity", void 0);
  50313. return FlyCamera;
  50314. }(BABYLON.TargetCamera));
  50315. BABYLON.FlyCamera = FlyCamera;
  50316. })(BABYLON || (BABYLON = {}));
  50317. //# sourceMappingURL=babylon.flyCamera.js.map
  50318. var BABYLON;
  50319. (function (BABYLON) {
  50320. /**
  50321. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50322. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50323. */
  50324. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50325. function ArcRotateCameraKeyboardMoveInput() {
  50326. /**
  50327. * Defines the list of key codes associated with the up action (increase alpha)
  50328. */
  50329. this.keysUp = [38];
  50330. /**
  50331. * Defines the list of key codes associated with the down action (decrease alpha)
  50332. */
  50333. this.keysDown = [40];
  50334. /**
  50335. * Defines the list of key codes associated with the left action (increase beta)
  50336. */
  50337. this.keysLeft = [37];
  50338. /**
  50339. * Defines the list of key codes associated with the right action (decrease beta)
  50340. */
  50341. this.keysRight = [39];
  50342. /**
  50343. * Defines the list of key codes associated with the reset action.
  50344. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50345. */
  50346. this.keysReset = [220];
  50347. /**
  50348. * Defines the panning sensibility of the inputs.
  50349. * (How fast is the camera paning)
  50350. */
  50351. this.panningSensibility = 50.0;
  50352. /**
  50353. * Defines the zooming sensibility of the inputs.
  50354. * (How fast is the camera zooming)
  50355. */
  50356. this.zoomingSensibility = 25.0;
  50357. /**
  50358. * Defines wether maintaining the alt key down switch the movement mode from
  50359. * orientation to zoom.
  50360. */
  50361. this.useAltToZoom = true;
  50362. /**
  50363. * Rotation speed of the camera
  50364. */
  50365. this.angularSpeed = 0.01;
  50366. this._keys = new Array();
  50367. }
  50368. /**
  50369. * Attach the input controls to a specific dom element to get the input from.
  50370. * @param element Defines the element the controls should be listened from
  50371. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50372. */
  50373. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50374. var _this = this;
  50375. if (this._onCanvasBlurObserver) {
  50376. return;
  50377. }
  50378. this._scene = this.camera.getScene();
  50379. this._engine = this._scene.getEngine();
  50380. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50381. _this._keys = [];
  50382. });
  50383. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50384. var evt = info.event;
  50385. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50386. _this._ctrlPressed = evt.ctrlKey;
  50387. _this._altPressed = evt.altKey;
  50388. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50389. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50390. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50391. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50392. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50393. var index = _this._keys.indexOf(evt.keyCode);
  50394. if (index === -1) {
  50395. _this._keys.push(evt.keyCode);
  50396. }
  50397. if (evt.preventDefault) {
  50398. if (!noPreventDefault) {
  50399. evt.preventDefault();
  50400. }
  50401. }
  50402. }
  50403. }
  50404. else {
  50405. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50406. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50407. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50408. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50409. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50410. var index = _this._keys.indexOf(evt.keyCode);
  50411. if (index >= 0) {
  50412. _this._keys.splice(index, 1);
  50413. }
  50414. if (evt.preventDefault) {
  50415. if (!noPreventDefault) {
  50416. evt.preventDefault();
  50417. }
  50418. }
  50419. }
  50420. }
  50421. });
  50422. };
  50423. /**
  50424. * Detach the current controls from the specified dom element.
  50425. * @param element Defines the element to stop listening the inputs from
  50426. */
  50427. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50428. if (this._scene) {
  50429. if (this._onKeyboardObserver) {
  50430. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50431. }
  50432. if (this._onCanvasBlurObserver) {
  50433. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50434. }
  50435. this._onKeyboardObserver = null;
  50436. this._onCanvasBlurObserver = null;
  50437. }
  50438. this._keys = [];
  50439. };
  50440. /**
  50441. * Update the current camera state depending on the inputs that have been used this frame.
  50442. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50443. */
  50444. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50445. if (this._onKeyboardObserver) {
  50446. var camera = this.camera;
  50447. for (var index = 0; index < this._keys.length; index++) {
  50448. var keyCode = this._keys[index];
  50449. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50450. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50451. camera.inertialPanningX -= 1 / this.panningSensibility;
  50452. }
  50453. else {
  50454. camera.inertialAlphaOffset -= this.angularSpeed;
  50455. }
  50456. }
  50457. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50458. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50459. camera.inertialPanningY += 1 / this.panningSensibility;
  50460. }
  50461. else if (this._altPressed && this.useAltToZoom) {
  50462. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50463. }
  50464. else {
  50465. camera.inertialBetaOffset -= this.angularSpeed;
  50466. }
  50467. }
  50468. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50469. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50470. camera.inertialPanningX += 1 / this.panningSensibility;
  50471. }
  50472. else {
  50473. camera.inertialAlphaOffset += this.angularSpeed;
  50474. }
  50475. }
  50476. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50477. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50478. camera.inertialPanningY -= 1 / this.panningSensibility;
  50479. }
  50480. else if (this._altPressed && this.useAltToZoom) {
  50481. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50482. }
  50483. else {
  50484. camera.inertialBetaOffset += this.angularSpeed;
  50485. }
  50486. }
  50487. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50488. if (camera.useInputToRestoreState) {
  50489. camera.restoreState();
  50490. }
  50491. }
  50492. }
  50493. }
  50494. };
  50495. /**
  50496. * Gets the class name of the current intput.
  50497. * @returns the class name
  50498. */
  50499. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50500. return "ArcRotateCameraKeyboardMoveInput";
  50501. };
  50502. /**
  50503. * Get the friendly name associated with the input class.
  50504. * @returns the input friendly name
  50505. */
  50506. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50507. return "keyboard";
  50508. };
  50509. __decorate([
  50510. BABYLON.serialize()
  50511. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50512. __decorate([
  50513. BABYLON.serialize()
  50514. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50515. __decorate([
  50516. BABYLON.serialize()
  50517. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50518. __decorate([
  50519. BABYLON.serialize()
  50520. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50521. __decorate([
  50522. BABYLON.serialize()
  50523. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50524. __decorate([
  50525. BABYLON.serialize()
  50526. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  50527. __decorate([
  50528. BABYLON.serialize()
  50529. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  50530. __decorate([
  50531. BABYLON.serialize()
  50532. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  50533. __decorate([
  50534. BABYLON.serialize()
  50535. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  50536. return ArcRotateCameraKeyboardMoveInput;
  50537. }());
  50538. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  50539. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  50540. })(BABYLON || (BABYLON = {}));
  50541. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  50542. var BABYLON;
  50543. (function (BABYLON) {
  50544. /**
  50545. * Manage the mouse wheel inputs to control an arc rotate camera.
  50546. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50547. */
  50548. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  50549. function ArcRotateCameraMouseWheelInput() {
  50550. /**
  50551. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  50552. */
  50553. this.wheelPrecision = 3.0;
  50554. /**
  50555. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  50556. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  50557. */
  50558. this.wheelDeltaPercentage = 0;
  50559. }
  50560. /**
  50561. * Attach the input controls to a specific dom element to get the input from.
  50562. * @param element Defines the element the controls should be listened from
  50563. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50564. */
  50565. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  50566. var _this = this;
  50567. this._wheel = function (p, s) {
  50568. //sanity check - this should be a PointerWheel event.
  50569. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  50570. return;
  50571. }
  50572. var event = p.event;
  50573. var delta = 0;
  50574. if (event.wheelDelta) {
  50575. if (_this.wheelDeltaPercentage) {
  50576. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  50577. if (event.wheelDelta > 0) {
  50578. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  50579. }
  50580. else {
  50581. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  50582. }
  50583. }
  50584. else {
  50585. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  50586. }
  50587. }
  50588. else {
  50589. var deltaValue = event.deltaY || event.detail;
  50590. delta = -deltaValue / _this.wheelPrecision;
  50591. }
  50592. if (delta) {
  50593. _this.camera.inertialRadiusOffset += delta;
  50594. }
  50595. if (event.preventDefault) {
  50596. if (!noPreventDefault) {
  50597. event.preventDefault();
  50598. }
  50599. }
  50600. };
  50601. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  50602. };
  50603. /**
  50604. * Detach the current controls from the specified dom element.
  50605. * @param element Defines the element to stop listening the inputs from
  50606. */
  50607. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  50608. if (this._observer && element) {
  50609. this.camera.getScene().onPointerObservable.remove(this._observer);
  50610. this._observer = null;
  50611. this._wheel = null;
  50612. }
  50613. };
  50614. /**
  50615. * Gets the class name of the current intput.
  50616. * @returns the class name
  50617. */
  50618. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  50619. return "ArcRotateCameraMouseWheelInput";
  50620. };
  50621. /**
  50622. * Get the friendly name associated with the input class.
  50623. * @returns the input friendly name
  50624. */
  50625. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  50626. return "mousewheel";
  50627. };
  50628. __decorate([
  50629. BABYLON.serialize()
  50630. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  50631. __decorate([
  50632. BABYLON.serialize()
  50633. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  50634. return ArcRotateCameraMouseWheelInput;
  50635. }());
  50636. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  50637. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  50638. })(BABYLON || (BABYLON = {}));
  50639. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  50640. var BABYLON;
  50641. (function (BABYLON) {
  50642. /**
  50643. * Manage the pointers inputs to control an arc rotate camera.
  50644. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50645. */
  50646. var ArcRotateCameraPointersInput = /** @class */ (function () {
  50647. function ArcRotateCameraPointersInput() {
  50648. /**
  50649. * Defines the buttons associated with the input to handle camera move.
  50650. */
  50651. this.buttons = [0, 1, 2];
  50652. /**
  50653. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  50654. */
  50655. this.angularSensibilityX = 1000.0;
  50656. /**
  50657. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  50658. */
  50659. this.angularSensibilityY = 1000.0;
  50660. /**
  50661. * Defines the pointer pinch precision or how fast is the camera zooming.
  50662. */
  50663. this.pinchPrecision = 12.0;
  50664. /**
  50665. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  50666. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  50667. */
  50668. this.pinchDeltaPercentage = 0;
  50669. /**
  50670. * Defines the pointer panning sensibility or how fast is the camera moving.
  50671. */
  50672. this.panningSensibility = 1000.0;
  50673. /**
  50674. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  50675. */
  50676. this.multiTouchPanning = true;
  50677. /**
  50678. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  50679. */
  50680. this.multiTouchPanAndZoom = true;
  50681. /**
  50682. * Revers pinch action direction.
  50683. */
  50684. this.pinchInwards = true;
  50685. this._isPanClick = false;
  50686. }
  50687. /**
  50688. * Attach the input controls to a specific dom element to get the input from.
  50689. * @param element Defines the element the controls should be listened from
  50690. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50691. */
  50692. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  50693. var _this = this;
  50694. var engine = this.camera.getEngine();
  50695. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  50696. var pointA = null;
  50697. var pointB = null;
  50698. var previousPinchSquaredDistance = 0;
  50699. var initialDistance = 0;
  50700. var twoFingerActivityCount = 0;
  50701. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  50702. this._pointerInput = function (p, s) {
  50703. var evt = p.event;
  50704. var isTouch = p.event.pointerType === "touch";
  50705. if (engine.isInVRExclusivePointerMode) {
  50706. return;
  50707. }
  50708. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  50709. return;
  50710. }
  50711. var srcElement = (evt.srcElement || evt.target);
  50712. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50713. try {
  50714. srcElement.setPointerCapture(evt.pointerId);
  50715. }
  50716. catch (e) {
  50717. //Nothing to do with the error. Execution will continue.
  50718. }
  50719. // Manage panning with pan button click
  50720. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  50721. // manage pointers
  50722. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  50723. if (pointA === null) {
  50724. pointA = cacheSoloPointer;
  50725. }
  50726. else if (pointB === null) {
  50727. pointB = cacheSoloPointer;
  50728. }
  50729. if (!noPreventDefault) {
  50730. evt.preventDefault();
  50731. element.focus();
  50732. }
  50733. }
  50734. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  50735. if (_this.camera.useInputToRestoreState) {
  50736. _this.camera.restoreState();
  50737. }
  50738. }
  50739. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50740. try {
  50741. srcElement.releasePointerCapture(evt.pointerId);
  50742. }
  50743. catch (e) {
  50744. //Nothing to do with the error.
  50745. }
  50746. cacheSoloPointer = null;
  50747. previousPinchSquaredDistance = 0;
  50748. previousMultiTouchPanPosition.isPaning = false;
  50749. previousMultiTouchPanPosition.isPinching = false;
  50750. twoFingerActivityCount = 0;
  50751. initialDistance = 0;
  50752. if (!isTouch) {
  50753. pointB = null; // Mouse and pen are mono pointer
  50754. }
  50755. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  50756. //but emptying completly pointers collection is required to fix a bug on iPhone :
  50757. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  50758. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  50759. if (engine._badOS) {
  50760. pointA = pointB = null;
  50761. }
  50762. else {
  50763. //only remove the impacted pointer in case of multitouch allowing on most
  50764. //platforms switching from rotate to zoom and pan seamlessly.
  50765. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  50766. pointA = pointB;
  50767. pointB = null;
  50768. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50769. }
  50770. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  50771. pointB = null;
  50772. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  50773. }
  50774. else {
  50775. pointA = pointB = null;
  50776. }
  50777. }
  50778. if (!noPreventDefault) {
  50779. evt.preventDefault();
  50780. }
  50781. }
  50782. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50783. if (!noPreventDefault) {
  50784. evt.preventDefault();
  50785. }
  50786. // One button down
  50787. if (pointA && pointB === null && cacheSoloPointer) {
  50788. if (_this.panningSensibility !== 0 &&
  50789. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  50790. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  50791. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  50792. }
  50793. else {
  50794. var offsetX = evt.clientX - cacheSoloPointer.x;
  50795. var offsetY = evt.clientY - cacheSoloPointer.y;
  50796. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50797. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50798. }
  50799. cacheSoloPointer.x = evt.clientX;
  50800. cacheSoloPointer.y = evt.clientY;
  50801. }
  50802. // Two buttons down: pinch/pan
  50803. else if (pointA && pointB) {
  50804. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  50805. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  50806. ed.x = evt.clientX;
  50807. ed.y = evt.clientY;
  50808. var direction = _this.pinchInwards ? 1 : -1;
  50809. var distX = pointA.x - pointB.x;
  50810. var distY = pointA.y - pointB.y;
  50811. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  50812. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  50813. if (previousPinchSquaredDistance === 0) {
  50814. initialDistance = pinchDistance;
  50815. previousPinchSquaredDistance = pinchSquaredDistance;
  50816. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  50817. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  50818. return;
  50819. }
  50820. if (_this.multiTouchPanAndZoom) {
  50821. if (_this.pinchDeltaPercentage) {
  50822. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50823. }
  50824. else {
  50825. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50826. (_this.pinchPrecision *
  50827. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50828. direction);
  50829. }
  50830. if (_this.panningSensibility !== 0) {
  50831. var pointersCenterX = (pointA.x + pointB.x) / 2;
  50832. var pointersCenterY = (pointA.y + pointB.y) / 2;
  50833. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  50834. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  50835. previousMultiTouchPanPosition.x = pointersCenterX;
  50836. previousMultiTouchPanPosition.y = pointersCenterY;
  50837. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  50838. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  50839. }
  50840. }
  50841. else {
  50842. twoFingerActivityCount++;
  50843. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  50844. if (_this.pinchDeltaPercentage) {
  50845. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  50846. }
  50847. else {
  50848. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  50849. (_this.pinchPrecision *
  50850. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  50851. direction);
  50852. }
  50853. previousMultiTouchPanPosition.isPaning = false;
  50854. previousMultiTouchPanPosition.isPinching = true;
  50855. }
  50856. else {
  50857. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  50858. if (!previousMultiTouchPanPosition.isPaning) {
  50859. previousMultiTouchPanPosition.isPaning = true;
  50860. previousMultiTouchPanPosition.isPinching = false;
  50861. previousMultiTouchPanPosition.x = ed.x;
  50862. previousMultiTouchPanPosition.y = ed.y;
  50863. return;
  50864. }
  50865. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  50866. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  50867. }
  50868. }
  50869. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  50870. previousMultiTouchPanPosition.x = ed.x;
  50871. previousMultiTouchPanPosition.y = ed.y;
  50872. }
  50873. }
  50874. previousPinchSquaredDistance = pinchSquaredDistance;
  50875. }
  50876. }
  50877. };
  50878. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  50879. this._onContextMenu = function (evt) {
  50880. evt.preventDefault();
  50881. };
  50882. if (!this.camera._useCtrlForPanning) {
  50883. element.addEventListener("contextmenu", this._onContextMenu, false);
  50884. }
  50885. this._onLostFocus = function () {
  50886. //this._keys = [];
  50887. pointA = pointB = null;
  50888. previousPinchSquaredDistance = 0;
  50889. previousMultiTouchPanPosition.isPaning = false;
  50890. previousMultiTouchPanPosition.isPinching = false;
  50891. twoFingerActivityCount = 0;
  50892. cacheSoloPointer = null;
  50893. initialDistance = 0;
  50894. };
  50895. this._onMouseMove = function (evt) {
  50896. if (!engine.isPointerLock) {
  50897. return;
  50898. }
  50899. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  50900. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  50901. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  50902. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  50903. if (!noPreventDefault) {
  50904. evt.preventDefault();
  50905. }
  50906. };
  50907. this._onGestureStart = function (e) {
  50908. if (window.MSGesture === undefined) {
  50909. return;
  50910. }
  50911. if (!_this._MSGestureHandler) {
  50912. _this._MSGestureHandler = new MSGesture();
  50913. _this._MSGestureHandler.target = element;
  50914. }
  50915. _this._MSGestureHandler.addPointer(e.pointerId);
  50916. };
  50917. this._onGesture = function (e) {
  50918. _this.camera.radius *= e.scale;
  50919. if (e.preventDefault) {
  50920. if (!noPreventDefault) {
  50921. e.stopPropagation();
  50922. e.preventDefault();
  50923. }
  50924. }
  50925. };
  50926. element.addEventListener("mousemove", this._onMouseMove, false);
  50927. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  50928. element.addEventListener("MSGestureChange", this._onGesture, false);
  50929. BABYLON.Tools.RegisterTopRootEvents([
  50930. { name: "blur", handler: this._onLostFocus }
  50931. ]);
  50932. };
  50933. /**
  50934. * Detach the current controls from the specified dom element.
  50935. * @param element Defines the element to stop listening the inputs from
  50936. */
  50937. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  50938. if (this._onLostFocus) {
  50939. BABYLON.Tools.UnregisterTopRootEvents([
  50940. { name: "blur", handler: this._onLostFocus }
  50941. ]);
  50942. }
  50943. if (element && this._observer) {
  50944. this.camera.getScene().onPointerObservable.remove(this._observer);
  50945. this._observer = null;
  50946. if (this._onContextMenu) {
  50947. element.removeEventListener("contextmenu", this._onContextMenu);
  50948. }
  50949. if (this._onMouseMove) {
  50950. element.removeEventListener("mousemove", this._onMouseMove);
  50951. }
  50952. if (this._onGestureStart) {
  50953. element.removeEventListener("MSPointerDown", this._onGestureStart);
  50954. }
  50955. if (this._onGesture) {
  50956. element.removeEventListener("MSGestureChange", this._onGesture);
  50957. }
  50958. this._isPanClick = false;
  50959. this.pinchInwards = true;
  50960. this._onMouseMove = null;
  50961. this._onGestureStart = null;
  50962. this._onGesture = null;
  50963. this._MSGestureHandler = null;
  50964. this._onLostFocus = null;
  50965. this._onContextMenu = null;
  50966. }
  50967. };
  50968. /**
  50969. * Gets the class name of the current intput.
  50970. * @returns the class name
  50971. */
  50972. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  50973. return "ArcRotateCameraPointersInput";
  50974. };
  50975. /**
  50976. * Get the friendly name associated with the input class.
  50977. * @returns the input friendly name
  50978. */
  50979. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  50980. return "pointers";
  50981. };
  50982. __decorate([
  50983. BABYLON.serialize()
  50984. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  50985. __decorate([
  50986. BABYLON.serialize()
  50987. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  50988. __decorate([
  50989. BABYLON.serialize()
  50990. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  50991. __decorate([
  50992. BABYLON.serialize()
  50993. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  50994. __decorate([
  50995. BABYLON.serialize()
  50996. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  50997. __decorate([
  50998. BABYLON.serialize()
  50999. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51000. __decorate([
  51001. BABYLON.serialize()
  51002. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51003. __decorate([
  51004. BABYLON.serialize()
  51005. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51006. return ArcRotateCameraPointersInput;
  51007. }());
  51008. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51009. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51010. })(BABYLON || (BABYLON = {}));
  51011. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51012. var BABYLON;
  51013. (function (BABYLON) {
  51014. /**
  51015. * Default Inputs manager for the ArcRotateCamera.
  51016. * It groups all the default supported inputs for ease of use.
  51017. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51018. */
  51019. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51020. __extends(ArcRotateCameraInputsManager, _super);
  51021. /**
  51022. * Instantiates a new ArcRotateCameraInputsManager.
  51023. * @param camera Defines the camera the inputs belong to
  51024. */
  51025. function ArcRotateCameraInputsManager(camera) {
  51026. return _super.call(this, camera) || this;
  51027. }
  51028. /**
  51029. * Add mouse wheel input support to the input manager.
  51030. * @returns the current input manager
  51031. */
  51032. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51033. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51034. return this;
  51035. };
  51036. /**
  51037. * Add pointers input support to the input manager.
  51038. * @returns the current input manager
  51039. */
  51040. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51041. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51042. return this;
  51043. };
  51044. /**
  51045. * Add keyboard input support to the input manager.
  51046. * @returns the current input manager
  51047. */
  51048. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51049. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51050. return this;
  51051. };
  51052. /**
  51053. * Add orientation input support to the input manager.
  51054. * @returns the current input manager
  51055. */
  51056. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51057. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51058. return this;
  51059. };
  51060. return ArcRotateCameraInputsManager;
  51061. }(BABYLON.CameraInputsManager));
  51062. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51063. })(BABYLON || (BABYLON = {}));
  51064. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51065. var BABYLON;
  51066. (function (BABYLON) {
  51067. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51068. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51069. });
  51070. /**
  51071. * This represents an orbital type of camera.
  51072. *
  51073. * 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.
  51074. * 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.
  51075. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51076. */
  51077. var ArcRotateCamera = /** @class */ (function (_super) {
  51078. __extends(ArcRotateCamera, _super);
  51079. /**
  51080. * Instantiates a new ArcRotateCamera in a given scene
  51081. * @param name Defines the name of the camera
  51082. * @param alpha Defines the camera rotation along the logitudinal axis
  51083. * @param beta Defines the camera rotation along the latitudinal axis
  51084. * @param radius Defines the camera distance from its target
  51085. * @param target Defines the camera target
  51086. * @param scene Defines the scene the camera belongs to
  51087. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51088. */
  51089. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51090. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51091. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51092. /**
  51093. * Current inertia value on the longitudinal axis.
  51094. * The bigger this number the longer it will take for the camera to stop.
  51095. */
  51096. _this.inertialAlphaOffset = 0;
  51097. /**
  51098. * Current inertia value on the latitudinal axis.
  51099. * The bigger this number the longer it will take for the camera to stop.
  51100. */
  51101. _this.inertialBetaOffset = 0;
  51102. /**
  51103. * Current inertia value on the radius axis.
  51104. * The bigger this number the longer it will take for the camera to stop.
  51105. */
  51106. _this.inertialRadiusOffset = 0;
  51107. /**
  51108. * Minimum allowed angle on the longitudinal axis.
  51109. * This can help limiting how the Camera is able to move in the scene.
  51110. */
  51111. _this.lowerAlphaLimit = null;
  51112. /**
  51113. * Maximum allowed angle on the longitudinal axis.
  51114. * This can help limiting how the Camera is able to move in the scene.
  51115. */
  51116. _this.upperAlphaLimit = null;
  51117. /**
  51118. * Minimum allowed angle on the latitudinal axis.
  51119. * This can help limiting how the Camera is able to move in the scene.
  51120. */
  51121. _this.lowerBetaLimit = 0.01;
  51122. /**
  51123. * Maximum allowed angle on the latitudinal axis.
  51124. * This can help limiting how the Camera is able to move in the scene.
  51125. */
  51126. _this.upperBetaLimit = Math.PI;
  51127. /**
  51128. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51129. * This can help limiting how the Camera is able to move in the scene.
  51130. */
  51131. _this.lowerRadiusLimit = null;
  51132. /**
  51133. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51134. * This can help limiting how the Camera is able to move in the scene.
  51135. */
  51136. _this.upperRadiusLimit = null;
  51137. /**
  51138. * Defines the current inertia value used during panning of the camera along the X axis.
  51139. */
  51140. _this.inertialPanningX = 0;
  51141. /**
  51142. * Defines the current inertia value used during panning of the camera along the Y axis.
  51143. */
  51144. _this.inertialPanningY = 0;
  51145. /**
  51146. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51147. * Basically if your fingers moves away from more than this distance you will be considered
  51148. * in pinch mode.
  51149. */
  51150. _this.pinchToPanMaxDistance = 20;
  51151. /**
  51152. * Defines the maximum distance the camera can pan.
  51153. * This could help keeping the cammera always in your scene.
  51154. */
  51155. _this.panningDistanceLimit = null;
  51156. /**
  51157. * Defines the target of the camera before paning.
  51158. */
  51159. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51160. /**
  51161. * Defines the value of the inertia used during panning.
  51162. * 0 would mean stop inertia and one would mean no decelleration at all.
  51163. */
  51164. _this.panningInertia = 0.9;
  51165. //-- end properties for backward compatibility for inputs
  51166. /**
  51167. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51168. */
  51169. _this.zoomOnFactor = 1;
  51170. /**
  51171. * Defines a screen offset for the camera position.
  51172. */
  51173. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51174. /**
  51175. * Allows the camera to be completely reversed.
  51176. * If false the camera can not arrive upside down.
  51177. */
  51178. _this.allowUpsideDown = true;
  51179. /**
  51180. * Define if double tap/click is used to restore the previously saved state of the camera.
  51181. */
  51182. _this.useInputToRestoreState = true;
  51183. /** @hidden */
  51184. _this._viewMatrix = new BABYLON.Matrix();
  51185. /**
  51186. * Defines the allowed panning axis.
  51187. */
  51188. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51189. /**
  51190. * Observable triggered when the mesh target has been changed on the camera.
  51191. */
  51192. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51193. /**
  51194. * Defines whether the camera should check collision with the objects oh the scene.
  51195. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51196. */
  51197. _this.checkCollisions = false;
  51198. /**
  51199. * Defines the collision radius of the camera.
  51200. * This simulates a sphere around the camera.
  51201. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51202. */
  51203. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51204. _this._previousPosition = BABYLON.Vector3.Zero();
  51205. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51206. _this._newPosition = BABYLON.Vector3.Zero();
  51207. _this._computationVector = BABYLON.Vector3.Zero();
  51208. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51209. if (collidedMesh === void 0) { collidedMesh = null; }
  51210. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51211. newPosition.multiplyInPlace(_this._collider._radius);
  51212. }
  51213. if (!collidedMesh) {
  51214. _this._previousPosition.copyFrom(_this.position);
  51215. }
  51216. else {
  51217. _this.setPosition(newPosition);
  51218. if (_this.onCollide) {
  51219. _this.onCollide(collidedMesh);
  51220. }
  51221. }
  51222. // Recompute because of constraints
  51223. var cosa = Math.cos(_this.alpha);
  51224. var sina = Math.sin(_this.alpha);
  51225. var cosb = Math.cos(_this.beta);
  51226. var sinb = Math.sin(_this.beta);
  51227. if (sinb === 0) {
  51228. sinb = 0.0001;
  51229. }
  51230. var target = _this._getTargetPosition();
  51231. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51232. target.addToRef(_this._computationVector, _this._newPosition);
  51233. _this.position.copyFrom(_this._newPosition);
  51234. var up = _this.upVector;
  51235. if (_this.allowUpsideDown && _this.beta < 0) {
  51236. up = up.clone();
  51237. up = up.negate();
  51238. }
  51239. _this._computeViewMatrix(_this.position, target, up);
  51240. _this._viewMatrix.m[12] += _this.targetScreenOffset.x;
  51241. _this._viewMatrix.m[13] += _this.targetScreenOffset.y;
  51242. _this._collisionTriggered = false;
  51243. };
  51244. _this._target = BABYLON.Vector3.Zero();
  51245. if (target) {
  51246. _this.setTarget(target);
  51247. }
  51248. _this.alpha = alpha;
  51249. _this.beta = beta;
  51250. _this.radius = radius;
  51251. _this.getViewMatrix();
  51252. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51253. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51254. return _this;
  51255. }
  51256. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51257. /**
  51258. * Defines the target point of the camera.
  51259. * The camera looks towards it form the radius distance.
  51260. */
  51261. get: function () {
  51262. return this._target;
  51263. },
  51264. set: function (value) {
  51265. this.setTarget(value);
  51266. },
  51267. enumerable: true,
  51268. configurable: true
  51269. });
  51270. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51271. //-- begin properties for backward compatibility for inputs
  51272. /**
  51273. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51274. */
  51275. get: function () {
  51276. var pointers = this.inputs.attached["pointers"];
  51277. if (pointers) {
  51278. return pointers.angularSensibilityX;
  51279. }
  51280. return 0;
  51281. },
  51282. set: function (value) {
  51283. var pointers = this.inputs.attached["pointers"];
  51284. if (pointers) {
  51285. pointers.angularSensibilityX = value;
  51286. }
  51287. },
  51288. enumerable: true,
  51289. configurable: true
  51290. });
  51291. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51292. /**
  51293. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51294. */
  51295. get: function () {
  51296. var pointers = this.inputs.attached["pointers"];
  51297. if (pointers) {
  51298. return pointers.angularSensibilityY;
  51299. }
  51300. return 0;
  51301. },
  51302. set: function (value) {
  51303. var pointers = this.inputs.attached["pointers"];
  51304. if (pointers) {
  51305. pointers.angularSensibilityY = value;
  51306. }
  51307. },
  51308. enumerable: true,
  51309. configurable: true
  51310. });
  51311. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51312. /**
  51313. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51314. */
  51315. get: function () {
  51316. var pointers = this.inputs.attached["pointers"];
  51317. if (pointers) {
  51318. return pointers.pinchPrecision;
  51319. }
  51320. return 0;
  51321. },
  51322. set: function (value) {
  51323. var pointers = this.inputs.attached["pointers"];
  51324. if (pointers) {
  51325. pointers.pinchPrecision = value;
  51326. }
  51327. },
  51328. enumerable: true,
  51329. configurable: true
  51330. });
  51331. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51332. /**
  51333. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51334. * It will be used instead of pinchDeltaPrecision if different from 0.
  51335. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51336. */
  51337. get: function () {
  51338. var pointers = this.inputs.attached["pointers"];
  51339. if (pointers) {
  51340. return pointers.pinchDeltaPercentage;
  51341. }
  51342. return 0;
  51343. },
  51344. set: function (value) {
  51345. var pointers = this.inputs.attached["pointers"];
  51346. if (pointers) {
  51347. pointers.pinchDeltaPercentage = value;
  51348. }
  51349. },
  51350. enumerable: true,
  51351. configurable: true
  51352. });
  51353. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51354. /**
  51355. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51356. */
  51357. get: function () {
  51358. var pointers = this.inputs.attached["pointers"];
  51359. if (pointers) {
  51360. return pointers.panningSensibility;
  51361. }
  51362. return 0;
  51363. },
  51364. set: function (value) {
  51365. var pointers = this.inputs.attached["pointers"];
  51366. if (pointers) {
  51367. pointers.panningSensibility = value;
  51368. }
  51369. },
  51370. enumerable: true,
  51371. configurable: true
  51372. });
  51373. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51374. /**
  51375. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51376. */
  51377. get: function () {
  51378. var keyboard = this.inputs.attached["keyboard"];
  51379. if (keyboard) {
  51380. return keyboard.keysUp;
  51381. }
  51382. return [];
  51383. },
  51384. set: function (value) {
  51385. var keyboard = this.inputs.attached["keyboard"];
  51386. if (keyboard) {
  51387. keyboard.keysUp = value;
  51388. }
  51389. },
  51390. enumerable: true,
  51391. configurable: true
  51392. });
  51393. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51394. /**
  51395. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51396. */
  51397. get: function () {
  51398. var keyboard = this.inputs.attached["keyboard"];
  51399. if (keyboard) {
  51400. return keyboard.keysDown;
  51401. }
  51402. return [];
  51403. },
  51404. set: function (value) {
  51405. var keyboard = this.inputs.attached["keyboard"];
  51406. if (keyboard) {
  51407. keyboard.keysDown = value;
  51408. }
  51409. },
  51410. enumerable: true,
  51411. configurable: true
  51412. });
  51413. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51414. /**
  51415. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51416. */
  51417. get: function () {
  51418. var keyboard = this.inputs.attached["keyboard"];
  51419. if (keyboard) {
  51420. return keyboard.keysLeft;
  51421. }
  51422. return [];
  51423. },
  51424. set: function (value) {
  51425. var keyboard = this.inputs.attached["keyboard"];
  51426. if (keyboard) {
  51427. keyboard.keysLeft = value;
  51428. }
  51429. },
  51430. enumerable: true,
  51431. configurable: true
  51432. });
  51433. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51434. /**
  51435. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51436. */
  51437. get: function () {
  51438. var keyboard = this.inputs.attached["keyboard"];
  51439. if (keyboard) {
  51440. return keyboard.keysRight;
  51441. }
  51442. return [];
  51443. },
  51444. set: function (value) {
  51445. var keyboard = this.inputs.attached["keyboard"];
  51446. if (keyboard) {
  51447. keyboard.keysRight = value;
  51448. }
  51449. },
  51450. enumerable: true,
  51451. configurable: true
  51452. });
  51453. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51454. /**
  51455. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51456. */
  51457. get: function () {
  51458. var mousewheel = this.inputs.attached["mousewheel"];
  51459. if (mousewheel) {
  51460. return mousewheel.wheelPrecision;
  51461. }
  51462. return 0;
  51463. },
  51464. set: function (value) {
  51465. var mousewheel = this.inputs.attached["mousewheel"];
  51466. if (mousewheel) {
  51467. mousewheel.wheelPrecision = value;
  51468. }
  51469. },
  51470. enumerable: true,
  51471. configurable: true
  51472. });
  51473. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51474. /**
  51475. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51476. * It will be used instead of pinchDeltaPrecision if different from 0.
  51477. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51478. */
  51479. get: function () {
  51480. var mousewheel = this.inputs.attached["mousewheel"];
  51481. if (mousewheel) {
  51482. return mousewheel.wheelDeltaPercentage;
  51483. }
  51484. return 0;
  51485. },
  51486. set: function (value) {
  51487. var mousewheel = this.inputs.attached["mousewheel"];
  51488. if (mousewheel) {
  51489. mousewheel.wheelDeltaPercentage = value;
  51490. }
  51491. },
  51492. enumerable: true,
  51493. configurable: true
  51494. });
  51495. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51496. /**
  51497. * Gets the bouncing behavior of the camera if it has been enabled.
  51498. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51499. */
  51500. get: function () {
  51501. return this._bouncingBehavior;
  51502. },
  51503. enumerable: true,
  51504. configurable: true
  51505. });
  51506. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51507. /**
  51508. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51509. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51510. */
  51511. get: function () {
  51512. return this._bouncingBehavior != null;
  51513. },
  51514. set: function (value) {
  51515. if (value === this.useBouncingBehavior) {
  51516. return;
  51517. }
  51518. if (value) {
  51519. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51520. this.addBehavior(this._bouncingBehavior);
  51521. }
  51522. else if (this._bouncingBehavior) {
  51523. this.removeBehavior(this._bouncingBehavior);
  51524. this._bouncingBehavior = null;
  51525. }
  51526. },
  51527. enumerable: true,
  51528. configurable: true
  51529. });
  51530. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  51531. /**
  51532. * Gets the framing behavior of the camera if it has been enabled.
  51533. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51534. */
  51535. get: function () {
  51536. return this._framingBehavior;
  51537. },
  51538. enumerable: true,
  51539. configurable: true
  51540. });
  51541. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  51542. /**
  51543. * Defines if the framing behavior of the camera is enabled on the camera.
  51544. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  51545. */
  51546. get: function () {
  51547. return this._framingBehavior != null;
  51548. },
  51549. set: function (value) {
  51550. if (value === this.useFramingBehavior) {
  51551. return;
  51552. }
  51553. if (value) {
  51554. this._framingBehavior = new BABYLON.FramingBehavior();
  51555. this.addBehavior(this._framingBehavior);
  51556. }
  51557. else if (this._framingBehavior) {
  51558. this.removeBehavior(this._framingBehavior);
  51559. this._framingBehavior = null;
  51560. }
  51561. },
  51562. enumerable: true,
  51563. configurable: true
  51564. });
  51565. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  51566. /**
  51567. * Gets the auto rotation behavior of the camera if it has been enabled.
  51568. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51569. */
  51570. get: function () {
  51571. return this._autoRotationBehavior;
  51572. },
  51573. enumerable: true,
  51574. configurable: true
  51575. });
  51576. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  51577. /**
  51578. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  51579. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  51580. */
  51581. get: function () {
  51582. return this._autoRotationBehavior != null;
  51583. },
  51584. set: function (value) {
  51585. if (value === this.useAutoRotationBehavior) {
  51586. return;
  51587. }
  51588. if (value) {
  51589. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  51590. this.addBehavior(this._autoRotationBehavior);
  51591. }
  51592. else if (this._autoRotationBehavior) {
  51593. this.removeBehavior(this._autoRotationBehavior);
  51594. this._autoRotationBehavior = null;
  51595. }
  51596. },
  51597. enumerable: true,
  51598. configurable: true
  51599. });
  51600. // Cache
  51601. /** @hidden */
  51602. ArcRotateCamera.prototype._initCache = function () {
  51603. _super.prototype._initCache.call(this);
  51604. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  51605. this._cache.alpha = undefined;
  51606. this._cache.beta = undefined;
  51607. this._cache.radius = undefined;
  51608. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  51609. };
  51610. /** @hidden */
  51611. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  51612. if (!ignoreParentClass) {
  51613. _super.prototype._updateCache.call(this);
  51614. }
  51615. this._cache._target.copyFrom(this._getTargetPosition());
  51616. this._cache.alpha = this.alpha;
  51617. this._cache.beta = this.beta;
  51618. this._cache.radius = this.radius;
  51619. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  51620. };
  51621. ArcRotateCamera.prototype._getTargetPosition = function () {
  51622. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  51623. var pos = this._targetHost.getAbsolutePosition();
  51624. if (this._targetBoundingCenter) {
  51625. pos.addToRef(this._targetBoundingCenter, this._target);
  51626. }
  51627. else {
  51628. this._target.copyFrom(pos);
  51629. }
  51630. }
  51631. var lockedTargetPosition = this._getLockedTargetPosition();
  51632. if (lockedTargetPosition) {
  51633. return lockedTargetPosition;
  51634. }
  51635. return this._target;
  51636. };
  51637. /**
  51638. * Stores the current state of the camera (alpha, beta, radius and target)
  51639. * @returns the camera itself
  51640. */
  51641. ArcRotateCamera.prototype.storeState = function () {
  51642. this._storedAlpha = this.alpha;
  51643. this._storedBeta = this.beta;
  51644. this._storedRadius = this.radius;
  51645. this._storedTarget = this._getTargetPosition().clone();
  51646. return _super.prototype.storeState.call(this);
  51647. };
  51648. /**
  51649. * @hidden
  51650. * Restored camera state. You must call storeState() first
  51651. */
  51652. ArcRotateCamera.prototype._restoreStateValues = function () {
  51653. if (!_super.prototype._restoreStateValues.call(this)) {
  51654. return false;
  51655. }
  51656. this.alpha = this._storedAlpha;
  51657. this.beta = this._storedBeta;
  51658. this.radius = this._storedRadius;
  51659. this.setTarget(this._storedTarget.clone());
  51660. this.inertialAlphaOffset = 0;
  51661. this.inertialBetaOffset = 0;
  51662. this.inertialRadiusOffset = 0;
  51663. this.inertialPanningX = 0;
  51664. this.inertialPanningY = 0;
  51665. return true;
  51666. };
  51667. // Synchronized
  51668. /** @hidden */
  51669. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  51670. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  51671. return false;
  51672. }
  51673. return this._cache._target.equals(this._getTargetPosition())
  51674. && this._cache.alpha === this.alpha
  51675. && this._cache.beta === this.beta
  51676. && this._cache.radius === this.radius
  51677. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  51678. };
  51679. /**
  51680. * Attached controls to the current camera.
  51681. * @param element Defines the element the controls should be listened from
  51682. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51683. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  51684. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  51685. */
  51686. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  51687. var _this = this;
  51688. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  51689. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  51690. this._useCtrlForPanning = useCtrlForPanning;
  51691. this._panningMouseButton = panningMouseButton;
  51692. this.inputs.attachElement(element, noPreventDefault);
  51693. this._reset = function () {
  51694. _this.inertialAlphaOffset = 0;
  51695. _this.inertialBetaOffset = 0;
  51696. _this.inertialRadiusOffset = 0;
  51697. _this.inertialPanningX = 0;
  51698. _this.inertialPanningY = 0;
  51699. };
  51700. };
  51701. /**
  51702. * Detach the current controls from the camera.
  51703. * The camera will stop reacting to inputs.
  51704. * @param element Defines the element to stop listening the inputs from
  51705. */
  51706. ArcRotateCamera.prototype.detachControl = function (element) {
  51707. this.inputs.detachElement(element);
  51708. if (this._reset) {
  51709. this._reset();
  51710. }
  51711. };
  51712. /** @hidden */
  51713. ArcRotateCamera.prototype._checkInputs = function () {
  51714. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  51715. if (this._collisionTriggered) {
  51716. return;
  51717. }
  51718. this.inputs.checkInputs();
  51719. // Inertia
  51720. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  51721. var inertialAlphaOffset = this.inertialAlphaOffset;
  51722. if (this.beta <= 0) {
  51723. inertialAlphaOffset *= -1;
  51724. }
  51725. if (this.getScene().useRightHandedSystem) {
  51726. inertialAlphaOffset *= -1;
  51727. }
  51728. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  51729. inertialAlphaOffset *= -1;
  51730. }
  51731. this.alpha += inertialAlphaOffset;
  51732. this.beta += this.inertialBetaOffset;
  51733. this.radius -= this.inertialRadiusOffset;
  51734. this.inertialAlphaOffset *= this.inertia;
  51735. this.inertialBetaOffset *= this.inertia;
  51736. this.inertialRadiusOffset *= this.inertia;
  51737. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  51738. this.inertialAlphaOffset = 0;
  51739. }
  51740. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  51741. this.inertialBetaOffset = 0;
  51742. }
  51743. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  51744. this.inertialRadiusOffset = 0;
  51745. }
  51746. }
  51747. // Panning inertia
  51748. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  51749. if (!this._localDirection) {
  51750. this._localDirection = BABYLON.Vector3.Zero();
  51751. this._transformedDirection = BABYLON.Vector3.Zero();
  51752. }
  51753. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  51754. this._localDirection.multiplyInPlace(this.panningAxis);
  51755. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  51756. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  51757. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  51758. if (!this.panningAxis.y) {
  51759. this._transformedDirection.y = 0;
  51760. }
  51761. if (!this._targetHost) {
  51762. if (this.panningDistanceLimit) {
  51763. this._transformedDirection.addInPlace(this._target);
  51764. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  51765. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  51766. this._target.copyFrom(this._transformedDirection);
  51767. }
  51768. }
  51769. else {
  51770. this._target.addInPlace(this._transformedDirection);
  51771. }
  51772. }
  51773. this.inertialPanningX *= this.panningInertia;
  51774. this.inertialPanningY *= this.panningInertia;
  51775. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  51776. this.inertialPanningX = 0;
  51777. }
  51778. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  51779. this.inertialPanningY = 0;
  51780. }
  51781. }
  51782. // Limits
  51783. this._checkLimits();
  51784. _super.prototype._checkInputs.call(this);
  51785. };
  51786. ArcRotateCamera.prototype._checkLimits = function () {
  51787. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  51788. if (this.allowUpsideDown && this.beta > Math.PI) {
  51789. this.beta = this.beta - (2 * Math.PI);
  51790. }
  51791. }
  51792. else {
  51793. if (this.beta < this.lowerBetaLimit) {
  51794. this.beta = this.lowerBetaLimit;
  51795. }
  51796. }
  51797. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  51798. if (this.allowUpsideDown && this.beta < -Math.PI) {
  51799. this.beta = this.beta + (2 * Math.PI);
  51800. }
  51801. }
  51802. else {
  51803. if (this.beta > this.upperBetaLimit) {
  51804. this.beta = this.upperBetaLimit;
  51805. }
  51806. }
  51807. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  51808. this.alpha = this.lowerAlphaLimit;
  51809. }
  51810. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  51811. this.alpha = this.upperAlphaLimit;
  51812. }
  51813. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  51814. this.radius = this.lowerRadiusLimit;
  51815. }
  51816. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  51817. this.radius = this.upperRadiusLimit;
  51818. }
  51819. };
  51820. /**
  51821. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  51822. */
  51823. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  51824. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  51825. this.radius = this._computationVector.length();
  51826. if (this.radius === 0) {
  51827. this.radius = 0.0001; // Just to avoid division by zero
  51828. }
  51829. // Alpha
  51830. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  51831. if (this._computationVector.z < 0) {
  51832. this.alpha = 2 * Math.PI - this.alpha;
  51833. }
  51834. // Beta
  51835. this.beta = Math.acos(this._computationVector.y / this.radius);
  51836. this._checkLimits();
  51837. };
  51838. /**
  51839. * Use a position to define the current camera related information like aplha, beta and radius
  51840. * @param position Defines the position to set the camera at
  51841. */
  51842. ArcRotateCamera.prototype.setPosition = function (position) {
  51843. if (this.position.equals(position)) {
  51844. return;
  51845. }
  51846. this.position.copyFrom(position);
  51847. this.rebuildAnglesAndRadius();
  51848. };
  51849. /**
  51850. * Defines the target the camera should look at.
  51851. * This will automatically adapt alpha beta and radius to fit within the new target.
  51852. * @param target Defines the new target as a Vector or a mesh
  51853. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  51854. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  51855. */
  51856. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  51857. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  51858. if (allowSamePosition === void 0) { allowSamePosition = false; }
  51859. if (target.getBoundingInfo) {
  51860. if (toBoundingCenter) {
  51861. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  51862. }
  51863. else {
  51864. this._targetBoundingCenter = null;
  51865. }
  51866. this._targetHost = target;
  51867. this._target = this._getTargetPosition();
  51868. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  51869. }
  51870. else {
  51871. var newTarget = target;
  51872. var currentTarget = this._getTargetPosition();
  51873. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  51874. return;
  51875. }
  51876. this._targetHost = null;
  51877. this._target = newTarget;
  51878. this._targetBoundingCenter = null;
  51879. this.onMeshTargetChangedObservable.notifyObservers(null);
  51880. }
  51881. this.rebuildAnglesAndRadius();
  51882. };
  51883. /** @hidden */
  51884. ArcRotateCamera.prototype._getViewMatrix = function () {
  51885. // Compute
  51886. var cosa = Math.cos(this.alpha);
  51887. var sina = Math.sin(this.alpha);
  51888. var cosb = Math.cos(this.beta);
  51889. var sinb = Math.sin(this.beta);
  51890. if (sinb === 0) {
  51891. sinb = 0.0001;
  51892. }
  51893. var target = this._getTargetPosition();
  51894. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  51895. target.addToRef(this._computationVector, this._newPosition);
  51896. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  51897. if (!this._collider) {
  51898. this._collider = new BABYLON.Collider();
  51899. }
  51900. this._collider._radius = this.collisionRadius;
  51901. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  51902. this._collisionTriggered = true;
  51903. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  51904. }
  51905. else {
  51906. this.position.copyFrom(this._newPosition);
  51907. var up = this.upVector;
  51908. if (this.allowUpsideDown && sinb < 0) {
  51909. up = up.clone();
  51910. up = up.negate();
  51911. }
  51912. this._computeViewMatrix(this.position, target, up);
  51913. this._viewMatrix.m[12] += this.targetScreenOffset.x;
  51914. this._viewMatrix.m[13] += this.targetScreenOffset.y;
  51915. }
  51916. this._currentTarget = target;
  51917. return this._viewMatrix;
  51918. };
  51919. /**
  51920. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  51921. * @param meshes Defines the mesh to zoom on
  51922. * @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)
  51923. */
  51924. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  51925. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51926. meshes = meshes || this.getScene().meshes;
  51927. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  51928. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  51929. this.radius = distance * this.zoomOnFactor;
  51930. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  51931. };
  51932. /**
  51933. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  51934. * The target will be changed but the radius
  51935. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  51936. * @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)
  51937. */
  51938. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  51939. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  51940. var meshesOrMinMaxVector;
  51941. var distance;
  51942. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  51943. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  51944. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  51945. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  51946. }
  51947. else { //minMaxVector and distance
  51948. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  51949. meshesOrMinMaxVector = minMaxVectorAndDistance;
  51950. distance = minMaxVectorAndDistance.distance;
  51951. }
  51952. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  51953. if (!doNotUpdateMaxZ) {
  51954. this.maxZ = distance * 2;
  51955. }
  51956. };
  51957. /**
  51958. * @override
  51959. * Override Camera.createRigCamera
  51960. */
  51961. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  51962. var alphaShift = 0;
  51963. switch (this.cameraRigMode) {
  51964. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51965. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51966. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51967. case BABYLON.Camera.RIG_MODE_VR:
  51968. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  51969. break;
  51970. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51971. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  51972. break;
  51973. }
  51974. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  51975. rigCam._cameraRigParams = {};
  51976. return rigCam;
  51977. };
  51978. /**
  51979. * @hidden
  51980. * @override
  51981. * Override Camera._updateRigCameras
  51982. */
  51983. ArcRotateCamera.prototype._updateRigCameras = function () {
  51984. var camLeft = this._rigCameras[0];
  51985. var camRight = this._rigCameras[1];
  51986. camLeft.beta = camRight.beta = this.beta;
  51987. camLeft.radius = camRight.radius = this.radius;
  51988. switch (this.cameraRigMode) {
  51989. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  51990. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  51991. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  51992. case BABYLON.Camera.RIG_MODE_VR:
  51993. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51994. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51995. break;
  51996. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  51997. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  51998. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  51999. break;
  52000. }
  52001. _super.prototype._updateRigCameras.call(this);
  52002. };
  52003. /**
  52004. * Destroy the camera and release the current resources hold by it.
  52005. */
  52006. ArcRotateCamera.prototype.dispose = function () {
  52007. this.inputs.clear();
  52008. _super.prototype.dispose.call(this);
  52009. };
  52010. /**
  52011. * Gets the current object class name.
  52012. * @return the class name
  52013. */
  52014. ArcRotateCamera.prototype.getClassName = function () {
  52015. return "ArcRotateCamera";
  52016. };
  52017. __decorate([
  52018. BABYLON.serialize()
  52019. ], ArcRotateCamera.prototype, "alpha", void 0);
  52020. __decorate([
  52021. BABYLON.serialize()
  52022. ], ArcRotateCamera.prototype, "beta", void 0);
  52023. __decorate([
  52024. BABYLON.serialize()
  52025. ], ArcRotateCamera.prototype, "radius", void 0);
  52026. __decorate([
  52027. BABYLON.serializeAsVector3("target")
  52028. ], ArcRotateCamera.prototype, "_target", void 0);
  52029. __decorate([
  52030. BABYLON.serialize()
  52031. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52032. __decorate([
  52033. BABYLON.serialize()
  52034. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52035. __decorate([
  52036. BABYLON.serialize()
  52037. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52038. __decorate([
  52039. BABYLON.serialize()
  52040. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52041. __decorate([
  52042. BABYLON.serialize()
  52043. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52044. __decorate([
  52045. BABYLON.serialize()
  52046. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52047. __decorate([
  52048. BABYLON.serialize()
  52049. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52050. __decorate([
  52051. BABYLON.serialize()
  52052. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52053. __decorate([
  52054. BABYLON.serialize()
  52055. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52056. __decorate([
  52057. BABYLON.serialize()
  52058. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52059. __decorate([
  52060. BABYLON.serialize()
  52061. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52062. __decorate([
  52063. BABYLON.serialize()
  52064. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52065. __decorate([
  52066. BABYLON.serialize()
  52067. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52068. __decorate([
  52069. BABYLON.serializeAsVector3()
  52070. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52071. __decorate([
  52072. BABYLON.serialize()
  52073. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52074. __decorate([
  52075. BABYLON.serialize()
  52076. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52077. __decorate([
  52078. BABYLON.serialize()
  52079. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52080. __decorate([
  52081. BABYLON.serialize()
  52082. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52083. __decorate([
  52084. BABYLON.serialize()
  52085. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52086. return ArcRotateCamera;
  52087. }(BABYLON.TargetCamera));
  52088. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52089. })(BABYLON || (BABYLON = {}));
  52090. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52091. var BABYLON;
  52092. (function (BABYLON) {
  52093. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52094. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52095. });
  52096. /**
  52097. * The HemisphericLight simulates the ambient environment light,
  52098. * so the passed direction is the light reflection direction, not the incoming direction.
  52099. */
  52100. var HemisphericLight = /** @class */ (function (_super) {
  52101. __extends(HemisphericLight, _super);
  52102. /**
  52103. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52104. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52105. * The HemisphericLight can't cast shadows.
  52106. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52107. * @param name The friendly name of the light
  52108. * @param direction The direction of the light reflection
  52109. * @param scene The scene the light belongs to
  52110. */
  52111. function HemisphericLight(name, direction, scene) {
  52112. var _this = _super.call(this, name, scene) || this;
  52113. /**
  52114. * The groundColor is the light in the opposite direction to the one specified during creation.
  52115. * 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.
  52116. */
  52117. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52118. _this.direction = direction || BABYLON.Vector3.Up();
  52119. return _this;
  52120. }
  52121. HemisphericLight.prototype._buildUniformLayout = function () {
  52122. this._uniformBuffer.addUniform("vLightData", 4);
  52123. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52124. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52125. this._uniformBuffer.addUniform("vLightGround", 3);
  52126. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52127. this._uniformBuffer.addUniform("depthValues", 2);
  52128. this._uniformBuffer.create();
  52129. };
  52130. /**
  52131. * Returns the string "HemisphericLight".
  52132. * @return The class name
  52133. */
  52134. HemisphericLight.prototype.getClassName = function () {
  52135. return "HemisphericLight";
  52136. };
  52137. /**
  52138. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52139. * Returns the updated direction.
  52140. * @param target The target the direction should point to
  52141. * @return The computed direction
  52142. */
  52143. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52144. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52145. return this.direction;
  52146. };
  52147. /**
  52148. * Returns the shadow generator associated to the light.
  52149. * @returns Always null for hemispheric lights because it does not support shadows.
  52150. */
  52151. HemisphericLight.prototype.getShadowGenerator = function () {
  52152. return null;
  52153. };
  52154. /**
  52155. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52156. * @param effect The effect to update
  52157. * @param lightIndex The index of the light in the effect to update
  52158. * @returns The hemispheric light
  52159. */
  52160. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52161. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52162. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52163. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52164. return this;
  52165. };
  52166. /**
  52167. * Computes the world matrix of the node
  52168. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52169. * @param useWasUpdatedFlag defines a reserved property
  52170. * @returns the world matrix
  52171. */
  52172. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52173. if (!this._worldMatrix) {
  52174. this._worldMatrix = BABYLON.Matrix.Identity();
  52175. }
  52176. return this._worldMatrix;
  52177. };
  52178. /**
  52179. * Returns the integer 3.
  52180. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52181. */
  52182. HemisphericLight.prototype.getTypeID = function () {
  52183. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52184. };
  52185. /**
  52186. * Prepares the list of defines specific to the light type.
  52187. * @param defines the list of defines
  52188. * @param lightIndex defines the index of the light for the effect
  52189. */
  52190. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52191. defines["HEMILIGHT" + lightIndex] = true;
  52192. };
  52193. __decorate([
  52194. BABYLON.serializeAsColor3()
  52195. ], HemisphericLight.prototype, "groundColor", void 0);
  52196. __decorate([
  52197. BABYLON.serializeAsVector3()
  52198. ], HemisphericLight.prototype, "direction", void 0);
  52199. return HemisphericLight;
  52200. }(BABYLON.Light));
  52201. BABYLON.HemisphericLight = HemisphericLight;
  52202. })(BABYLON || (BABYLON = {}));
  52203. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52204. var BABYLON;
  52205. (function (BABYLON) {
  52206. /**
  52207. * Base implementation IShadowLight
  52208. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52209. */
  52210. var ShadowLight = /** @class */ (function (_super) {
  52211. __extends(ShadowLight, _super);
  52212. function ShadowLight() {
  52213. var _this = _super !== null && _super.apply(this, arguments) || this;
  52214. _this._needProjectionMatrixCompute = true;
  52215. return _this;
  52216. }
  52217. ShadowLight.prototype._setPosition = function (value) {
  52218. this._position = value;
  52219. };
  52220. Object.defineProperty(ShadowLight.prototype, "position", {
  52221. /**
  52222. * Sets the position the shadow will be casted from. Also use as the light position for both
  52223. * point and spot lights.
  52224. */
  52225. get: function () {
  52226. return this._position;
  52227. },
  52228. /**
  52229. * Sets the position the shadow will be casted from. Also use as the light position for both
  52230. * point and spot lights.
  52231. */
  52232. set: function (value) {
  52233. this._setPosition(value);
  52234. },
  52235. enumerable: true,
  52236. configurable: true
  52237. });
  52238. ShadowLight.prototype._setDirection = function (value) {
  52239. this._direction = value;
  52240. };
  52241. Object.defineProperty(ShadowLight.prototype, "direction", {
  52242. /**
  52243. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52244. * Also use as the light direction on spot and directional lights.
  52245. */
  52246. get: function () {
  52247. return this._direction;
  52248. },
  52249. /**
  52250. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52251. * Also use as the light direction on spot and directional lights.
  52252. */
  52253. set: function (value) {
  52254. this._setDirection(value);
  52255. },
  52256. enumerable: true,
  52257. configurable: true
  52258. });
  52259. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52260. /**
  52261. * Gets the shadow projection clipping minimum z value.
  52262. */
  52263. get: function () {
  52264. return this._shadowMinZ;
  52265. },
  52266. /**
  52267. * Sets the shadow projection clipping minimum z value.
  52268. */
  52269. set: function (value) {
  52270. this._shadowMinZ = value;
  52271. this.forceProjectionMatrixCompute();
  52272. },
  52273. enumerable: true,
  52274. configurable: true
  52275. });
  52276. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52277. /**
  52278. * Sets the shadow projection clipping maximum z value.
  52279. */
  52280. get: function () {
  52281. return this._shadowMaxZ;
  52282. },
  52283. /**
  52284. * Gets the shadow projection clipping maximum z value.
  52285. */
  52286. set: function (value) {
  52287. this._shadowMaxZ = value;
  52288. this.forceProjectionMatrixCompute();
  52289. },
  52290. enumerable: true,
  52291. configurable: true
  52292. });
  52293. /**
  52294. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52295. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52296. */
  52297. ShadowLight.prototype.computeTransformedInformation = function () {
  52298. if (this.parent && this.parent.getWorldMatrix) {
  52299. if (!this.transformedPosition) {
  52300. this.transformedPosition = BABYLON.Vector3.Zero();
  52301. }
  52302. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52303. // In case the direction is present.
  52304. if (this.direction) {
  52305. if (!this.transformedDirection) {
  52306. this.transformedDirection = BABYLON.Vector3.Zero();
  52307. }
  52308. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52309. }
  52310. return true;
  52311. }
  52312. return false;
  52313. };
  52314. /**
  52315. * Return the depth scale used for the shadow map.
  52316. * @returns the depth scale.
  52317. */
  52318. ShadowLight.prototype.getDepthScale = function () {
  52319. return 50.0;
  52320. };
  52321. /**
  52322. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52323. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52324. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52325. */
  52326. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52327. return this.transformedDirection ? this.transformedDirection : this.direction;
  52328. };
  52329. /**
  52330. * Returns the ShadowLight absolute position in the World.
  52331. * @returns the position vector in world space
  52332. */
  52333. ShadowLight.prototype.getAbsolutePosition = function () {
  52334. return this.transformedPosition ? this.transformedPosition : this.position;
  52335. };
  52336. /**
  52337. * Sets the ShadowLight direction toward the passed target.
  52338. * @param target The point tot target in local space
  52339. * @returns the updated ShadowLight direction
  52340. */
  52341. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52342. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52343. return this.direction;
  52344. };
  52345. /**
  52346. * Returns the light rotation in euler definition.
  52347. * @returns the x y z rotation in local space.
  52348. */
  52349. ShadowLight.prototype.getRotation = function () {
  52350. this.direction.normalize();
  52351. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52352. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52353. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52354. };
  52355. /**
  52356. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52357. * @returns true if a cube texture needs to be use
  52358. */
  52359. ShadowLight.prototype.needCube = function () {
  52360. return false;
  52361. };
  52362. /**
  52363. * Detects if the projection matrix requires to be recomputed this frame.
  52364. * @returns true if it requires to be recomputed otherwise, false.
  52365. */
  52366. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52367. return this._needProjectionMatrixCompute;
  52368. };
  52369. /**
  52370. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52371. */
  52372. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52373. this._needProjectionMatrixCompute = true;
  52374. };
  52375. /** @hidden */
  52376. ShadowLight.prototype._initCache = function () {
  52377. _super.prototype._initCache.call(this);
  52378. this._cache.position = BABYLON.Vector3.Zero();
  52379. };
  52380. /** @hidden */
  52381. ShadowLight.prototype._isSynchronized = function () {
  52382. if (!this._cache.position.equals(this.position)) {
  52383. return false;
  52384. }
  52385. return true;
  52386. };
  52387. /**
  52388. * Computes the world matrix of the node
  52389. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52390. * @returns the world matrix
  52391. */
  52392. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52393. if (!force && this.isSynchronized()) {
  52394. this._currentRenderId = this.getScene().getRenderId();
  52395. return this._worldMatrix;
  52396. }
  52397. this._updateCache();
  52398. this._cache.position.copyFrom(this.position);
  52399. if (!this._worldMatrix) {
  52400. this._worldMatrix = BABYLON.Matrix.Identity();
  52401. }
  52402. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52403. if (this.parent && this.parent.getWorldMatrix) {
  52404. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52405. this._markSyncedWithParent();
  52406. }
  52407. // Cache the determinant
  52408. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52409. return this._worldMatrix;
  52410. };
  52411. /**
  52412. * Gets the minZ used for shadow according to both the scene and the light.
  52413. * @param activeCamera The camera we are returning the min for
  52414. * @returns the depth min z
  52415. */
  52416. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52417. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52418. };
  52419. /**
  52420. * Gets the maxZ used for shadow according to both the scene and the light.
  52421. * @param activeCamera The camera we are returning the max for
  52422. * @returns the depth max z
  52423. */
  52424. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52425. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52426. };
  52427. /**
  52428. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52429. * @param matrix The materix to updated with the projection information
  52430. * @param viewMatrix The transform matrix of the light
  52431. * @param renderList The list of mesh to render in the map
  52432. * @returns The current light
  52433. */
  52434. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52435. if (this.customProjectionMatrixBuilder) {
  52436. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52437. }
  52438. else {
  52439. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52440. }
  52441. return this;
  52442. };
  52443. __decorate([
  52444. BABYLON.serializeAsVector3()
  52445. ], ShadowLight.prototype, "position", null);
  52446. __decorate([
  52447. BABYLON.serializeAsVector3()
  52448. ], ShadowLight.prototype, "direction", null);
  52449. __decorate([
  52450. BABYLON.serialize()
  52451. ], ShadowLight.prototype, "shadowMinZ", null);
  52452. __decorate([
  52453. BABYLON.serialize()
  52454. ], ShadowLight.prototype, "shadowMaxZ", null);
  52455. return ShadowLight;
  52456. }(BABYLON.Light));
  52457. BABYLON.ShadowLight = ShadowLight;
  52458. })(BABYLON || (BABYLON = {}));
  52459. //# sourceMappingURL=babylon.shadowLight.js.map
  52460. var BABYLON;
  52461. (function (BABYLON) {
  52462. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52463. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52464. });
  52465. /**
  52466. * A point light is a light defined by an unique point in world space.
  52467. * The light is emitted in every direction from this point.
  52468. * A good example of a point light is a standard light bulb.
  52469. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52470. */
  52471. var PointLight = /** @class */ (function (_super) {
  52472. __extends(PointLight, _super);
  52473. /**
  52474. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52475. * A PointLight emits the light in every direction.
  52476. * It can cast shadows.
  52477. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52478. * ```javascript
  52479. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52480. * ```
  52481. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52482. * @param name The light friendly name
  52483. * @param position The position of the point light in the scene
  52484. * @param scene The scene the lights belongs to
  52485. */
  52486. function PointLight(name, position, scene) {
  52487. var _this = _super.call(this, name, scene) || this;
  52488. _this._shadowAngle = Math.PI / 2;
  52489. _this.position = position;
  52490. return _this;
  52491. }
  52492. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52493. /**
  52494. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52495. * This specifies what angle the shadow will use to be created.
  52496. *
  52497. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52498. */
  52499. get: function () {
  52500. return this._shadowAngle;
  52501. },
  52502. /**
  52503. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52504. * This specifies what angle the shadow will use to be created.
  52505. *
  52506. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52507. */
  52508. set: function (value) {
  52509. this._shadowAngle = value;
  52510. this.forceProjectionMatrixCompute();
  52511. },
  52512. enumerable: true,
  52513. configurable: true
  52514. });
  52515. Object.defineProperty(PointLight.prototype, "direction", {
  52516. /**
  52517. * Gets the direction if it has been set.
  52518. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52519. */
  52520. get: function () {
  52521. return this._direction;
  52522. },
  52523. /**
  52524. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52525. */
  52526. set: function (value) {
  52527. var previousNeedCube = this.needCube();
  52528. this._direction = value;
  52529. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  52530. this._shadowGenerator.recreateShadowMap();
  52531. }
  52532. },
  52533. enumerable: true,
  52534. configurable: true
  52535. });
  52536. /**
  52537. * Returns the string "PointLight"
  52538. * @returns the class name
  52539. */
  52540. PointLight.prototype.getClassName = function () {
  52541. return "PointLight";
  52542. };
  52543. /**
  52544. * Returns the integer 0.
  52545. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52546. */
  52547. PointLight.prototype.getTypeID = function () {
  52548. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  52549. };
  52550. /**
  52551. * Specifies wether or not the shadowmap should be a cube texture.
  52552. * @returns true if the shadowmap needs to be a cube texture.
  52553. */
  52554. PointLight.prototype.needCube = function () {
  52555. return !this.direction;
  52556. };
  52557. /**
  52558. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  52559. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52560. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52561. */
  52562. PointLight.prototype.getShadowDirection = function (faceIndex) {
  52563. if (this.direction) {
  52564. return _super.prototype.getShadowDirection.call(this, faceIndex);
  52565. }
  52566. else {
  52567. switch (faceIndex) {
  52568. case 0:
  52569. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  52570. case 1:
  52571. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  52572. case 2:
  52573. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  52574. case 3:
  52575. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  52576. case 4:
  52577. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  52578. case 5:
  52579. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  52580. }
  52581. }
  52582. return BABYLON.Vector3.Zero();
  52583. };
  52584. /**
  52585. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  52586. * - fov = PI / 2
  52587. * - aspect ratio : 1.0
  52588. * - z-near and far equal to the active camera minZ and maxZ.
  52589. * Returns the PointLight.
  52590. */
  52591. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52592. var activeCamera = this.getScene().activeCamera;
  52593. if (!activeCamera) {
  52594. return;
  52595. }
  52596. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  52597. };
  52598. PointLight.prototype._buildUniformLayout = function () {
  52599. this._uniformBuffer.addUniform("vLightData", 4);
  52600. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52601. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52602. this._uniformBuffer.addUniform("vLightFalloff", 4);
  52603. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52604. this._uniformBuffer.addUniform("depthValues", 2);
  52605. this._uniformBuffer.create();
  52606. };
  52607. /**
  52608. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  52609. * @param effect The effect to update
  52610. * @param lightIndex The index of the light in the effect to update
  52611. * @returns The point light
  52612. */
  52613. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  52614. if (this.computeTransformedInformation()) {
  52615. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  52616. }
  52617. else {
  52618. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  52619. }
  52620. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  52621. return this;
  52622. };
  52623. /**
  52624. * Prepares the list of defines specific to the light type.
  52625. * @param defines the list of defines
  52626. * @param lightIndex defines the index of the light for the effect
  52627. */
  52628. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52629. defines["POINTLIGHT" + lightIndex] = true;
  52630. };
  52631. __decorate([
  52632. BABYLON.serialize()
  52633. ], PointLight.prototype, "shadowAngle", null);
  52634. return PointLight;
  52635. }(BABYLON.ShadowLight));
  52636. BABYLON.PointLight = PointLight;
  52637. })(BABYLON || (BABYLON = {}));
  52638. //# sourceMappingURL=babylon.pointLight.js.map
  52639. var BABYLON;
  52640. (function (BABYLON) {
  52641. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  52642. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  52643. });
  52644. /**
  52645. * A directional light is defined by a direction (what a surprise!).
  52646. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  52647. * 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.
  52648. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52649. */
  52650. var DirectionalLight = /** @class */ (function (_super) {
  52651. __extends(DirectionalLight, _super);
  52652. /**
  52653. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  52654. * The directional light is emitted from everywhere in the given direction.
  52655. * It can cast shadows.
  52656. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52657. * @param name The friendly name of the light
  52658. * @param direction The direction of the light
  52659. * @param scene The scene the light belongs to
  52660. */
  52661. function DirectionalLight(name, direction, scene) {
  52662. var _this = _super.call(this, name, scene) || this;
  52663. _this._shadowFrustumSize = 0;
  52664. _this._shadowOrthoScale = 0.1;
  52665. /**
  52666. * Automatically compute the projection matrix to best fit (including all the casters)
  52667. * on each frame.
  52668. */
  52669. _this.autoUpdateExtends = true;
  52670. // Cache
  52671. _this._orthoLeft = Number.MAX_VALUE;
  52672. _this._orthoRight = Number.MIN_VALUE;
  52673. _this._orthoTop = Number.MIN_VALUE;
  52674. _this._orthoBottom = Number.MAX_VALUE;
  52675. _this.position = direction.scale(-1.0);
  52676. _this.direction = direction;
  52677. return _this;
  52678. }
  52679. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  52680. /**
  52681. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  52682. */
  52683. get: function () {
  52684. return this._shadowFrustumSize;
  52685. },
  52686. /**
  52687. * Specifies a fix frustum size for the shadow generation.
  52688. */
  52689. set: function (value) {
  52690. this._shadowFrustumSize = value;
  52691. this.forceProjectionMatrixCompute();
  52692. },
  52693. enumerable: true,
  52694. configurable: true
  52695. });
  52696. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  52697. /**
  52698. * Gets the shadow projection scale against the optimal computed one.
  52699. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52700. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52701. */
  52702. get: function () {
  52703. return this._shadowOrthoScale;
  52704. },
  52705. /**
  52706. * Sets the shadow projection scale against the optimal computed one.
  52707. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  52708. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  52709. */
  52710. set: function (value) {
  52711. this._shadowOrthoScale = value;
  52712. this.forceProjectionMatrixCompute();
  52713. },
  52714. enumerable: true,
  52715. configurable: true
  52716. });
  52717. /**
  52718. * Returns the string "DirectionalLight".
  52719. * @return The class name
  52720. */
  52721. DirectionalLight.prototype.getClassName = function () {
  52722. return "DirectionalLight";
  52723. };
  52724. /**
  52725. * Returns the integer 1.
  52726. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52727. */
  52728. DirectionalLight.prototype.getTypeID = function () {
  52729. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  52730. };
  52731. /**
  52732. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  52733. * Returns the DirectionalLight Shadow projection matrix.
  52734. */
  52735. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52736. if (this.shadowFrustumSize > 0) {
  52737. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  52738. }
  52739. else {
  52740. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52741. }
  52742. };
  52743. /**
  52744. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  52745. * Returns the DirectionalLight Shadow projection matrix.
  52746. */
  52747. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  52748. var activeCamera = this.getScene().activeCamera;
  52749. if (!activeCamera) {
  52750. return;
  52751. }
  52752. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  52753. };
  52754. /**
  52755. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  52756. * Returns the DirectionalLight Shadow projection matrix.
  52757. */
  52758. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52759. var activeCamera = this.getScene().activeCamera;
  52760. if (!activeCamera) {
  52761. return;
  52762. }
  52763. // Check extends
  52764. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  52765. var tempVector3 = BABYLON.Vector3.Zero();
  52766. this._orthoLeft = Number.MAX_VALUE;
  52767. this._orthoRight = Number.MIN_VALUE;
  52768. this._orthoTop = Number.MIN_VALUE;
  52769. this._orthoBottom = Number.MAX_VALUE;
  52770. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  52771. var mesh = renderList[meshIndex];
  52772. if (!mesh) {
  52773. continue;
  52774. }
  52775. var boundingInfo = mesh.getBoundingInfo();
  52776. var boundingBox = boundingInfo.boundingBox;
  52777. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  52778. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  52779. if (tempVector3.x < this._orthoLeft) {
  52780. this._orthoLeft = tempVector3.x;
  52781. }
  52782. if (tempVector3.y < this._orthoBottom) {
  52783. this._orthoBottom = tempVector3.y;
  52784. }
  52785. if (tempVector3.x > this._orthoRight) {
  52786. this._orthoRight = tempVector3.x;
  52787. }
  52788. if (tempVector3.y > this._orthoTop) {
  52789. this._orthoTop = tempVector3.y;
  52790. }
  52791. }
  52792. }
  52793. }
  52794. var xOffset = this._orthoRight - this._orthoLeft;
  52795. var yOffset = this._orthoTop - this._orthoBottom;
  52796. 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);
  52797. };
  52798. DirectionalLight.prototype._buildUniformLayout = function () {
  52799. this._uniformBuffer.addUniform("vLightData", 4);
  52800. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52801. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52802. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52803. this._uniformBuffer.addUniform("depthValues", 2);
  52804. this._uniformBuffer.create();
  52805. };
  52806. /**
  52807. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  52808. * @param effect The effect to update
  52809. * @param lightIndex The index of the light in the effect to update
  52810. * @returns The directional light
  52811. */
  52812. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  52813. if (this.computeTransformedInformation()) {
  52814. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  52815. return this;
  52816. }
  52817. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  52818. return this;
  52819. };
  52820. /**
  52821. * Gets the minZ used for shadow according to both the scene and the light.
  52822. *
  52823. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52824. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52825. * @param activeCamera The camera we are returning the min for
  52826. * @returns the depth min z
  52827. */
  52828. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  52829. return 1;
  52830. };
  52831. /**
  52832. * Gets the maxZ used for shadow according to both the scene and the light.
  52833. *
  52834. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  52835. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  52836. * @param activeCamera The camera we are returning the max for
  52837. * @returns the depth max z
  52838. */
  52839. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  52840. return 1;
  52841. };
  52842. /**
  52843. * Prepares the list of defines specific to the light type.
  52844. * @param defines the list of defines
  52845. * @param lightIndex defines the index of the light for the effect
  52846. */
  52847. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52848. defines["DIRLIGHT" + lightIndex] = true;
  52849. };
  52850. __decorate([
  52851. BABYLON.serialize()
  52852. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  52853. __decorate([
  52854. BABYLON.serialize()
  52855. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  52856. __decorate([
  52857. BABYLON.serialize()
  52858. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  52859. return DirectionalLight;
  52860. }(BABYLON.ShadowLight));
  52861. BABYLON.DirectionalLight = DirectionalLight;
  52862. })(BABYLON || (BABYLON = {}));
  52863. //# sourceMappingURL=babylon.directionalLight.js.map
  52864. var BABYLON;
  52865. (function (BABYLON) {
  52866. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  52867. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  52868. });
  52869. /**
  52870. * A spot light is defined by a position, a direction, an angle, and an exponent.
  52871. * These values define a cone of light starting from the position, emitting toward the direction.
  52872. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  52873. * and the exponent defines the speed of the decay of the light with distance (reach).
  52874. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52875. */
  52876. var SpotLight = /** @class */ (function (_super) {
  52877. __extends(SpotLight, _super);
  52878. /**
  52879. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  52880. * It can cast shadows.
  52881. * Documentation : http://doc.babylonjs.com/tutorials/lights
  52882. * @param name The light friendly name
  52883. * @param position The position of the spot light in the scene
  52884. * @param direction The direction of the light in the scene
  52885. * @param angle The cone angle of the light in Radians
  52886. * @param exponent The light decay speed with the distance from the emission spot
  52887. * @param scene The scene the lights belongs to
  52888. */
  52889. function SpotLight(name, position, direction, angle, exponent, scene) {
  52890. var _this = _super.call(this, name, scene) || this;
  52891. _this._innerAngle = 0;
  52892. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  52893. _this._projectionTextureLightNear = 1e-6;
  52894. _this._projectionTextureLightFar = 1000.0;
  52895. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  52896. _this._projectionTextureViewLightDirty = true;
  52897. _this._projectionTextureProjectionLightDirty = true;
  52898. _this._projectionTextureDirty = true;
  52899. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  52900. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  52901. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  52902. _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);
  52903. _this.position = position;
  52904. _this.direction = direction;
  52905. _this.angle = angle;
  52906. _this.exponent = exponent;
  52907. return _this;
  52908. }
  52909. Object.defineProperty(SpotLight.prototype, "angle", {
  52910. /**
  52911. * Gets the cone angle of the spot light in Radians.
  52912. */
  52913. get: function () {
  52914. return this._angle;
  52915. },
  52916. /**
  52917. * Sets the cone angle of the spot light in Radians.
  52918. */
  52919. set: function (value) {
  52920. this._angle = value;
  52921. this._cosHalfAngle = Math.cos(value * 0.5);
  52922. this._projectionTextureProjectionLightDirty = true;
  52923. this.forceProjectionMatrixCompute();
  52924. this._computeAngleValues();
  52925. },
  52926. enumerable: true,
  52927. configurable: true
  52928. });
  52929. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  52930. /**
  52931. * Only used in gltf falloff mode, this defines the angle where
  52932. * the directional falloff will start before cutting at angle which could be seen
  52933. * as outer angle.
  52934. */
  52935. get: function () {
  52936. return this._innerAngle;
  52937. },
  52938. /**
  52939. * Only used in gltf falloff mode, this defines the angle where
  52940. * the directional falloff will start before cutting at angle which could be seen
  52941. * as outer angle.
  52942. */
  52943. set: function (value) {
  52944. this._innerAngle = value;
  52945. this._computeAngleValues();
  52946. },
  52947. enumerable: true,
  52948. configurable: true
  52949. });
  52950. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  52951. /**
  52952. * Allows scaling the angle of the light for shadow generation only.
  52953. */
  52954. get: function () {
  52955. return this._shadowAngleScale;
  52956. },
  52957. /**
  52958. * Allows scaling the angle of the light for shadow generation only.
  52959. */
  52960. set: function (value) {
  52961. this._shadowAngleScale = value;
  52962. this.forceProjectionMatrixCompute();
  52963. },
  52964. enumerable: true,
  52965. configurable: true
  52966. });
  52967. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  52968. /**
  52969. * Allows reading the projecton texture
  52970. */
  52971. get: function () {
  52972. return this._projectionTextureMatrix;
  52973. },
  52974. enumerable: true,
  52975. configurable: true
  52976. });
  52977. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  52978. /**
  52979. * Gets the near clip of the Spotlight for texture projection.
  52980. */
  52981. get: function () {
  52982. return this._projectionTextureLightNear;
  52983. },
  52984. /**
  52985. * Sets the near clip of the Spotlight for texture projection.
  52986. */
  52987. set: function (value) {
  52988. this._projectionTextureLightNear = value;
  52989. this._projectionTextureProjectionLightDirty = true;
  52990. },
  52991. enumerable: true,
  52992. configurable: true
  52993. });
  52994. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  52995. /**
  52996. * Gets the far clip of the Spotlight for texture projection.
  52997. */
  52998. get: function () {
  52999. return this._projectionTextureLightFar;
  53000. },
  53001. /**
  53002. * Sets the far clip of the Spotlight for texture projection.
  53003. */
  53004. set: function (value) {
  53005. this._projectionTextureLightFar = value;
  53006. this._projectionTextureProjectionLightDirty = true;
  53007. },
  53008. enumerable: true,
  53009. configurable: true
  53010. });
  53011. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53012. /**
  53013. * Gets the Up vector of the Spotlight for texture projection.
  53014. */
  53015. get: function () {
  53016. return this._projectionTextureUpDirection;
  53017. },
  53018. /**
  53019. * Sets the Up vector of the Spotlight for texture projection.
  53020. */
  53021. set: function (value) {
  53022. this._projectionTextureUpDirection = value;
  53023. this._projectionTextureProjectionLightDirty = true;
  53024. },
  53025. enumerable: true,
  53026. configurable: true
  53027. });
  53028. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53029. /**
  53030. * Gets the projection texture of the light.
  53031. */
  53032. get: function () {
  53033. return this._projectionTexture;
  53034. },
  53035. /**
  53036. * Sets the projection texture of the light.
  53037. */
  53038. set: function (value) {
  53039. this._projectionTexture = value;
  53040. this._projectionTextureDirty = true;
  53041. },
  53042. enumerable: true,
  53043. configurable: true
  53044. });
  53045. /**
  53046. * Returns the string "SpotLight".
  53047. * @returns the class name
  53048. */
  53049. SpotLight.prototype.getClassName = function () {
  53050. return "SpotLight";
  53051. };
  53052. /**
  53053. * Returns the integer 2.
  53054. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53055. */
  53056. SpotLight.prototype.getTypeID = function () {
  53057. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53058. };
  53059. /**
  53060. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53061. */
  53062. SpotLight.prototype._setDirection = function (value) {
  53063. _super.prototype._setDirection.call(this, value);
  53064. this._projectionTextureViewLightDirty = true;
  53065. };
  53066. /**
  53067. * Overrides the position setter to recompute the projection texture view light Matrix.
  53068. */
  53069. SpotLight.prototype._setPosition = function (value) {
  53070. _super.prototype._setPosition.call(this, value);
  53071. this._projectionTextureViewLightDirty = true;
  53072. };
  53073. /**
  53074. * 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.
  53075. * Returns the SpotLight.
  53076. */
  53077. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53078. var activeCamera = this.getScene().activeCamera;
  53079. if (!activeCamera) {
  53080. return;
  53081. }
  53082. this._shadowAngleScale = this._shadowAngleScale || 1;
  53083. var angle = this._shadowAngleScale * this._angle;
  53084. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53085. };
  53086. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53087. this._projectionTextureViewLightDirty = false;
  53088. this._projectionTextureDirty = true;
  53089. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53090. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53091. };
  53092. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53093. this._projectionTextureProjectionLightDirty = false;
  53094. this._projectionTextureDirty = true;
  53095. var light_far = this.projectionTextureLightFar;
  53096. var light_near = this.projectionTextureLightNear;
  53097. var P = light_far / (light_far - light_near);
  53098. var Q = -P * light_near;
  53099. var S = 1.0 / Math.tan(this._angle / 2.0);
  53100. var A = 1.0;
  53101. 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);
  53102. };
  53103. /**
  53104. * Main function for light texture projection matrix computing.
  53105. */
  53106. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53107. this._projectionTextureDirty = false;
  53108. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53109. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53110. };
  53111. SpotLight.prototype._buildUniformLayout = function () {
  53112. this._uniformBuffer.addUniform("vLightData", 4);
  53113. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53114. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53115. this._uniformBuffer.addUniform("vLightDirection", 3);
  53116. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53117. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53118. this._uniformBuffer.addUniform("depthValues", 2);
  53119. this._uniformBuffer.create();
  53120. };
  53121. SpotLight.prototype._computeAngleValues = function () {
  53122. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53123. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53124. };
  53125. /**
  53126. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53127. * @param effect The effect to update
  53128. * @param lightIndex The index of the light in the effect to update
  53129. * @returns The spot light
  53130. */
  53131. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53132. var normalizeDirection;
  53133. if (this.computeTransformedInformation()) {
  53134. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53135. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53136. }
  53137. else {
  53138. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53139. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53140. }
  53141. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53142. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53143. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53144. if (this._projectionTextureViewLightDirty) {
  53145. this._computeProjectionTextureViewLightMatrix();
  53146. }
  53147. if (this._projectionTextureProjectionLightDirty) {
  53148. this._computeProjectionTextureProjectionLightMatrix();
  53149. }
  53150. if (this._projectionTextureDirty) {
  53151. this._computeProjectionTextureMatrix();
  53152. }
  53153. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53154. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53155. }
  53156. return this;
  53157. };
  53158. /**
  53159. * Disposes the light and the associated resources.
  53160. */
  53161. SpotLight.prototype.dispose = function () {
  53162. _super.prototype.dispose.call(this);
  53163. if (this._projectionTexture) {
  53164. this._projectionTexture.dispose();
  53165. }
  53166. };
  53167. /**
  53168. * Prepares the list of defines specific to the light type.
  53169. * @param defines the list of defines
  53170. * @param lightIndex defines the index of the light for the effect
  53171. */
  53172. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53173. defines["SPOTLIGHT" + lightIndex] = true;
  53174. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53175. };
  53176. __decorate([
  53177. BABYLON.serialize()
  53178. ], SpotLight.prototype, "angle", null);
  53179. __decorate([
  53180. BABYLON.serialize()
  53181. ], SpotLight.prototype, "innerAngle", null);
  53182. __decorate([
  53183. BABYLON.serialize()
  53184. ], SpotLight.prototype, "shadowAngleScale", null);
  53185. __decorate([
  53186. BABYLON.serialize()
  53187. ], SpotLight.prototype, "exponent", void 0);
  53188. __decorate([
  53189. BABYLON.serialize()
  53190. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53191. __decorate([
  53192. BABYLON.serialize()
  53193. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53194. __decorate([
  53195. BABYLON.serialize()
  53196. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53197. __decorate([
  53198. BABYLON.serializeAsTexture("projectedLightTexture")
  53199. ], SpotLight.prototype, "_projectionTexture", void 0);
  53200. return SpotLight;
  53201. }(BABYLON.ShadowLight));
  53202. BABYLON.SpotLight = SpotLight;
  53203. })(BABYLON || (BABYLON = {}));
  53204. //# sourceMappingURL=babylon.spotLight.js.map
  53205. var BABYLON;
  53206. (function (BABYLON) {
  53207. /**
  53208. * Class used to override all child animations of a given target
  53209. */
  53210. var AnimationPropertiesOverride = /** @class */ (function () {
  53211. function AnimationPropertiesOverride() {
  53212. /**
  53213. * Gets or sets a value indicating if animation blending must be used
  53214. */
  53215. this.enableBlending = false;
  53216. /**
  53217. * Gets or sets the blending speed to use when enableBlending is true
  53218. */
  53219. this.blendingSpeed = 0.01;
  53220. /**
  53221. * Gets or sets the default loop mode to use
  53222. */
  53223. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53224. }
  53225. return AnimationPropertiesOverride;
  53226. }());
  53227. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53228. })(BABYLON || (BABYLON = {}));
  53229. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53230. var BABYLON;
  53231. (function (BABYLON) {
  53232. /**
  53233. * Represents the range of an animation
  53234. */
  53235. var AnimationRange = /** @class */ (function () {
  53236. /**
  53237. * Initializes the range of an animation
  53238. * @param name The name of the animation range
  53239. * @param from The starting frame of the animation
  53240. * @param to The ending frame of the animation
  53241. */
  53242. function AnimationRange(
  53243. /**The name of the animation range**/
  53244. name,
  53245. /**The starting frame of the animation */
  53246. from,
  53247. /**The ending frame of the animation*/
  53248. to) {
  53249. this.name = name;
  53250. this.from = from;
  53251. this.to = to;
  53252. }
  53253. /**
  53254. * Makes a copy of the animation range
  53255. * @returns A copy of the animation range
  53256. */
  53257. AnimationRange.prototype.clone = function () {
  53258. return new AnimationRange(this.name, this.from, this.to);
  53259. };
  53260. return AnimationRange;
  53261. }());
  53262. BABYLON.AnimationRange = AnimationRange;
  53263. /**
  53264. * Composed of a frame, and an action function
  53265. */
  53266. var AnimationEvent = /** @class */ (function () {
  53267. /**
  53268. * Initializes the animation event
  53269. * @param frame The frame for which the event is triggered
  53270. * @param action The event to perform when triggered
  53271. * @param onlyOnce Specifies if the event should be triggered only once
  53272. */
  53273. function AnimationEvent(
  53274. /** The frame for which the event is triggered **/
  53275. frame,
  53276. /** The event to perform when triggered **/
  53277. action,
  53278. /** Specifies if the event should be triggered only once**/
  53279. onlyOnce) {
  53280. this.frame = frame;
  53281. this.action = action;
  53282. this.onlyOnce = onlyOnce;
  53283. /**
  53284. * Specifies if the animation event is done
  53285. */
  53286. this.isDone = false;
  53287. }
  53288. /** @hidden */
  53289. AnimationEvent.prototype._clone = function () {
  53290. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53291. };
  53292. return AnimationEvent;
  53293. }());
  53294. BABYLON.AnimationEvent = AnimationEvent;
  53295. /**
  53296. * A cursor which tracks a point on a path
  53297. */
  53298. var PathCursor = /** @class */ (function () {
  53299. /**
  53300. * Initializes the path cursor
  53301. * @param path The path to track
  53302. */
  53303. function PathCursor(path) {
  53304. this.path = path;
  53305. /**
  53306. * Stores path cursor callbacks for when an onchange event is triggered
  53307. */
  53308. this._onchange = new Array();
  53309. /**
  53310. * The value of the path cursor
  53311. */
  53312. this.value = 0;
  53313. /**
  53314. * The animation array of the path cursor
  53315. */
  53316. this.animations = new Array();
  53317. }
  53318. /**
  53319. * Gets the cursor point on the path
  53320. * @returns A point on the path cursor at the cursor location
  53321. */
  53322. PathCursor.prototype.getPoint = function () {
  53323. var point = this.path.getPointAtLengthPosition(this.value);
  53324. return new BABYLON.Vector3(point.x, 0, point.y);
  53325. };
  53326. /**
  53327. * Moves the cursor ahead by the step amount
  53328. * @param step The amount to move the cursor forward
  53329. * @returns This path cursor
  53330. */
  53331. PathCursor.prototype.moveAhead = function (step) {
  53332. if (step === void 0) { step = 0.002; }
  53333. this.move(step);
  53334. return this;
  53335. };
  53336. /**
  53337. * Moves the cursor behind by the step amount
  53338. * @param step The amount to move the cursor back
  53339. * @returns This path cursor
  53340. */
  53341. PathCursor.prototype.moveBack = function (step) {
  53342. if (step === void 0) { step = 0.002; }
  53343. this.move(-step);
  53344. return this;
  53345. };
  53346. /**
  53347. * Moves the cursor by the step amount
  53348. * If the step amount is greater than one, an exception is thrown
  53349. * @param step The amount to move the cursor
  53350. * @returns This path cursor
  53351. */
  53352. PathCursor.prototype.move = function (step) {
  53353. if (Math.abs(step) > 1) {
  53354. throw "step size should be less than 1.";
  53355. }
  53356. this.value += step;
  53357. this.ensureLimits();
  53358. this.raiseOnChange();
  53359. return this;
  53360. };
  53361. /**
  53362. * Ensures that the value is limited between zero and one
  53363. * @returns This path cursor
  53364. */
  53365. PathCursor.prototype.ensureLimits = function () {
  53366. while (this.value > 1) {
  53367. this.value -= 1;
  53368. }
  53369. while (this.value < 0) {
  53370. this.value += 1;
  53371. }
  53372. return this;
  53373. };
  53374. /**
  53375. * Runs onchange callbacks on change (used by the animation engine)
  53376. * @returns This path cursor
  53377. */
  53378. PathCursor.prototype.raiseOnChange = function () {
  53379. var _this = this;
  53380. this._onchange.forEach(function (f) { return f(_this); });
  53381. return this;
  53382. };
  53383. /**
  53384. * Executes a function on change
  53385. * @param f A path cursor onchange callback
  53386. * @returns This path cursor
  53387. */
  53388. PathCursor.prototype.onchange = function (f) {
  53389. this._onchange.push(f);
  53390. return this;
  53391. };
  53392. return PathCursor;
  53393. }());
  53394. BABYLON.PathCursor = PathCursor;
  53395. /**
  53396. * Enum for the animation key frame interpolation type
  53397. */
  53398. var AnimationKeyInterpolation;
  53399. (function (AnimationKeyInterpolation) {
  53400. /**
  53401. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53402. */
  53403. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53404. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53405. /**
  53406. * Class used to store any kind of animation
  53407. */
  53408. var Animation = /** @class */ (function () {
  53409. /**
  53410. * Initializes the animation
  53411. * @param name Name of the animation
  53412. * @param targetProperty Property to animate
  53413. * @param framePerSecond The frames per second of the animation
  53414. * @param dataType The data type of the animation
  53415. * @param loopMode The loop mode of the animation
  53416. * @param enableBlendings Specifies if blending should be enabled
  53417. */
  53418. function Animation(
  53419. /**Name of the animation */
  53420. name,
  53421. /**Property to animate */
  53422. targetProperty,
  53423. /**The frames per second of the animation */
  53424. framePerSecond,
  53425. /**The data type of the animation */
  53426. dataType,
  53427. /**The loop mode of the animation */
  53428. loopMode,
  53429. /**Specifies if blending should be enabled */
  53430. enableBlending) {
  53431. this.name = name;
  53432. this.targetProperty = targetProperty;
  53433. this.framePerSecond = framePerSecond;
  53434. this.dataType = dataType;
  53435. this.loopMode = loopMode;
  53436. this.enableBlending = enableBlending;
  53437. /**
  53438. * @hidden Internal use only
  53439. */
  53440. this._runtimeAnimations = new Array();
  53441. /**
  53442. * The set of event that will be linked to this animation
  53443. */
  53444. this._events = new Array();
  53445. /**
  53446. * Stores the blending speed of the animation
  53447. */
  53448. this.blendingSpeed = 0.01;
  53449. /**
  53450. * Stores the animation ranges for the animation
  53451. */
  53452. this._ranges = {};
  53453. this.targetPropertyPath = targetProperty.split(".");
  53454. this.dataType = dataType;
  53455. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53456. }
  53457. /**
  53458. * @hidden Internal use
  53459. */
  53460. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53461. var dataType = undefined;
  53462. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53463. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53464. }
  53465. else if (from instanceof BABYLON.Quaternion) {
  53466. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53467. }
  53468. else if (from instanceof BABYLON.Vector3) {
  53469. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53470. }
  53471. else if (from instanceof BABYLON.Vector2) {
  53472. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53473. }
  53474. else if (from instanceof BABYLON.Color3) {
  53475. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53476. }
  53477. else if (from instanceof BABYLON.Size) {
  53478. dataType = Animation.ANIMATIONTYPE_SIZE;
  53479. }
  53480. if (dataType == undefined) {
  53481. return null;
  53482. }
  53483. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53484. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53485. animation.setKeys(keys);
  53486. if (easingFunction !== undefined) {
  53487. animation.setEasingFunction(easingFunction);
  53488. }
  53489. return animation;
  53490. };
  53491. /**
  53492. * Sets up an animation
  53493. * @param property The property to animate
  53494. * @param animationType The animation type to apply
  53495. * @param framePerSecond The frames per second of the animation
  53496. * @param easingFunction The easing function used in the animation
  53497. * @returns The created animation
  53498. */
  53499. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53500. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53501. animation.setEasingFunction(easingFunction);
  53502. return animation;
  53503. };
  53504. /**
  53505. * Create and start an animation on a node
  53506. * @param name defines the name of the global animation that will be run on all nodes
  53507. * @param node defines the root node where the animation will take place
  53508. * @param targetProperty defines property to animate
  53509. * @param framePerSecond defines the number of frame per second yo use
  53510. * @param totalFrame defines the number of frames in total
  53511. * @param from defines the initial value
  53512. * @param to defines the final value
  53513. * @param loopMode defines which loop mode you want to use (off by default)
  53514. * @param easingFunction defines the easing function to use (linear by default)
  53515. * @param onAnimationEnd defines the callback to call when animation end
  53516. * @returns the animatable created for this animation
  53517. */
  53518. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53519. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53520. if (!animation) {
  53521. return null;
  53522. }
  53523. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53524. };
  53525. /**
  53526. * Create and start an animation on a node and its descendants
  53527. * @param name defines the name of the global animation that will be run on all nodes
  53528. * @param node defines the root node where the animation will take place
  53529. * @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
  53530. * @param targetProperty defines property to animate
  53531. * @param framePerSecond defines the number of frame per second to use
  53532. * @param totalFrame defines the number of frames in total
  53533. * @param from defines the initial value
  53534. * @param to defines the final value
  53535. * @param loopMode defines which loop mode you want to use (off by default)
  53536. * @param easingFunction defines the easing function to use (linear by default)
  53537. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  53538. * @returns the list of animatables created for all nodes
  53539. * @example https://www.babylonjs-playground.com/#MH0VLI
  53540. */
  53541. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53542. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53543. if (!animation) {
  53544. return null;
  53545. }
  53546. var scene = node.getScene();
  53547. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53548. };
  53549. /**
  53550. * Creates a new animation, merges it with the existing animations and starts it
  53551. * @param name Name of the animation
  53552. * @param node Node which contains the scene that begins the animations
  53553. * @param targetProperty Specifies which property to animate
  53554. * @param framePerSecond The frames per second of the animation
  53555. * @param totalFrame The total number of frames
  53556. * @param from The frame at the beginning of the animation
  53557. * @param to The frame at the end of the animation
  53558. * @param loopMode Specifies the loop mode of the animation
  53559. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  53560. * @param onAnimationEnd Callback to run once the animation is complete
  53561. * @returns Nullable animation
  53562. */
  53563. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  53564. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  53565. if (!animation) {
  53566. return null;
  53567. }
  53568. node.animations.push(animation);
  53569. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  53570. };
  53571. /**
  53572. * Transition property of an host to the target Value
  53573. * @param property The property to transition
  53574. * @param targetValue The target Value of the property
  53575. * @param host The object where the property to animate belongs
  53576. * @param scene Scene used to run the animation
  53577. * @param frameRate Framerate (in frame/s) to use
  53578. * @param transition The transition type we want to use
  53579. * @param duration The duration of the animation, in milliseconds
  53580. * @param onAnimationEnd Callback trigger at the end of the animation
  53581. * @returns Nullable animation
  53582. */
  53583. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  53584. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  53585. if (duration <= 0) {
  53586. host[property] = targetValue;
  53587. if (onAnimationEnd) {
  53588. onAnimationEnd();
  53589. }
  53590. return null;
  53591. }
  53592. var endFrame = frameRate * (duration / 1000);
  53593. transition.setKeys([{
  53594. frame: 0,
  53595. value: host[property].clone ? host[property].clone() : host[property]
  53596. },
  53597. {
  53598. frame: endFrame,
  53599. value: targetValue
  53600. }]);
  53601. if (!host.animations) {
  53602. host.animations = [];
  53603. }
  53604. host.animations.push(transition);
  53605. var animation = scene.beginAnimation(host, 0, endFrame, false);
  53606. animation.onAnimationEnd = onAnimationEnd;
  53607. return animation;
  53608. };
  53609. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  53610. /**
  53611. * Return the array of runtime animations currently using this animation
  53612. */
  53613. get: function () {
  53614. return this._runtimeAnimations;
  53615. },
  53616. enumerable: true,
  53617. configurable: true
  53618. });
  53619. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  53620. /**
  53621. * Specifies if any of the runtime animations are currently running
  53622. */
  53623. get: function () {
  53624. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  53625. var runtimeAnimation = _a[_i];
  53626. if (!runtimeAnimation.isStopped) {
  53627. return true;
  53628. }
  53629. }
  53630. return false;
  53631. },
  53632. enumerable: true,
  53633. configurable: true
  53634. });
  53635. // Methods
  53636. /**
  53637. * Converts the animation to a string
  53638. * @param fullDetails support for multiple levels of logging within scene loading
  53639. * @returns String form of the animation
  53640. */
  53641. Animation.prototype.toString = function (fullDetails) {
  53642. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  53643. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  53644. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  53645. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  53646. if (fullDetails) {
  53647. ret += ", Ranges: {";
  53648. var first = true;
  53649. for (var name in this._ranges) {
  53650. if (first) {
  53651. ret += ", ";
  53652. first = false;
  53653. }
  53654. ret += name;
  53655. }
  53656. ret += "}";
  53657. }
  53658. return ret;
  53659. };
  53660. /**
  53661. * Add an event to this animation
  53662. * @param event Event to add
  53663. */
  53664. Animation.prototype.addEvent = function (event) {
  53665. this._events.push(event);
  53666. };
  53667. /**
  53668. * Remove all events found at the given frame
  53669. * @param frame The frame to remove events from
  53670. */
  53671. Animation.prototype.removeEvents = function (frame) {
  53672. for (var index = 0; index < this._events.length; index++) {
  53673. if (this._events[index].frame === frame) {
  53674. this._events.splice(index, 1);
  53675. index--;
  53676. }
  53677. }
  53678. };
  53679. /**
  53680. * Retrieves all the events from the animation
  53681. * @returns Events from the animation
  53682. */
  53683. Animation.prototype.getEvents = function () {
  53684. return this._events;
  53685. };
  53686. /**
  53687. * Creates an animation range
  53688. * @param name Name of the animation range
  53689. * @param from Starting frame of the animation range
  53690. * @param to Ending frame of the animation
  53691. */
  53692. Animation.prototype.createRange = function (name, from, to) {
  53693. // check name not already in use; could happen for bones after serialized
  53694. if (!this._ranges[name]) {
  53695. this._ranges[name] = new AnimationRange(name, from, to);
  53696. }
  53697. };
  53698. /**
  53699. * Deletes an animation range by name
  53700. * @param name Name of the animation range to delete
  53701. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  53702. */
  53703. Animation.prototype.deleteRange = function (name, deleteFrames) {
  53704. if (deleteFrames === void 0) { deleteFrames = true; }
  53705. var range = this._ranges[name];
  53706. if (!range) {
  53707. return;
  53708. }
  53709. if (deleteFrames) {
  53710. var from = range.from;
  53711. var to = range.to;
  53712. // this loop MUST go high to low for multiple splices to work
  53713. for (var key = this._keys.length - 1; key >= 0; key--) {
  53714. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  53715. this._keys.splice(key, 1);
  53716. }
  53717. }
  53718. }
  53719. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  53720. };
  53721. /**
  53722. * Gets the animation range by name, or null if not defined
  53723. * @param name Name of the animation range
  53724. * @returns Nullable animation range
  53725. */
  53726. Animation.prototype.getRange = function (name) {
  53727. return this._ranges[name];
  53728. };
  53729. /**
  53730. * Gets the key frames from the animation
  53731. * @returns The key frames of the animation
  53732. */
  53733. Animation.prototype.getKeys = function () {
  53734. return this._keys;
  53735. };
  53736. /**
  53737. * Gets the highest frame rate of the animation
  53738. * @returns Highest frame rate of the animation
  53739. */
  53740. Animation.prototype.getHighestFrame = function () {
  53741. var ret = 0;
  53742. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  53743. if (ret < this._keys[key].frame) {
  53744. ret = this._keys[key].frame;
  53745. }
  53746. }
  53747. return ret;
  53748. };
  53749. /**
  53750. * Gets the easing function of the animation
  53751. * @returns Easing function of the animation
  53752. */
  53753. Animation.prototype.getEasingFunction = function () {
  53754. return this._easingFunction;
  53755. };
  53756. /**
  53757. * Sets the easing function of the animation
  53758. * @param easingFunction A custom mathematical formula for animation
  53759. */
  53760. Animation.prototype.setEasingFunction = function (easingFunction) {
  53761. this._easingFunction = easingFunction;
  53762. };
  53763. /**
  53764. * Interpolates a scalar linearly
  53765. * @param startValue Start value of the animation curve
  53766. * @param endValue End value of the animation curve
  53767. * @param gradient Scalar amount to interpolate
  53768. * @returns Interpolated scalar value
  53769. */
  53770. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  53771. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  53772. };
  53773. /**
  53774. * Interpolates a scalar cubically
  53775. * @param startValue Start value of the animation curve
  53776. * @param outTangent End tangent of the animation
  53777. * @param endValue End value of the animation curve
  53778. * @param inTangent Start tangent of the animation curve
  53779. * @param gradient Scalar amount to interpolate
  53780. * @returns Interpolated scalar value
  53781. */
  53782. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53783. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53784. };
  53785. /**
  53786. * Interpolates a quaternion using a spherical linear interpolation
  53787. * @param startValue Start value of the animation curve
  53788. * @param endValue End value of the animation curve
  53789. * @param gradient Scalar amount to interpolate
  53790. * @returns Interpolated quaternion value
  53791. */
  53792. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  53793. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  53794. };
  53795. /**
  53796. * Interpolates a quaternion cubically
  53797. * @param startValue Start value of the animation curve
  53798. * @param outTangent End tangent of the animation curve
  53799. * @param endValue End value of the animation curve
  53800. * @param inTangent Start tangent of the animation curve
  53801. * @param gradient Scalar amount to interpolate
  53802. * @returns Interpolated quaternion value
  53803. */
  53804. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53805. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  53806. };
  53807. /**
  53808. * Interpolates a Vector3 linearl
  53809. * @param startValue Start value of the animation curve
  53810. * @param endValue End value of the animation curve
  53811. * @param gradient Scalar amount to interpolate
  53812. * @returns Interpolated scalar value
  53813. */
  53814. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  53815. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  53816. };
  53817. /**
  53818. * Interpolates a Vector3 cubically
  53819. * @param startValue Start value of the animation curve
  53820. * @param outTangent End tangent of the animation
  53821. * @param endValue End value of the animation curve
  53822. * @param inTangent Start tangent of the animation curve
  53823. * @param gradient Scalar amount to interpolate
  53824. * @returns InterpolatedVector3 value
  53825. */
  53826. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53827. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53828. };
  53829. /**
  53830. * Interpolates a Vector2 linearly
  53831. * @param startValue Start value of the animation curve
  53832. * @param endValue End value of the animation curve
  53833. * @param gradient Scalar amount to interpolate
  53834. * @returns Interpolated Vector2 value
  53835. */
  53836. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  53837. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  53838. };
  53839. /**
  53840. * Interpolates a Vector2 cubically
  53841. * @param startValue Start value of the animation curve
  53842. * @param outTangent End tangent of the animation
  53843. * @param endValue End value of the animation curve
  53844. * @param inTangent Start tangent of the animation curve
  53845. * @param gradient Scalar amount to interpolate
  53846. * @returns Interpolated Vector2 value
  53847. */
  53848. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  53849. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  53850. };
  53851. /**
  53852. * Interpolates a size linearly
  53853. * @param startValue Start value of the animation curve
  53854. * @param endValue End value of the animation curve
  53855. * @param gradient Scalar amount to interpolate
  53856. * @returns Interpolated Size value
  53857. */
  53858. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  53859. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  53860. };
  53861. /**
  53862. * Interpolates a Color3 linearly
  53863. * @param startValue Start value of the animation curve
  53864. * @param endValue End value of the animation curve
  53865. * @param gradient Scalar amount to interpolate
  53866. * @returns Interpolated Color3 value
  53867. */
  53868. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  53869. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  53870. };
  53871. /**
  53872. * @hidden Internal use only
  53873. */
  53874. Animation.prototype._getKeyValue = function (value) {
  53875. if (typeof value === "function") {
  53876. return value();
  53877. }
  53878. return value;
  53879. };
  53880. /**
  53881. * @hidden Internal use only
  53882. */
  53883. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  53884. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  53885. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  53886. }
  53887. var keys = this.getKeys();
  53888. // Try to get a hash to find the right key
  53889. 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));
  53890. if (keys[startKeyIndex].frame >= currentFrame) {
  53891. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  53892. startKeyIndex--;
  53893. }
  53894. }
  53895. for (var key = startKeyIndex; key < keys.length; key++) {
  53896. var endKey = keys[key + 1];
  53897. if (endKey.frame >= currentFrame) {
  53898. var startKey = keys[key];
  53899. var startValue = this._getKeyValue(startKey.value);
  53900. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  53901. return startValue;
  53902. }
  53903. var endValue = this._getKeyValue(endKey.value);
  53904. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  53905. var frameDelta = endKey.frame - startKey.frame;
  53906. // gradient : percent of currentFrame between the frame inf and the frame sup
  53907. var gradient = (currentFrame - startKey.frame) / frameDelta;
  53908. // check for easingFunction and correction of gradient
  53909. var easingFunction = this.getEasingFunction();
  53910. if (easingFunction != null) {
  53911. gradient = easingFunction.ease(gradient);
  53912. }
  53913. switch (this.dataType) {
  53914. // Float
  53915. case Animation.ANIMATIONTYPE_FLOAT:
  53916. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  53917. switch (loopMode) {
  53918. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53919. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53920. return floatValue;
  53921. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53922. return offsetValue * repeatCount + floatValue;
  53923. }
  53924. break;
  53925. // Quaternion
  53926. case Animation.ANIMATIONTYPE_QUATERNION:
  53927. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  53928. switch (loopMode) {
  53929. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53930. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53931. return quatValue;
  53932. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53933. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  53934. }
  53935. return quatValue;
  53936. // Vector3
  53937. case Animation.ANIMATIONTYPE_VECTOR3:
  53938. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  53939. switch (loopMode) {
  53940. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53941. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53942. return vec3Value;
  53943. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53944. return vec3Value.add(offsetValue.scale(repeatCount));
  53945. }
  53946. // Vector2
  53947. case Animation.ANIMATIONTYPE_VECTOR2:
  53948. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  53949. switch (loopMode) {
  53950. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53951. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53952. return vec2Value;
  53953. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53954. return vec2Value.add(offsetValue.scale(repeatCount));
  53955. }
  53956. // Size
  53957. case Animation.ANIMATIONTYPE_SIZE:
  53958. switch (loopMode) {
  53959. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53960. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53961. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  53962. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53963. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53964. }
  53965. // Color3
  53966. case Animation.ANIMATIONTYPE_COLOR3:
  53967. switch (loopMode) {
  53968. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53969. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53970. return this.color3InterpolateFunction(startValue, endValue, gradient);
  53971. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53972. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  53973. }
  53974. // Matrix
  53975. case Animation.ANIMATIONTYPE_MATRIX:
  53976. switch (loopMode) {
  53977. case Animation.ANIMATIONLOOPMODE_CYCLE:
  53978. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  53979. if (Animation.AllowMatricesInterpolation) {
  53980. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  53981. }
  53982. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  53983. return startValue;
  53984. }
  53985. default:
  53986. break;
  53987. }
  53988. break;
  53989. }
  53990. }
  53991. return this._getKeyValue(keys[keys.length - 1].value);
  53992. };
  53993. /**
  53994. * Defines the function to use to interpolate matrices
  53995. * @param startValue defines the start matrix
  53996. * @param endValue defines the end matrix
  53997. * @param gradient defines the gradient between both matrices
  53998. * @param result defines an optional target matrix where to store the interpolation
  53999. * @returns the interpolated matrix
  54000. */
  54001. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54002. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54003. if (result) {
  54004. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54005. return result;
  54006. }
  54007. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54008. }
  54009. if (result) {
  54010. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54011. return result;
  54012. }
  54013. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54014. };
  54015. /**
  54016. * Makes a copy of the animation
  54017. * @returns Cloned animation
  54018. */
  54019. Animation.prototype.clone = function () {
  54020. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54021. clone.enableBlending = this.enableBlending;
  54022. clone.blendingSpeed = this.blendingSpeed;
  54023. if (this._keys) {
  54024. clone.setKeys(this._keys);
  54025. }
  54026. if (this._ranges) {
  54027. clone._ranges = {};
  54028. for (var name in this._ranges) {
  54029. var range = this._ranges[name];
  54030. if (!range) {
  54031. continue;
  54032. }
  54033. clone._ranges[name] = range.clone();
  54034. }
  54035. }
  54036. return clone;
  54037. };
  54038. /**
  54039. * Sets the key frames of the animation
  54040. * @param values The animation key frames to set
  54041. */
  54042. Animation.prototype.setKeys = function (values) {
  54043. this._keys = values.slice(0);
  54044. };
  54045. /**
  54046. * Serializes the animation to an object
  54047. * @returns Serialized object
  54048. */
  54049. Animation.prototype.serialize = function () {
  54050. var serializationObject = {};
  54051. serializationObject.name = this.name;
  54052. serializationObject.property = this.targetProperty;
  54053. serializationObject.framePerSecond = this.framePerSecond;
  54054. serializationObject.dataType = this.dataType;
  54055. serializationObject.loopBehavior = this.loopMode;
  54056. serializationObject.enableBlending = this.enableBlending;
  54057. serializationObject.blendingSpeed = this.blendingSpeed;
  54058. var dataType = this.dataType;
  54059. serializationObject.keys = [];
  54060. var keys = this.getKeys();
  54061. for (var index = 0; index < keys.length; index++) {
  54062. var animationKey = keys[index];
  54063. var key = {};
  54064. key.frame = animationKey.frame;
  54065. switch (dataType) {
  54066. case Animation.ANIMATIONTYPE_FLOAT:
  54067. key.values = [animationKey.value];
  54068. break;
  54069. case Animation.ANIMATIONTYPE_QUATERNION:
  54070. case Animation.ANIMATIONTYPE_MATRIX:
  54071. case Animation.ANIMATIONTYPE_VECTOR3:
  54072. case Animation.ANIMATIONTYPE_COLOR3:
  54073. key.values = animationKey.value.asArray();
  54074. break;
  54075. }
  54076. serializationObject.keys.push(key);
  54077. }
  54078. serializationObject.ranges = [];
  54079. for (var name in this._ranges) {
  54080. var source = this._ranges[name];
  54081. if (!source) {
  54082. continue;
  54083. }
  54084. var range = {};
  54085. range.name = name;
  54086. range.from = source.from;
  54087. range.to = source.to;
  54088. serializationObject.ranges.push(range);
  54089. }
  54090. return serializationObject;
  54091. };
  54092. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54093. /**
  54094. * Get the float animation type
  54095. */
  54096. get: function () {
  54097. return Animation._ANIMATIONTYPE_FLOAT;
  54098. },
  54099. enumerable: true,
  54100. configurable: true
  54101. });
  54102. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54103. /**
  54104. * Get the Vector3 animation type
  54105. */
  54106. get: function () {
  54107. return Animation._ANIMATIONTYPE_VECTOR3;
  54108. },
  54109. enumerable: true,
  54110. configurable: true
  54111. });
  54112. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54113. /**
  54114. * Get the Vector2 animation type
  54115. */
  54116. get: function () {
  54117. return Animation._ANIMATIONTYPE_VECTOR2;
  54118. },
  54119. enumerable: true,
  54120. configurable: true
  54121. });
  54122. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54123. /**
  54124. * Get the Size animation type
  54125. */
  54126. get: function () {
  54127. return Animation._ANIMATIONTYPE_SIZE;
  54128. },
  54129. enumerable: true,
  54130. configurable: true
  54131. });
  54132. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54133. /**
  54134. * Get the Quaternion animation type
  54135. */
  54136. get: function () {
  54137. return Animation._ANIMATIONTYPE_QUATERNION;
  54138. },
  54139. enumerable: true,
  54140. configurable: true
  54141. });
  54142. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54143. /**
  54144. * Get the Matrix animation type
  54145. */
  54146. get: function () {
  54147. return Animation._ANIMATIONTYPE_MATRIX;
  54148. },
  54149. enumerable: true,
  54150. configurable: true
  54151. });
  54152. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54153. /**
  54154. * Get the Color3 animation type
  54155. */
  54156. get: function () {
  54157. return Animation._ANIMATIONTYPE_COLOR3;
  54158. },
  54159. enumerable: true,
  54160. configurable: true
  54161. });
  54162. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54163. /**
  54164. * Get the Relative Loop Mode
  54165. */
  54166. get: function () {
  54167. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54168. },
  54169. enumerable: true,
  54170. configurable: true
  54171. });
  54172. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54173. /**
  54174. * Get the Cycle Loop Mode
  54175. */
  54176. get: function () {
  54177. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54178. },
  54179. enumerable: true,
  54180. configurable: true
  54181. });
  54182. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54183. /**
  54184. * Get the Constant Loop Mode
  54185. */
  54186. get: function () {
  54187. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54188. },
  54189. enumerable: true,
  54190. configurable: true
  54191. });
  54192. /** @hidden */
  54193. Animation._UniversalLerp = function (left, right, amount) {
  54194. var constructor = left.constructor;
  54195. if (constructor.Lerp) { // Lerp supported
  54196. return constructor.Lerp(left, right, amount);
  54197. }
  54198. else if (constructor.Slerp) { // Slerp supported
  54199. return constructor.Slerp(left, right, amount);
  54200. }
  54201. else if (left.toFixed) { // Number
  54202. return left * (1.0 - amount) + amount * right;
  54203. }
  54204. else { // Blending not supported
  54205. return right;
  54206. }
  54207. };
  54208. /**
  54209. * Parses an animation object and creates an animation
  54210. * @param parsedAnimation Parsed animation object
  54211. * @returns Animation object
  54212. */
  54213. Animation.Parse = function (parsedAnimation) {
  54214. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54215. var dataType = parsedAnimation.dataType;
  54216. var keys = [];
  54217. var data;
  54218. var index;
  54219. if (parsedAnimation.enableBlending) {
  54220. animation.enableBlending = parsedAnimation.enableBlending;
  54221. }
  54222. if (parsedAnimation.blendingSpeed) {
  54223. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54224. }
  54225. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54226. var key = parsedAnimation.keys[index];
  54227. var inTangent;
  54228. var outTangent;
  54229. switch (dataType) {
  54230. case Animation.ANIMATIONTYPE_FLOAT:
  54231. data = key.values[0];
  54232. if (key.values.length >= 1) {
  54233. inTangent = key.values[1];
  54234. }
  54235. if (key.values.length >= 2) {
  54236. outTangent = key.values[2];
  54237. }
  54238. break;
  54239. case Animation.ANIMATIONTYPE_QUATERNION:
  54240. data = BABYLON.Quaternion.FromArray(key.values);
  54241. if (key.values.length >= 8) {
  54242. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54243. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54244. inTangent = _inTangent;
  54245. }
  54246. }
  54247. if (key.values.length >= 12) {
  54248. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54249. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54250. outTangent = _outTangent;
  54251. }
  54252. }
  54253. break;
  54254. case Animation.ANIMATIONTYPE_MATRIX:
  54255. data = BABYLON.Matrix.FromArray(key.values);
  54256. break;
  54257. case Animation.ANIMATIONTYPE_COLOR3:
  54258. data = BABYLON.Color3.FromArray(key.values);
  54259. break;
  54260. case Animation.ANIMATIONTYPE_VECTOR3:
  54261. default:
  54262. data = BABYLON.Vector3.FromArray(key.values);
  54263. break;
  54264. }
  54265. var keyData = {};
  54266. keyData.frame = key.frame;
  54267. keyData.value = data;
  54268. if (inTangent != undefined) {
  54269. keyData.inTangent = inTangent;
  54270. }
  54271. if (outTangent != undefined) {
  54272. keyData.outTangent = outTangent;
  54273. }
  54274. keys.push(keyData);
  54275. }
  54276. animation.setKeys(keys);
  54277. if (parsedAnimation.ranges) {
  54278. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54279. data = parsedAnimation.ranges[index];
  54280. animation.createRange(data.name, data.from, data.to);
  54281. }
  54282. }
  54283. return animation;
  54284. };
  54285. /**
  54286. * Appends the serialized animations from the source animations
  54287. * @param source Source containing the animations
  54288. * @param destination Target to store the animations
  54289. */
  54290. Animation.AppendSerializedAnimations = function (source, destination) {
  54291. if (source.animations) {
  54292. destination.animations = [];
  54293. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54294. var animation = source.animations[animationIndex];
  54295. destination.animations.push(animation.serialize());
  54296. }
  54297. }
  54298. };
  54299. /**
  54300. * Use matrix interpolation instead of using direct key value when animating matrices
  54301. */
  54302. Animation.AllowMatricesInterpolation = false;
  54303. /**
  54304. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54305. */
  54306. Animation.AllowMatrixDecomposeForInterpolation = true;
  54307. // Statics
  54308. /**
  54309. * Float animation type
  54310. */
  54311. Animation._ANIMATIONTYPE_FLOAT = 0;
  54312. /**
  54313. * Vector3 animation type
  54314. */
  54315. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54316. /**
  54317. * Quaternion animation type
  54318. */
  54319. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54320. /**
  54321. * Matrix animation type
  54322. */
  54323. Animation._ANIMATIONTYPE_MATRIX = 3;
  54324. /**
  54325. * Color3 animation type
  54326. */
  54327. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54328. /**
  54329. * Vector2 animation type
  54330. */
  54331. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54332. /**
  54333. * Size animation type
  54334. */
  54335. Animation._ANIMATIONTYPE_SIZE = 6;
  54336. /**
  54337. * Relative Loop Mode
  54338. */
  54339. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54340. /**
  54341. * Cycle Loop Mode
  54342. */
  54343. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54344. /**
  54345. * Constant Loop Mode
  54346. */
  54347. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54348. return Animation;
  54349. }());
  54350. BABYLON.Animation = Animation;
  54351. })(BABYLON || (BABYLON = {}));
  54352. //# sourceMappingURL=babylon.animation.js.map
  54353. var BABYLON;
  54354. (function (BABYLON) {
  54355. /**
  54356. * This class defines the direct association between an animation and a target
  54357. */
  54358. var TargetedAnimation = /** @class */ (function () {
  54359. function TargetedAnimation() {
  54360. }
  54361. return TargetedAnimation;
  54362. }());
  54363. BABYLON.TargetedAnimation = TargetedAnimation;
  54364. /**
  54365. * Use this class to create coordinated animations on multiple targets
  54366. */
  54367. var AnimationGroup = /** @class */ (function () {
  54368. /**
  54369. * Instantiates a new Animation Group.
  54370. * This helps managing several animations at once.
  54371. * @see http://doc.babylonjs.com/how_to/group
  54372. * @param name Defines the name of the group
  54373. * @param scene Defines the scene the group belongs to
  54374. */
  54375. function AnimationGroup(
  54376. /** The name of the animation group */
  54377. name, scene) {
  54378. if (scene === void 0) { scene = null; }
  54379. this.name = name;
  54380. this._targetedAnimations = new Array();
  54381. this._animatables = new Array();
  54382. this._from = Number.MAX_VALUE;
  54383. this._to = -Number.MAX_VALUE;
  54384. this._speedRatio = 1;
  54385. /**
  54386. * This observable will notify when one animation have ended.
  54387. */
  54388. this.onAnimationEndObservable = new BABYLON.Observable();
  54389. /**
  54390. * This observable will notify when all animations have ended.
  54391. */
  54392. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54393. /**
  54394. * This observable will notify when all animations have paused.
  54395. */
  54396. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54397. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54398. this._scene.animationGroups.push(this);
  54399. }
  54400. Object.defineProperty(AnimationGroup.prototype, "from", {
  54401. /**
  54402. * Gets the first frame
  54403. */
  54404. get: function () {
  54405. return this._from;
  54406. },
  54407. enumerable: true,
  54408. configurable: true
  54409. });
  54410. Object.defineProperty(AnimationGroup.prototype, "to", {
  54411. /**
  54412. * Gets the last frame
  54413. */
  54414. get: function () {
  54415. return this._to;
  54416. },
  54417. enumerable: true,
  54418. configurable: true
  54419. });
  54420. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54421. /**
  54422. * Define if the animations are started
  54423. */
  54424. get: function () {
  54425. return this._isStarted;
  54426. },
  54427. enumerable: true,
  54428. configurable: true
  54429. });
  54430. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54431. /**
  54432. * Gets or sets the speed ratio to use for all animations
  54433. */
  54434. get: function () {
  54435. return this._speedRatio;
  54436. },
  54437. /**
  54438. * Gets or sets the speed ratio to use for all animations
  54439. */
  54440. set: function (value) {
  54441. if (this._speedRatio === value) {
  54442. return;
  54443. }
  54444. this._speedRatio = value;
  54445. for (var index = 0; index < this._animatables.length; index++) {
  54446. var animatable = this._animatables[index];
  54447. animatable.speedRatio = this._speedRatio;
  54448. }
  54449. },
  54450. enumerable: true,
  54451. configurable: true
  54452. });
  54453. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54454. /**
  54455. * Gets the targeted animations for this animation group
  54456. */
  54457. get: function () {
  54458. return this._targetedAnimations;
  54459. },
  54460. enumerable: true,
  54461. configurable: true
  54462. });
  54463. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54464. /**
  54465. * returning the list of animatables controlled by this animation group.
  54466. */
  54467. get: function () {
  54468. return this._animatables;
  54469. },
  54470. enumerable: true,
  54471. configurable: true
  54472. });
  54473. /**
  54474. * Add an animation (with its target) in the group
  54475. * @param animation defines the animation we want to add
  54476. * @param target defines the target of the animation
  54477. * @returns the TargetedAnimation object
  54478. */
  54479. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54480. var targetedAnimation = {
  54481. animation: animation,
  54482. target: target
  54483. };
  54484. var keys = animation.getKeys();
  54485. if (this._from > keys[0].frame) {
  54486. this._from = keys[0].frame;
  54487. }
  54488. if (this._to < keys[keys.length - 1].frame) {
  54489. this._to = keys[keys.length - 1].frame;
  54490. }
  54491. this._targetedAnimations.push(targetedAnimation);
  54492. return targetedAnimation;
  54493. };
  54494. /**
  54495. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54496. * It can add constant keys at begin or end
  54497. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  54498. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  54499. * @returns the animation group
  54500. */
  54501. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  54502. if (beginFrame === void 0) { beginFrame = null; }
  54503. if (endFrame === void 0) { endFrame = null; }
  54504. if (beginFrame == null) {
  54505. beginFrame = this._from;
  54506. }
  54507. if (endFrame == null) {
  54508. endFrame = this._to;
  54509. }
  54510. for (var index = 0; index < this._targetedAnimations.length; index++) {
  54511. var targetedAnimation = this._targetedAnimations[index];
  54512. var keys = targetedAnimation.animation.getKeys();
  54513. var startKey = keys[0];
  54514. var endKey = keys[keys.length - 1];
  54515. if (startKey.frame > beginFrame) {
  54516. var newKey = {
  54517. frame: beginFrame,
  54518. value: startKey.value,
  54519. inTangent: startKey.inTangent,
  54520. outTangent: startKey.outTangent,
  54521. interpolation: startKey.interpolation
  54522. };
  54523. keys.splice(0, 0, newKey);
  54524. }
  54525. if (endKey.frame < endFrame) {
  54526. var newKey = {
  54527. frame: endFrame,
  54528. value: endKey.value,
  54529. inTangent: endKey.outTangent,
  54530. outTangent: endKey.outTangent,
  54531. interpolation: endKey.interpolation
  54532. };
  54533. keys.push(newKey);
  54534. }
  54535. }
  54536. this._from = beginFrame;
  54537. this._to = endFrame;
  54538. return this;
  54539. };
  54540. /**
  54541. * Start all animations on given targets
  54542. * @param loop defines if animations must loop
  54543. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  54544. * @param from defines the from key (optional)
  54545. * @param to defines the to key (optional)
  54546. * @returns the current animation group
  54547. */
  54548. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  54549. var _this = this;
  54550. if (loop === void 0) { loop = false; }
  54551. if (speedRatio === void 0) { speedRatio = 1; }
  54552. if (this._isStarted || this._targetedAnimations.length === 0) {
  54553. return this;
  54554. }
  54555. var _loop_1 = function (targetedAnimation) {
  54556. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  54557. animatable.onAnimationEnd = function () {
  54558. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  54559. _this._checkAnimationGroupEnded(animatable);
  54560. };
  54561. this_1._animatables.push(animatable);
  54562. };
  54563. var this_1 = this;
  54564. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  54565. var targetedAnimation = _a[_i];
  54566. _loop_1(targetedAnimation);
  54567. }
  54568. this._speedRatio = speedRatio;
  54569. this._isStarted = true;
  54570. return this;
  54571. };
  54572. /**
  54573. * Pause all animations
  54574. * @returns the animation group
  54575. */
  54576. AnimationGroup.prototype.pause = function () {
  54577. if (!this._isStarted) {
  54578. return this;
  54579. }
  54580. for (var index = 0; index < this._animatables.length; index++) {
  54581. var animatable = this._animatables[index];
  54582. animatable.pause();
  54583. }
  54584. this.onAnimationGroupPauseObservable.notifyObservers(this);
  54585. return this;
  54586. };
  54587. /**
  54588. * Play all animations to initial state
  54589. * This function will start() the animations if they were not started or will restart() them if they were paused
  54590. * @param loop defines if animations must loop
  54591. * @returns the animation group
  54592. */
  54593. AnimationGroup.prototype.play = function (loop) {
  54594. // only if all animatables are ready and exist
  54595. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  54596. if (loop !== undefined) {
  54597. for (var index = 0; index < this._animatables.length; index++) {
  54598. var animatable = this._animatables[index];
  54599. animatable.loopAnimation = loop;
  54600. }
  54601. }
  54602. this.restart();
  54603. }
  54604. else {
  54605. this.stop();
  54606. this.start(loop, this._speedRatio);
  54607. }
  54608. return this;
  54609. };
  54610. /**
  54611. * Reset all animations to initial state
  54612. * @returns the animation group
  54613. */
  54614. AnimationGroup.prototype.reset = function () {
  54615. if (!this._isStarted) {
  54616. return this;
  54617. }
  54618. for (var index = 0; index < this._animatables.length; index++) {
  54619. var animatable = this._animatables[index];
  54620. animatable.reset();
  54621. }
  54622. return this;
  54623. };
  54624. /**
  54625. * Restart animations from key 0
  54626. * @returns the animation group
  54627. */
  54628. AnimationGroup.prototype.restart = function () {
  54629. if (!this._isStarted) {
  54630. return this;
  54631. }
  54632. for (var index = 0; index < this._animatables.length; index++) {
  54633. var animatable = this._animatables[index];
  54634. animatable.restart();
  54635. }
  54636. return this;
  54637. };
  54638. /**
  54639. * Stop all animations
  54640. * @returns the animation group
  54641. */
  54642. AnimationGroup.prototype.stop = function () {
  54643. if (!this._isStarted) {
  54644. return this;
  54645. }
  54646. var list = this._animatables.slice();
  54647. for (var index = 0; index < list.length; index++) {
  54648. list[index].stop();
  54649. }
  54650. this._isStarted = false;
  54651. return this;
  54652. };
  54653. /**
  54654. * Set animation weight for all animatables
  54655. * @param weight defines the weight to use
  54656. * @return the animationGroup
  54657. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54658. */
  54659. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  54660. for (var index = 0; index < this._animatables.length; index++) {
  54661. var animatable = this._animatables[index];
  54662. animatable.weight = weight;
  54663. }
  54664. return this;
  54665. };
  54666. /**
  54667. * Synchronize and normalize all animatables with a source animatable
  54668. * @param root defines the root animatable to synchronize with
  54669. * @return the animationGroup
  54670. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  54671. */
  54672. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  54673. for (var index = 0; index < this._animatables.length; index++) {
  54674. var animatable = this._animatables[index];
  54675. animatable.syncWith(root);
  54676. }
  54677. return this;
  54678. };
  54679. /**
  54680. * Goes to a specific frame in this animation group
  54681. * @param frame the frame number to go to
  54682. * @return the animationGroup
  54683. */
  54684. AnimationGroup.prototype.goToFrame = function (frame) {
  54685. if (!this._isStarted) {
  54686. return this;
  54687. }
  54688. for (var index = 0; index < this._animatables.length; index++) {
  54689. var animatable = this._animatables[index];
  54690. animatable.goToFrame(frame);
  54691. }
  54692. return this;
  54693. };
  54694. /**
  54695. * Dispose all associated resources
  54696. */
  54697. AnimationGroup.prototype.dispose = function () {
  54698. this._targetedAnimations = [];
  54699. this._animatables = [];
  54700. var index = this._scene.animationGroups.indexOf(this);
  54701. if (index > -1) {
  54702. this._scene.animationGroups.splice(index, 1);
  54703. }
  54704. };
  54705. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  54706. // animatable should be taken out of the array
  54707. var idx = this._animatables.indexOf(animatable);
  54708. if (idx > -1) {
  54709. this._animatables.splice(idx, 1);
  54710. }
  54711. // all animatables were removed? animation group ended!
  54712. if (this._animatables.length === 0) {
  54713. this._isStarted = false;
  54714. this.onAnimationGroupEndObservable.notifyObservers(this);
  54715. }
  54716. };
  54717. // Statics
  54718. /**
  54719. * Returns a new AnimationGroup object parsed from the source provided.
  54720. * @param parsedAnimationGroup defines the source
  54721. * @param scene defines the scene that will receive the animationGroup
  54722. * @returns a new AnimationGroup
  54723. */
  54724. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  54725. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  54726. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  54727. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  54728. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  54729. var id = targetedAnimation.targetId;
  54730. var targetNode = scene.getNodeByID(id);
  54731. if (targetNode != null) {
  54732. animationGroup.addTargetedAnimation(animation, targetNode);
  54733. }
  54734. }
  54735. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  54736. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  54737. }
  54738. return animationGroup;
  54739. };
  54740. /**
  54741. * Returns the string "AnimationGroup"
  54742. * @returns "AnimationGroup"
  54743. */
  54744. AnimationGroup.prototype.getClassName = function () {
  54745. return "AnimationGroup";
  54746. };
  54747. /**
  54748. * Creates a detailled string about the object
  54749. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  54750. * @returns a string representing the object
  54751. */
  54752. AnimationGroup.prototype.toString = function (fullDetails) {
  54753. var ret = "Name: " + this.name;
  54754. ret += ", type: " + this.getClassName();
  54755. if (fullDetails) {
  54756. ret += ", from: " + this._from;
  54757. ret += ", to: " + this._to;
  54758. ret += ", isStarted: " + this._isStarted;
  54759. ret += ", speedRatio: " + this._speedRatio;
  54760. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  54761. ret += ", animatables length: " + this._animatables;
  54762. }
  54763. return ret;
  54764. };
  54765. return AnimationGroup;
  54766. }());
  54767. BABYLON.AnimationGroup = AnimationGroup;
  54768. })(BABYLON || (BABYLON = {}));
  54769. //# sourceMappingURL=babylon.animationGroup.js.map
  54770. var BABYLON;
  54771. (function (BABYLON) {
  54772. // Static values to help the garbage collector
  54773. // Quaternion
  54774. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  54775. // Vector3
  54776. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  54777. // Vector2
  54778. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  54779. // Size
  54780. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  54781. // Color3
  54782. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  54783. /**
  54784. * Defines a runtime animation
  54785. */
  54786. var RuntimeAnimation = /** @class */ (function () {
  54787. /**
  54788. * Create a new RuntimeAnimation object
  54789. * @param target defines the target of the animation
  54790. * @param animation defines the source animation object
  54791. * @param scene defines the hosting scene
  54792. * @param host defines the initiating Animatable
  54793. */
  54794. function RuntimeAnimation(target, animation, scene, host) {
  54795. var _this = this;
  54796. this._events = new Array();
  54797. /**
  54798. * The current frame of the runtime animation
  54799. */
  54800. this._currentFrame = 0;
  54801. /**
  54802. * The original value of the runtime animation
  54803. */
  54804. this._originalValue = new Array();
  54805. /**
  54806. * The offsets cache of the runtime animation
  54807. */
  54808. this._offsetsCache = {};
  54809. /**
  54810. * The high limits cache of the runtime animation
  54811. */
  54812. this._highLimitsCache = {};
  54813. /**
  54814. * Specifies if the runtime animation has been stopped
  54815. */
  54816. this._stopped = false;
  54817. /**
  54818. * The blending factor of the runtime animation
  54819. */
  54820. this._blendingFactor = 0;
  54821. /**
  54822. * The target path of the runtime animation
  54823. */
  54824. this._targetPath = "";
  54825. /**
  54826. * The weight of the runtime animation
  54827. */
  54828. this._weight = 1.0;
  54829. /**
  54830. * The ratio offset of the runtime animation
  54831. */
  54832. this._ratioOffset = 0;
  54833. /**
  54834. * The previous delay of the runtime animation
  54835. */
  54836. this._previousDelay = 0;
  54837. /**
  54838. * The previous ratio of the runtime animation
  54839. */
  54840. this._previousRatio = 0;
  54841. this._animation = animation;
  54842. this._target = target;
  54843. this._scene = scene;
  54844. this._host = host;
  54845. animation._runtimeAnimations.push(this);
  54846. // Cloning events locally
  54847. var events = animation.getEvents();
  54848. if (events && events.length > 0) {
  54849. events.forEach(function (e) {
  54850. _this._events.push(e._clone());
  54851. });
  54852. }
  54853. }
  54854. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  54855. /**
  54856. * Gets the current frame of the runtime animation
  54857. */
  54858. get: function () {
  54859. return this._currentFrame;
  54860. },
  54861. enumerable: true,
  54862. configurable: true
  54863. });
  54864. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  54865. /**
  54866. * Gets the weight of the runtime animation
  54867. */
  54868. get: function () {
  54869. return this._weight;
  54870. },
  54871. enumerable: true,
  54872. configurable: true
  54873. });
  54874. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  54875. /**
  54876. * Gets the current value of the runtime animation
  54877. */
  54878. get: function () {
  54879. return this._currentValue;
  54880. },
  54881. enumerable: true,
  54882. configurable: true
  54883. });
  54884. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  54885. /**
  54886. * Gets the target path of the runtime animation
  54887. */
  54888. get: function () {
  54889. return this._targetPath;
  54890. },
  54891. enumerable: true,
  54892. configurable: true
  54893. });
  54894. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  54895. /**
  54896. * Gets the actual target of the runtime animation
  54897. */
  54898. get: function () {
  54899. return this._activeTarget;
  54900. },
  54901. enumerable: true,
  54902. configurable: true
  54903. });
  54904. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  54905. /**
  54906. * Gets the animation from the runtime animation
  54907. */
  54908. get: function () {
  54909. return this._animation;
  54910. },
  54911. enumerable: true,
  54912. configurable: true
  54913. });
  54914. /**
  54915. * Resets the runtime animation to the beginning
  54916. * @param restoreOriginal defines whether to restore the target property to the original value
  54917. */
  54918. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  54919. if (restoreOriginal === void 0) { restoreOriginal = false; }
  54920. if (restoreOriginal) {
  54921. if (this._target instanceof Array) {
  54922. var index = 0;
  54923. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54924. var target = _a[_i];
  54925. if (this._originalValue[index] !== undefined) {
  54926. this._setValue(target, this._originalValue[index], -1);
  54927. }
  54928. index++;
  54929. }
  54930. }
  54931. else {
  54932. if (this._originalValue[0] !== undefined) {
  54933. this._setValue(this._target, this._originalValue[0], -1);
  54934. }
  54935. }
  54936. }
  54937. this._offsetsCache = {};
  54938. this._highLimitsCache = {};
  54939. this._currentFrame = 0;
  54940. this._blendingFactor = 0;
  54941. this._originalValue = new Array();
  54942. // Events
  54943. for (var index = 0; index < this._events.length; index++) {
  54944. this._events[index].isDone = false;
  54945. }
  54946. };
  54947. /**
  54948. * Specifies if the runtime animation is stopped
  54949. * @returns Boolean specifying if the runtime animation is stopped
  54950. */
  54951. RuntimeAnimation.prototype.isStopped = function () {
  54952. return this._stopped;
  54953. };
  54954. /**
  54955. * Disposes of the runtime animation
  54956. */
  54957. RuntimeAnimation.prototype.dispose = function () {
  54958. var index = this._animation.runtimeAnimations.indexOf(this);
  54959. if (index > -1) {
  54960. this._animation.runtimeAnimations.splice(index, 1);
  54961. }
  54962. };
  54963. /**
  54964. * Interpolates the animation from the current frame
  54965. * @param currentFrame The frame to interpolate the animation to
  54966. * @param repeatCount The number of times that the animation should loop
  54967. * @param loopMode The type of looping mode to use
  54968. * @param offsetValue Animation offset value
  54969. * @param highLimitValue The high limit value
  54970. * @returns The interpolated value
  54971. */
  54972. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  54973. this._currentFrame = currentFrame;
  54974. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  54975. this._workValue = BABYLON.Matrix.Zero();
  54976. }
  54977. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  54978. };
  54979. /**
  54980. * Apply the interpolated value to the target
  54981. * @param currentValue defines the value computed by the animation
  54982. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  54983. */
  54984. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  54985. if (weight === void 0) { weight = 1.0; }
  54986. if (this._target instanceof Array) {
  54987. var index = 0;
  54988. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  54989. var target = _a[_i];
  54990. this._setValue(target, currentValue, weight, index);
  54991. index++;
  54992. }
  54993. }
  54994. else {
  54995. this._setValue(this._target, currentValue, weight);
  54996. }
  54997. };
  54998. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  54999. if (targetIndex === void 0) { targetIndex = 0; }
  55000. // Set value
  55001. var path;
  55002. var destination;
  55003. var targetPropertyPath = this._animation.targetPropertyPath;
  55004. if (targetPropertyPath.length > 1) {
  55005. var property = target[targetPropertyPath[0]];
  55006. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55007. property = property[targetPropertyPath[index]];
  55008. }
  55009. path = targetPropertyPath[targetPropertyPath.length - 1];
  55010. destination = property;
  55011. }
  55012. else {
  55013. path = targetPropertyPath[0];
  55014. destination = target;
  55015. }
  55016. this._targetPath = path;
  55017. this._activeTarget = destination;
  55018. this._weight = weight;
  55019. if (this._originalValue[targetIndex] === undefined) {
  55020. var originalValue = void 0;
  55021. if (destination.getRestPose && path === "_matrix") { // For bones
  55022. originalValue = destination.getRestPose();
  55023. }
  55024. else {
  55025. originalValue = destination[path];
  55026. }
  55027. if (originalValue && originalValue.clone) {
  55028. this._originalValue[targetIndex] = originalValue.clone();
  55029. }
  55030. else {
  55031. this._originalValue[targetIndex] = originalValue;
  55032. }
  55033. }
  55034. // Blending
  55035. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55036. if (enableBlending && this._blendingFactor <= 1.0) {
  55037. if (!this._originalBlendValue) {
  55038. var originalValue = destination[path];
  55039. if (originalValue.clone) {
  55040. this._originalBlendValue = originalValue.clone();
  55041. }
  55042. else {
  55043. this._originalBlendValue = originalValue;
  55044. }
  55045. }
  55046. if (this._originalBlendValue.m) { // Matrix
  55047. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55048. if (this._currentValue) {
  55049. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55050. }
  55051. else {
  55052. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55053. }
  55054. }
  55055. else {
  55056. if (this._currentValue) {
  55057. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55058. }
  55059. else {
  55060. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55061. }
  55062. }
  55063. }
  55064. else {
  55065. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55066. }
  55067. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55068. this._blendingFactor += blendingSpeed;
  55069. }
  55070. else {
  55071. this._currentValue = currentValue;
  55072. }
  55073. if (weight !== -1.0) {
  55074. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55075. }
  55076. else {
  55077. destination[path] = this._currentValue;
  55078. }
  55079. if (target.markAsDirty) {
  55080. target.markAsDirty(this._animation.targetProperty);
  55081. }
  55082. };
  55083. /**
  55084. * Gets the loop pmode of the runtime animation
  55085. * @returns Loop Mode
  55086. */
  55087. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55088. if (this._target && this._target.animationPropertiesOverride) {
  55089. return this._target.animationPropertiesOverride.loopMode;
  55090. }
  55091. return this._animation.loopMode;
  55092. };
  55093. /**
  55094. * Move the current animation to a given frame
  55095. * @param frame defines the frame to move to
  55096. */
  55097. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55098. var keys = this._animation.getKeys();
  55099. if (frame < keys[0].frame) {
  55100. frame = keys[0].frame;
  55101. }
  55102. else if (frame > keys[keys.length - 1].frame) {
  55103. frame = keys[keys.length - 1].frame;
  55104. }
  55105. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55106. this.setValue(currentValue, -1);
  55107. };
  55108. /**
  55109. * @hidden Internal use only
  55110. */
  55111. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55112. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55113. this._ratioOffset = this._previousRatio - newRatio;
  55114. };
  55115. /**
  55116. * Execute the current animation
  55117. * @param delay defines the delay to add to the current frame
  55118. * @param from defines the lower bound of the animation range
  55119. * @param to defines the upper bound of the animation range
  55120. * @param loop defines if the current animation must loop
  55121. * @param speedRatio defines the current speed ratio
  55122. * @param weight defines the weight of the animation (default is -1 so no weight)
  55123. * @returns a boolean indicating if the animation is running
  55124. */
  55125. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55126. if (weight === void 0) { weight = -1.0; }
  55127. var targetPropertyPath = this._animation.targetPropertyPath;
  55128. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55129. this._stopped = true;
  55130. return false;
  55131. }
  55132. var returnValue = true;
  55133. var keys = this._animation.getKeys();
  55134. // Adding a start key at frame 0 if missing
  55135. if (keys[0].frame !== 0) {
  55136. var newKey = { frame: 0, value: keys[0].value };
  55137. keys.splice(0, 0, newKey);
  55138. }
  55139. // Adding a duplicate key when there is only one key at frame zero
  55140. else if (keys.length === 1) {
  55141. var newKey = { frame: 0.001, value: keys[0].value };
  55142. keys.push(newKey);
  55143. }
  55144. // Check limits
  55145. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55146. from = keys[0].frame;
  55147. }
  55148. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55149. to = keys[keys.length - 1].frame;
  55150. }
  55151. //to and from cannot be the same key
  55152. if (from === to) {
  55153. if (from > keys[0].frame) {
  55154. from--;
  55155. }
  55156. else if (to < keys[keys.length - 1].frame) {
  55157. to++;
  55158. }
  55159. }
  55160. // Compute ratio
  55161. var range = to - from;
  55162. var offsetValue;
  55163. // ratio represents the frame delta between from and to
  55164. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55165. var highLimitValue = 0;
  55166. this._previousDelay = delay;
  55167. this._previousRatio = ratio;
  55168. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55169. returnValue = false;
  55170. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55171. }
  55172. else {
  55173. // Get max value if required
  55174. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55175. var keyOffset = to.toString() + from.toString();
  55176. if (!this._offsetsCache[keyOffset]) {
  55177. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55178. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55179. switch (this._animation.dataType) {
  55180. // Float
  55181. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55182. this._offsetsCache[keyOffset] = toValue - fromValue;
  55183. break;
  55184. // Quaternion
  55185. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55186. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55187. break;
  55188. // Vector3
  55189. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55190. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55191. // Vector2
  55192. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55193. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55194. // Size
  55195. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55196. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55197. // Color3
  55198. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55199. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55200. default:
  55201. break;
  55202. }
  55203. this._highLimitsCache[keyOffset] = toValue;
  55204. }
  55205. highLimitValue = this._highLimitsCache[keyOffset];
  55206. offsetValue = this._offsetsCache[keyOffset];
  55207. }
  55208. }
  55209. if (offsetValue === undefined) {
  55210. switch (this._animation.dataType) {
  55211. // Float
  55212. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55213. offsetValue = 0;
  55214. break;
  55215. // Quaternion
  55216. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55217. offsetValue = _staticOffsetValueQuaternion;
  55218. break;
  55219. // Vector3
  55220. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55221. offsetValue = _staticOffsetValueVector3;
  55222. break;
  55223. // Vector2
  55224. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55225. offsetValue = _staticOffsetValueVector2;
  55226. break;
  55227. // Size
  55228. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55229. offsetValue = _staticOffsetValueSize;
  55230. break;
  55231. // Color3
  55232. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55233. offsetValue = _staticOffsetValueColor3;
  55234. }
  55235. }
  55236. // Compute value
  55237. var repeatCount = (ratio / range) >> 0;
  55238. var currentFrame = returnValue ? from + ratio % range : to;
  55239. // Need to normalize?
  55240. if (this._host && this._host.syncRoot) {
  55241. var syncRoot = this._host.syncRoot;
  55242. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55243. currentFrame = from + (to - from) * hostNormalizedFrame;
  55244. }
  55245. // Reset events if looping
  55246. var events = this._events;
  55247. if (range > 0 && this.currentFrame > currentFrame ||
  55248. range < 0 && this.currentFrame < currentFrame) {
  55249. // Need to reset animation events
  55250. for (var index = 0; index < events.length; index++) {
  55251. if (!events[index].onlyOnce) {
  55252. // reset event, the animation is looping
  55253. events[index].isDone = false;
  55254. }
  55255. }
  55256. }
  55257. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55258. // Set value
  55259. this.setValue(currentValue, weight);
  55260. // Check events
  55261. for (var index = 0; index < events.length; index++) {
  55262. // Make sure current frame has passed event frame and that event frame is within the current range
  55263. // Also, handle both forward and reverse animations
  55264. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55265. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55266. var event = events[index];
  55267. if (!event.isDone) {
  55268. // If event should be done only once, remove it.
  55269. if (event.onlyOnce) {
  55270. events.splice(index, 1);
  55271. index--;
  55272. }
  55273. event.isDone = true;
  55274. event.action(currentFrame);
  55275. } // Don't do anything if the event has already be done.
  55276. }
  55277. }
  55278. if (!returnValue) {
  55279. this._stopped = true;
  55280. }
  55281. return returnValue;
  55282. };
  55283. return RuntimeAnimation;
  55284. }());
  55285. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55286. })(BABYLON || (BABYLON = {}));
  55287. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55288. var BABYLON;
  55289. (function (BABYLON) {
  55290. /**
  55291. * Class used to store an actual running animation
  55292. */
  55293. var Animatable = /** @class */ (function () {
  55294. /**
  55295. * Creates a new Animatable
  55296. * @param scene defines the hosting scene
  55297. * @param target defines the target object
  55298. * @param fromFrame defines the starting frame number (default is 0)
  55299. * @param toFrame defines the ending frame number (default is 100)
  55300. * @param loopAnimation defines if the animation must loop (default is false)
  55301. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55302. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55303. * @param animations defines a group of animation to add to the new Animatable
  55304. */
  55305. function Animatable(scene,
  55306. /** defines the target object */
  55307. target,
  55308. /** defines the starting frame number (default is 0) */
  55309. fromFrame,
  55310. /** defines the ending frame number (default is 100) */
  55311. toFrame,
  55312. /** defines if the animation must loop (default is false) */
  55313. loopAnimation, speedRatio,
  55314. /** defines a callback to call when animation ends if it is not looping */
  55315. onAnimationEnd, animations) {
  55316. if (fromFrame === void 0) { fromFrame = 0; }
  55317. if (toFrame === void 0) { toFrame = 100; }
  55318. if (loopAnimation === void 0) { loopAnimation = false; }
  55319. if (speedRatio === void 0) { speedRatio = 1.0; }
  55320. this.target = target;
  55321. this.fromFrame = fromFrame;
  55322. this.toFrame = toFrame;
  55323. this.loopAnimation = loopAnimation;
  55324. this.onAnimationEnd = onAnimationEnd;
  55325. this._localDelayOffset = null;
  55326. this._pausedDelay = null;
  55327. this._runtimeAnimations = new Array();
  55328. this._paused = false;
  55329. this._speedRatio = 1;
  55330. this._weight = -1.0;
  55331. /**
  55332. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55333. * This will only apply for non looping animation (default is true)
  55334. */
  55335. this.disposeOnEnd = true;
  55336. /**
  55337. * Gets a boolean indicating if the animation has started
  55338. */
  55339. this.animationStarted = false;
  55340. /**
  55341. * Observer raised when the animation ends
  55342. */
  55343. this.onAnimationEndObservable = new BABYLON.Observable();
  55344. this._scene = scene;
  55345. if (animations) {
  55346. this.appendAnimations(target, animations);
  55347. }
  55348. this._speedRatio = speedRatio;
  55349. scene._activeAnimatables.push(this);
  55350. }
  55351. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55352. /**
  55353. * Gets the root Animatable used to synchronize and normalize animations
  55354. */
  55355. get: function () {
  55356. return this._syncRoot;
  55357. },
  55358. enumerable: true,
  55359. configurable: true
  55360. });
  55361. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55362. /**
  55363. * Gets the current frame of the first RuntimeAnimation
  55364. * Used to synchronize Animatables
  55365. */
  55366. get: function () {
  55367. if (this._runtimeAnimations.length === 0) {
  55368. return 0;
  55369. }
  55370. return this._runtimeAnimations[0].currentFrame;
  55371. },
  55372. enumerable: true,
  55373. configurable: true
  55374. });
  55375. Object.defineProperty(Animatable.prototype, "weight", {
  55376. /**
  55377. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55378. */
  55379. get: function () {
  55380. return this._weight;
  55381. },
  55382. set: function (value) {
  55383. if (value === -1) { // -1 is ok and means no weight
  55384. this._weight = -1;
  55385. return;
  55386. }
  55387. // Else weight must be in [0, 1] range
  55388. this._weight = Math.min(Math.max(value, 0), 1.0);
  55389. },
  55390. enumerable: true,
  55391. configurable: true
  55392. });
  55393. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55394. /**
  55395. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55396. */
  55397. get: function () {
  55398. return this._speedRatio;
  55399. },
  55400. set: function (value) {
  55401. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55402. var animation = this._runtimeAnimations[index];
  55403. animation._prepareForSpeedRatioChange(value);
  55404. }
  55405. this._speedRatio = value;
  55406. },
  55407. enumerable: true,
  55408. configurable: true
  55409. });
  55410. // Methods
  55411. /**
  55412. * Synchronize and normalize current Animatable with a source Animatable
  55413. * This is useful when using animation weights and when animations are not of the same length
  55414. * @param root defines the root Animatable to synchronize with
  55415. * @returns the current Animatable
  55416. */
  55417. Animatable.prototype.syncWith = function (root) {
  55418. this._syncRoot = root;
  55419. if (root) {
  55420. // Make sure this animatable will animate after the root
  55421. var index = this._scene._activeAnimatables.indexOf(this);
  55422. if (index > -1) {
  55423. this._scene._activeAnimatables.splice(index, 1);
  55424. this._scene._activeAnimatables.push(this);
  55425. }
  55426. }
  55427. return this;
  55428. };
  55429. /**
  55430. * Gets the list of runtime animations
  55431. * @returns an array of RuntimeAnimation
  55432. */
  55433. Animatable.prototype.getAnimations = function () {
  55434. return this._runtimeAnimations;
  55435. };
  55436. /**
  55437. * Adds more animations to the current animatable
  55438. * @param target defines the target of the animations
  55439. * @param animations defines the new animations to add
  55440. */
  55441. Animatable.prototype.appendAnimations = function (target, animations) {
  55442. for (var index = 0; index < animations.length; index++) {
  55443. var animation = animations[index];
  55444. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55445. }
  55446. };
  55447. /**
  55448. * Gets the source animation for a specific property
  55449. * @param property defines the propertyu to look for
  55450. * @returns null or the source animation for the given property
  55451. */
  55452. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55453. var runtimeAnimations = this._runtimeAnimations;
  55454. for (var index = 0; index < runtimeAnimations.length; index++) {
  55455. if (runtimeAnimations[index].animation.targetProperty === property) {
  55456. return runtimeAnimations[index].animation;
  55457. }
  55458. }
  55459. return null;
  55460. };
  55461. /**
  55462. * Gets the runtime animation for a specific property
  55463. * @param property defines the propertyu to look for
  55464. * @returns null or the runtime animation for the given property
  55465. */
  55466. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55467. var runtimeAnimations = this._runtimeAnimations;
  55468. for (var index = 0; index < runtimeAnimations.length; index++) {
  55469. if (runtimeAnimations[index].animation.targetProperty === property) {
  55470. return runtimeAnimations[index];
  55471. }
  55472. }
  55473. return null;
  55474. };
  55475. /**
  55476. * Resets the animatable to its original state
  55477. */
  55478. Animatable.prototype.reset = function () {
  55479. var runtimeAnimations = this._runtimeAnimations;
  55480. for (var index = 0; index < runtimeAnimations.length; index++) {
  55481. runtimeAnimations[index].reset(true);
  55482. }
  55483. this._localDelayOffset = null;
  55484. this._pausedDelay = null;
  55485. };
  55486. /**
  55487. * Allows the animatable to blend with current running animations
  55488. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55489. * @param blendingSpeed defines the blending speed to use
  55490. */
  55491. Animatable.prototype.enableBlending = function (blendingSpeed) {
  55492. var runtimeAnimations = this._runtimeAnimations;
  55493. for (var index = 0; index < runtimeAnimations.length; index++) {
  55494. runtimeAnimations[index].animation.enableBlending = true;
  55495. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  55496. }
  55497. };
  55498. /**
  55499. * Disable animation blending
  55500. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  55501. */
  55502. Animatable.prototype.disableBlending = function () {
  55503. var runtimeAnimations = this._runtimeAnimations;
  55504. for (var index = 0; index < runtimeAnimations.length; index++) {
  55505. runtimeAnimations[index].animation.enableBlending = false;
  55506. }
  55507. };
  55508. /**
  55509. * Jump directly to a given frame
  55510. * @param frame defines the frame to jump to
  55511. */
  55512. Animatable.prototype.goToFrame = function (frame) {
  55513. var runtimeAnimations = this._runtimeAnimations;
  55514. if (runtimeAnimations[0]) {
  55515. var fps = runtimeAnimations[0].animation.framePerSecond;
  55516. var currentFrame = runtimeAnimations[0].currentFrame;
  55517. var adjustTime = frame - currentFrame;
  55518. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  55519. if (this._localDelayOffset === null) {
  55520. this._localDelayOffset = 0;
  55521. }
  55522. this._localDelayOffset -= delay;
  55523. }
  55524. for (var index = 0; index < runtimeAnimations.length; index++) {
  55525. runtimeAnimations[index].goToFrame(frame);
  55526. }
  55527. };
  55528. /**
  55529. * Pause the animation
  55530. */
  55531. Animatable.prototype.pause = function () {
  55532. if (this._paused) {
  55533. return;
  55534. }
  55535. this._paused = true;
  55536. };
  55537. /**
  55538. * Restart the animation
  55539. */
  55540. Animatable.prototype.restart = function () {
  55541. this._paused = false;
  55542. };
  55543. Animatable.prototype._raiseOnAnimationEnd = function () {
  55544. if (this.onAnimationEnd) {
  55545. this.onAnimationEnd();
  55546. }
  55547. this.onAnimationEndObservable.notifyObservers(this);
  55548. };
  55549. /**
  55550. * Stop and delete the current animation
  55551. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  55552. * @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)
  55553. */
  55554. Animatable.prototype.stop = function (animationName, targetMask) {
  55555. if (animationName || targetMask) {
  55556. var idx = this._scene._activeAnimatables.indexOf(this);
  55557. if (idx > -1) {
  55558. var runtimeAnimations = this._runtimeAnimations;
  55559. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  55560. var runtimeAnimation = runtimeAnimations[index];
  55561. if (animationName && runtimeAnimation.animation.name != animationName) {
  55562. continue;
  55563. }
  55564. if (targetMask && !targetMask(runtimeAnimation.target)) {
  55565. continue;
  55566. }
  55567. runtimeAnimation.dispose();
  55568. runtimeAnimations.splice(index, 1);
  55569. }
  55570. if (runtimeAnimations.length == 0) {
  55571. this._scene._activeAnimatables.splice(idx, 1);
  55572. this._raiseOnAnimationEnd();
  55573. }
  55574. }
  55575. }
  55576. else {
  55577. var index = this._scene._activeAnimatables.indexOf(this);
  55578. if (index > -1) {
  55579. this._scene._activeAnimatables.splice(index, 1);
  55580. var runtimeAnimations = this._runtimeAnimations;
  55581. for (var index = 0; index < runtimeAnimations.length; index++) {
  55582. runtimeAnimations[index].dispose();
  55583. }
  55584. this._raiseOnAnimationEnd();
  55585. }
  55586. }
  55587. };
  55588. /**
  55589. * Wait asynchronously for the animation to end
  55590. * @returns a promise which will be fullfilled when the animation ends
  55591. */
  55592. Animatable.prototype.waitAsync = function () {
  55593. var _this = this;
  55594. return new Promise(function (resolve, reject) {
  55595. _this.onAnimationEndObservable.add(function () {
  55596. resolve(_this);
  55597. }, undefined, undefined, _this, true);
  55598. });
  55599. };
  55600. /** @hidden */
  55601. Animatable.prototype._animate = function (delay) {
  55602. if (this._paused) {
  55603. this.animationStarted = false;
  55604. if (this._pausedDelay === null) {
  55605. this._pausedDelay = delay;
  55606. }
  55607. return true;
  55608. }
  55609. if (this._localDelayOffset === null) {
  55610. this._localDelayOffset = delay;
  55611. this._pausedDelay = null;
  55612. }
  55613. else if (this._pausedDelay !== null) {
  55614. this._localDelayOffset += delay - this._pausedDelay;
  55615. this._pausedDelay = null;
  55616. }
  55617. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  55618. return true;
  55619. }
  55620. // Animating
  55621. var running = false;
  55622. var runtimeAnimations = this._runtimeAnimations;
  55623. var index;
  55624. for (index = 0; index < runtimeAnimations.length; index++) {
  55625. var animation = runtimeAnimations[index];
  55626. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  55627. running = running || isRunning;
  55628. }
  55629. this.animationStarted = running;
  55630. if (!running) {
  55631. if (this.disposeOnEnd) {
  55632. // Remove from active animatables
  55633. index = this._scene._activeAnimatables.indexOf(this);
  55634. this._scene._activeAnimatables.splice(index, 1);
  55635. // Dispose all runtime animations
  55636. for (index = 0; index < runtimeAnimations.length; index++) {
  55637. runtimeAnimations[index].dispose();
  55638. }
  55639. }
  55640. this._raiseOnAnimationEnd();
  55641. if (this.disposeOnEnd) {
  55642. this.onAnimationEnd = null;
  55643. this.onAnimationEndObservable.clear();
  55644. }
  55645. }
  55646. return running;
  55647. };
  55648. return Animatable;
  55649. }());
  55650. BABYLON.Animatable = Animatable;
  55651. })(BABYLON || (BABYLON = {}));
  55652. //# sourceMappingURL=babylon.animatable.js.map
  55653. var BABYLON;
  55654. (function (BABYLON) {
  55655. /**
  55656. * Base class used for every default easing function.
  55657. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55658. */
  55659. var EasingFunction = /** @class */ (function () {
  55660. function EasingFunction() {
  55661. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  55662. }
  55663. /**
  55664. * Sets the easing mode of the current function.
  55665. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  55666. */
  55667. EasingFunction.prototype.setEasingMode = function (easingMode) {
  55668. var n = Math.min(Math.max(easingMode, 0), 2);
  55669. this._easingMode = n;
  55670. };
  55671. /**
  55672. * Gets the current easing mode.
  55673. * @returns the easing mode
  55674. */
  55675. EasingFunction.prototype.getEasingMode = function () {
  55676. return this._easingMode;
  55677. };
  55678. /**
  55679. * @hidden
  55680. */
  55681. EasingFunction.prototype.easeInCore = function (gradient) {
  55682. throw new Error('You must implement this method');
  55683. };
  55684. /**
  55685. * Given an input gradient between 0 and 1, this returns the corrseponding value
  55686. * of the easing function.
  55687. * @param gradient Defines the value between 0 and 1 we want the easing value for
  55688. * @returns the corresponding value on the curve defined by the easing function
  55689. */
  55690. EasingFunction.prototype.ease = function (gradient) {
  55691. switch (this._easingMode) {
  55692. case EasingFunction.EASINGMODE_EASEIN:
  55693. return this.easeInCore(gradient);
  55694. case EasingFunction.EASINGMODE_EASEOUT:
  55695. return (1 - this.easeInCore(1 - gradient));
  55696. }
  55697. if (gradient >= 0.5) {
  55698. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  55699. }
  55700. return (this.easeInCore(gradient * 2) * 0.5);
  55701. };
  55702. /**
  55703. * Interpolation follows the mathematical formula associated with the easing function.
  55704. */
  55705. EasingFunction.EASINGMODE_EASEIN = 0;
  55706. /**
  55707. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  55708. */
  55709. EasingFunction.EASINGMODE_EASEOUT = 1;
  55710. /**
  55711. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  55712. */
  55713. EasingFunction.EASINGMODE_EASEINOUT = 2;
  55714. return EasingFunction;
  55715. }());
  55716. BABYLON.EasingFunction = EasingFunction;
  55717. /**
  55718. * Easing function with a circle shape (see link below).
  55719. * @see https://easings.net/#easeInCirc
  55720. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55721. */
  55722. var CircleEase = /** @class */ (function (_super) {
  55723. __extends(CircleEase, _super);
  55724. function CircleEase() {
  55725. return _super !== null && _super.apply(this, arguments) || this;
  55726. }
  55727. /** @hidden */
  55728. CircleEase.prototype.easeInCore = function (gradient) {
  55729. gradient = Math.max(0, Math.min(1, gradient));
  55730. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  55731. };
  55732. return CircleEase;
  55733. }(EasingFunction));
  55734. BABYLON.CircleEase = CircleEase;
  55735. /**
  55736. * Easing function with a ease back shape (see link below).
  55737. * @see https://easings.net/#easeInBack
  55738. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55739. */
  55740. var BackEase = /** @class */ (function (_super) {
  55741. __extends(BackEase, _super);
  55742. /**
  55743. * Instantiates a back ease easing
  55744. * @see https://easings.net/#easeInBack
  55745. * @param amplitude Defines the amplitude of the function
  55746. */
  55747. function BackEase(
  55748. /** Defines the amplitude of the function */
  55749. amplitude) {
  55750. if (amplitude === void 0) { amplitude = 1; }
  55751. var _this = _super.call(this) || this;
  55752. _this.amplitude = amplitude;
  55753. return _this;
  55754. }
  55755. /** @hidden */
  55756. BackEase.prototype.easeInCore = function (gradient) {
  55757. var num = Math.max(0, this.amplitude);
  55758. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  55759. };
  55760. return BackEase;
  55761. }(EasingFunction));
  55762. BABYLON.BackEase = BackEase;
  55763. /**
  55764. * Easing function with a bouncing shape (see link below).
  55765. * @see https://easings.net/#easeInBounce
  55766. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55767. */
  55768. var BounceEase = /** @class */ (function (_super) {
  55769. __extends(BounceEase, _super);
  55770. /**
  55771. * Instantiates a bounce easing
  55772. * @see https://easings.net/#easeInBounce
  55773. * @param bounces Defines the number of bounces
  55774. * @param bounciness Defines the amplitude of the bounce
  55775. */
  55776. function BounceEase(
  55777. /** Defines the number of bounces */
  55778. bounces,
  55779. /** Defines the amplitude of the bounce */
  55780. bounciness) {
  55781. if (bounces === void 0) { bounces = 3; }
  55782. if (bounciness === void 0) { bounciness = 2; }
  55783. var _this = _super.call(this) || this;
  55784. _this.bounces = bounces;
  55785. _this.bounciness = bounciness;
  55786. return _this;
  55787. }
  55788. /** @hidden */
  55789. BounceEase.prototype.easeInCore = function (gradient) {
  55790. var y = Math.max(0.0, this.bounces);
  55791. var bounciness = this.bounciness;
  55792. if (bounciness <= 1.0) {
  55793. bounciness = 1.001;
  55794. }
  55795. var num9 = Math.pow(bounciness, y);
  55796. var num5 = 1.0 - bounciness;
  55797. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  55798. var num15 = gradient * num4;
  55799. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  55800. var num3 = Math.floor(num65);
  55801. var num13 = num3 + 1.0;
  55802. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  55803. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  55804. var num7 = (num8 + num12) * 0.5;
  55805. var num6 = gradient - num7;
  55806. var num2 = num7 - num8;
  55807. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  55808. };
  55809. return BounceEase;
  55810. }(EasingFunction));
  55811. BABYLON.BounceEase = BounceEase;
  55812. /**
  55813. * Easing function with a power of 3 shape (see link below).
  55814. * @see https://easings.net/#easeInCubic
  55815. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55816. */
  55817. var CubicEase = /** @class */ (function (_super) {
  55818. __extends(CubicEase, _super);
  55819. function CubicEase() {
  55820. return _super !== null && _super.apply(this, arguments) || this;
  55821. }
  55822. /** @hidden */
  55823. CubicEase.prototype.easeInCore = function (gradient) {
  55824. return (gradient * gradient * gradient);
  55825. };
  55826. return CubicEase;
  55827. }(EasingFunction));
  55828. BABYLON.CubicEase = CubicEase;
  55829. /**
  55830. * Easing function with an elastic shape (see link below).
  55831. * @see https://easings.net/#easeInElastic
  55832. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55833. */
  55834. var ElasticEase = /** @class */ (function (_super) {
  55835. __extends(ElasticEase, _super);
  55836. /**
  55837. * Instantiates an elastic easing function
  55838. * @see https://easings.net/#easeInElastic
  55839. * @param oscillations Defines the number of oscillations
  55840. * @param springiness Defines the amplitude of the oscillations
  55841. */
  55842. function ElasticEase(
  55843. /** Defines the number of oscillations*/
  55844. oscillations,
  55845. /** Defines the amplitude of the oscillations*/
  55846. springiness) {
  55847. if (oscillations === void 0) { oscillations = 3; }
  55848. if (springiness === void 0) { springiness = 3; }
  55849. var _this = _super.call(this) || this;
  55850. _this.oscillations = oscillations;
  55851. _this.springiness = springiness;
  55852. return _this;
  55853. }
  55854. /** @hidden */
  55855. ElasticEase.prototype.easeInCore = function (gradient) {
  55856. var num2;
  55857. var num3 = Math.max(0.0, this.oscillations);
  55858. var num = Math.max(0.0, this.springiness);
  55859. if (num == 0) {
  55860. num2 = gradient;
  55861. }
  55862. else {
  55863. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  55864. }
  55865. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  55866. };
  55867. return ElasticEase;
  55868. }(EasingFunction));
  55869. BABYLON.ElasticEase = ElasticEase;
  55870. /**
  55871. * Easing function with an exponential shape (see link below).
  55872. * @see https://easings.net/#easeInExpo
  55873. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55874. */
  55875. var ExponentialEase = /** @class */ (function (_super) {
  55876. __extends(ExponentialEase, _super);
  55877. /**
  55878. * Instantiates an exponential easing function
  55879. * @see https://easings.net/#easeInExpo
  55880. * @param exponent Defines the exponent of the function
  55881. */
  55882. function ExponentialEase(
  55883. /** Defines the exponent of the function */
  55884. exponent) {
  55885. if (exponent === void 0) { exponent = 2; }
  55886. var _this = _super.call(this) || this;
  55887. _this.exponent = exponent;
  55888. return _this;
  55889. }
  55890. /** @hidden */
  55891. ExponentialEase.prototype.easeInCore = function (gradient) {
  55892. if (this.exponent <= 0) {
  55893. return gradient;
  55894. }
  55895. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  55896. };
  55897. return ExponentialEase;
  55898. }(EasingFunction));
  55899. BABYLON.ExponentialEase = ExponentialEase;
  55900. /**
  55901. * Easing function with a power shape (see link below).
  55902. * @see https://easings.net/#easeInQuad
  55903. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55904. */
  55905. var PowerEase = /** @class */ (function (_super) {
  55906. __extends(PowerEase, _super);
  55907. /**
  55908. * Instantiates an power base easing function
  55909. * @see https://easings.net/#easeInQuad
  55910. * @param power Defines the power of the function
  55911. */
  55912. function PowerEase(
  55913. /** Defines the power of the function */
  55914. power) {
  55915. if (power === void 0) { power = 2; }
  55916. var _this = _super.call(this) || this;
  55917. _this.power = power;
  55918. return _this;
  55919. }
  55920. /** @hidden */
  55921. PowerEase.prototype.easeInCore = function (gradient) {
  55922. var y = Math.max(0.0, this.power);
  55923. return Math.pow(gradient, y);
  55924. };
  55925. return PowerEase;
  55926. }(EasingFunction));
  55927. BABYLON.PowerEase = PowerEase;
  55928. /**
  55929. * Easing function with a power of 2 shape (see link below).
  55930. * @see https://easings.net/#easeInQuad
  55931. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55932. */
  55933. var QuadraticEase = /** @class */ (function (_super) {
  55934. __extends(QuadraticEase, _super);
  55935. function QuadraticEase() {
  55936. return _super !== null && _super.apply(this, arguments) || this;
  55937. }
  55938. /** @hidden */
  55939. QuadraticEase.prototype.easeInCore = function (gradient) {
  55940. return (gradient * gradient);
  55941. };
  55942. return QuadraticEase;
  55943. }(EasingFunction));
  55944. BABYLON.QuadraticEase = QuadraticEase;
  55945. /**
  55946. * Easing function with a power of 4 shape (see link below).
  55947. * @see https://easings.net/#easeInQuart
  55948. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55949. */
  55950. var QuarticEase = /** @class */ (function (_super) {
  55951. __extends(QuarticEase, _super);
  55952. function QuarticEase() {
  55953. return _super !== null && _super.apply(this, arguments) || this;
  55954. }
  55955. /** @hidden */
  55956. QuarticEase.prototype.easeInCore = function (gradient) {
  55957. return (gradient * gradient * gradient * gradient);
  55958. };
  55959. return QuarticEase;
  55960. }(EasingFunction));
  55961. BABYLON.QuarticEase = QuarticEase;
  55962. /**
  55963. * Easing function with a power of 5 shape (see link below).
  55964. * @see https://easings.net/#easeInQuint
  55965. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55966. */
  55967. var QuinticEase = /** @class */ (function (_super) {
  55968. __extends(QuinticEase, _super);
  55969. function QuinticEase() {
  55970. return _super !== null && _super.apply(this, arguments) || this;
  55971. }
  55972. /** @hidden */
  55973. QuinticEase.prototype.easeInCore = function (gradient) {
  55974. return (gradient * gradient * gradient * gradient * gradient);
  55975. };
  55976. return QuinticEase;
  55977. }(EasingFunction));
  55978. BABYLON.QuinticEase = QuinticEase;
  55979. /**
  55980. * Easing function with a sin shape (see link below).
  55981. * @see https://easings.net/#easeInSine
  55982. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  55983. */
  55984. var SineEase = /** @class */ (function (_super) {
  55985. __extends(SineEase, _super);
  55986. function SineEase() {
  55987. return _super !== null && _super.apply(this, arguments) || this;
  55988. }
  55989. /** @hidden */
  55990. SineEase.prototype.easeInCore = function (gradient) {
  55991. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  55992. };
  55993. return SineEase;
  55994. }(EasingFunction));
  55995. BABYLON.SineEase = SineEase;
  55996. /**
  55997. * Easing function with a bezier shape (see link below).
  55998. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  55999. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56000. */
  56001. var BezierCurveEase = /** @class */ (function (_super) {
  56002. __extends(BezierCurveEase, _super);
  56003. /**
  56004. * Instantiates a bezier function
  56005. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56006. * @param x1 Defines the x component of the start tangent in the bezier curve
  56007. * @param y1 Defines the y component of the start tangent in the bezier curve
  56008. * @param x2 Defines the x component of the end tangent in the bezier curve
  56009. * @param y2 Defines the y component of the end tangent in the bezier curve
  56010. */
  56011. function BezierCurveEase(
  56012. /** Defines the x component of the start tangent in the bezier curve */
  56013. x1,
  56014. /** Defines the y component of the start tangent in the bezier curve */
  56015. y1,
  56016. /** Defines the x component of the end tangent in the bezier curve */
  56017. x2,
  56018. /** Defines the y component of the end tangent in the bezier curve */
  56019. y2) {
  56020. if (x1 === void 0) { x1 = 0; }
  56021. if (y1 === void 0) { y1 = 0; }
  56022. if (x2 === void 0) { x2 = 1; }
  56023. if (y2 === void 0) { y2 = 1; }
  56024. var _this = _super.call(this) || this;
  56025. _this.x1 = x1;
  56026. _this.y1 = y1;
  56027. _this.x2 = x2;
  56028. _this.y2 = y2;
  56029. return _this;
  56030. }
  56031. /** @hidden */
  56032. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56033. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56034. };
  56035. return BezierCurveEase;
  56036. }(EasingFunction));
  56037. BABYLON.BezierCurveEase = BezierCurveEase;
  56038. })(BABYLON || (BABYLON = {}));
  56039. //# sourceMappingURL=babylon.easing.js.map
  56040. var BABYLON;
  56041. (function (BABYLON) {
  56042. /**
  56043. * A Condition applied to an Action
  56044. */
  56045. var Condition = /** @class */ (function () {
  56046. /**
  56047. * Creates a new Condition
  56048. * @param actionManager the manager of the action the condition is applied to
  56049. */
  56050. function Condition(actionManager) {
  56051. this._actionManager = actionManager;
  56052. }
  56053. /**
  56054. * Check if the current condition is valid
  56055. * @returns a boolean
  56056. */
  56057. Condition.prototype.isValid = function () {
  56058. return true;
  56059. };
  56060. /**
  56061. * Internal only
  56062. * @hidden
  56063. */
  56064. Condition.prototype._getProperty = function (propertyPath) {
  56065. return this._actionManager._getProperty(propertyPath);
  56066. };
  56067. /**
  56068. * Internal only
  56069. * @hidden
  56070. */
  56071. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56072. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56073. };
  56074. /**
  56075. * Serialize placeholder for child classes
  56076. * @returns the serialized object
  56077. */
  56078. Condition.prototype.serialize = function () {
  56079. };
  56080. /**
  56081. * Internal only
  56082. * @hidden
  56083. */
  56084. Condition.prototype._serialize = function (serializedCondition) {
  56085. return {
  56086. type: 2,
  56087. children: [],
  56088. name: serializedCondition.name,
  56089. properties: serializedCondition.properties
  56090. };
  56091. };
  56092. return Condition;
  56093. }());
  56094. BABYLON.Condition = Condition;
  56095. /**
  56096. * Defines specific conditional operators as extensions of Condition
  56097. */
  56098. var ValueCondition = /** @class */ (function (_super) {
  56099. __extends(ValueCondition, _super);
  56100. /**
  56101. * Creates a new ValueCondition
  56102. * @param actionManager manager for the action the condition applies to
  56103. * @param target for the action
  56104. * @param propertyPath path to specify the property of the target the conditional operator uses
  56105. * @param value the value compared by the conditional operator against the current value of the property
  56106. * @param operator the conditional operator, default ValueCondition.IsEqual
  56107. */
  56108. function ValueCondition(actionManager, target,
  56109. /** path to specify the property of the target the conditional operator uses */
  56110. propertyPath,
  56111. /** the value compared by the conditional operator against the current value of the property */
  56112. value,
  56113. /** the conditional operator, default ValueCondition.IsEqual */
  56114. operator) {
  56115. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56116. var _this = _super.call(this, actionManager) || this;
  56117. _this.propertyPath = propertyPath;
  56118. _this.value = value;
  56119. _this.operator = operator;
  56120. _this._target = target;
  56121. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56122. _this._property = _this._getProperty(_this.propertyPath);
  56123. return _this;
  56124. }
  56125. Object.defineProperty(ValueCondition, "IsEqual", {
  56126. /**
  56127. * returns the number for IsEqual
  56128. */
  56129. get: function () {
  56130. return ValueCondition._IsEqual;
  56131. },
  56132. enumerable: true,
  56133. configurable: true
  56134. });
  56135. Object.defineProperty(ValueCondition, "IsDifferent", {
  56136. /**
  56137. * Returns the number for IsDifferent
  56138. */
  56139. get: function () {
  56140. return ValueCondition._IsDifferent;
  56141. },
  56142. enumerable: true,
  56143. configurable: true
  56144. });
  56145. Object.defineProperty(ValueCondition, "IsGreater", {
  56146. /**
  56147. * Returns the number for IsGreater
  56148. */
  56149. get: function () {
  56150. return ValueCondition._IsGreater;
  56151. },
  56152. enumerable: true,
  56153. configurable: true
  56154. });
  56155. Object.defineProperty(ValueCondition, "IsLesser", {
  56156. /**
  56157. * Returns the number for IsLesser
  56158. */
  56159. get: function () {
  56160. return ValueCondition._IsLesser;
  56161. },
  56162. enumerable: true,
  56163. configurable: true
  56164. });
  56165. /**
  56166. * Compares the given value with the property value for the specified conditional operator
  56167. * @returns the result of the comparison
  56168. */
  56169. ValueCondition.prototype.isValid = function () {
  56170. switch (this.operator) {
  56171. case ValueCondition.IsGreater:
  56172. return this._effectiveTarget[this._property] > this.value;
  56173. case ValueCondition.IsLesser:
  56174. return this._effectiveTarget[this._property] < this.value;
  56175. case ValueCondition.IsEqual:
  56176. case ValueCondition.IsDifferent:
  56177. var check;
  56178. if (this.value.equals) {
  56179. check = this.value.equals(this._effectiveTarget[this._property]);
  56180. }
  56181. else {
  56182. check = this.value === this._effectiveTarget[this._property];
  56183. }
  56184. return this.operator === ValueCondition.IsEqual ? check : !check;
  56185. }
  56186. return false;
  56187. };
  56188. /**
  56189. * Serialize the ValueCondition into a JSON compatible object
  56190. * @returns serialization object
  56191. */
  56192. ValueCondition.prototype.serialize = function () {
  56193. return this._serialize({
  56194. name: "ValueCondition",
  56195. properties: [
  56196. BABYLON.Action._GetTargetProperty(this._target),
  56197. { name: "propertyPath", value: this.propertyPath },
  56198. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56199. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56200. ]
  56201. });
  56202. };
  56203. /**
  56204. * Gets the name of the conditional operator for the ValueCondition
  56205. * @param operator the conditional operator
  56206. * @returns the name
  56207. */
  56208. ValueCondition.GetOperatorName = function (operator) {
  56209. switch (operator) {
  56210. case ValueCondition._IsEqual: return "IsEqual";
  56211. case ValueCondition._IsDifferent: return "IsDifferent";
  56212. case ValueCondition._IsGreater: return "IsGreater";
  56213. case ValueCondition._IsLesser: return "IsLesser";
  56214. default: return "";
  56215. }
  56216. };
  56217. /**
  56218. * Internal only
  56219. * @hidden
  56220. */
  56221. ValueCondition._IsEqual = 0;
  56222. /**
  56223. * Internal only
  56224. * @hidden
  56225. */
  56226. ValueCondition._IsDifferent = 1;
  56227. /**
  56228. * Internal only
  56229. * @hidden
  56230. */
  56231. ValueCondition._IsGreater = 2;
  56232. /**
  56233. * Internal only
  56234. * @hidden
  56235. */
  56236. ValueCondition._IsLesser = 3;
  56237. return ValueCondition;
  56238. }(Condition));
  56239. BABYLON.ValueCondition = ValueCondition;
  56240. /**
  56241. * Defines a predicate condition as an extension of Condition
  56242. */
  56243. var PredicateCondition = /** @class */ (function (_super) {
  56244. __extends(PredicateCondition, _super);
  56245. /**
  56246. * Creates a new PredicateCondition
  56247. * @param actionManager manager for the action the condition applies to
  56248. * @param predicate defines the predicate function used to validate the condition
  56249. */
  56250. function PredicateCondition(actionManager,
  56251. /** defines the predicate function used to validate the condition */
  56252. predicate) {
  56253. var _this = _super.call(this, actionManager) || this;
  56254. _this.predicate = predicate;
  56255. return _this;
  56256. }
  56257. /**
  56258. * @returns the validity of the predicate condition
  56259. */
  56260. PredicateCondition.prototype.isValid = function () {
  56261. return this.predicate();
  56262. };
  56263. return PredicateCondition;
  56264. }(Condition));
  56265. BABYLON.PredicateCondition = PredicateCondition;
  56266. /**
  56267. * Defines a state condition as an extension of Condition
  56268. */
  56269. var StateCondition = /** @class */ (function (_super) {
  56270. __extends(StateCondition, _super);
  56271. /**
  56272. * Creates a new StateCondition
  56273. * @param actionManager manager for the action the condition applies to
  56274. * @param target of the condition
  56275. * @param value to compare with target state
  56276. */
  56277. function StateCondition(actionManager, target,
  56278. /** Value to compare with target state */
  56279. value) {
  56280. var _this = _super.call(this, actionManager) || this;
  56281. _this.value = value;
  56282. _this._target = target;
  56283. return _this;
  56284. }
  56285. /**
  56286. * Gets a boolean indicating if the current condition is met
  56287. * @returns the validity of the state
  56288. */
  56289. StateCondition.prototype.isValid = function () {
  56290. return this._target.state === this.value;
  56291. };
  56292. /**
  56293. * Serialize the StateCondition into a JSON compatible object
  56294. * @returns serialization object
  56295. */
  56296. StateCondition.prototype.serialize = function () {
  56297. return this._serialize({
  56298. name: "StateCondition",
  56299. properties: [
  56300. BABYLON.Action._GetTargetProperty(this._target),
  56301. { name: "value", value: this.value }
  56302. ]
  56303. });
  56304. };
  56305. return StateCondition;
  56306. }(Condition));
  56307. BABYLON.StateCondition = StateCondition;
  56308. })(BABYLON || (BABYLON = {}));
  56309. //# sourceMappingURL=babylon.condition.js.map
  56310. var BABYLON;
  56311. (function (BABYLON) {
  56312. /**
  56313. * The action to be carried out following a trigger
  56314. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56315. */
  56316. var Action = /** @class */ (function () {
  56317. /**
  56318. * Creates a new Action
  56319. * @param triggerOptions the trigger, with or without parameters, for the action
  56320. * @param condition an optional determinant of action
  56321. */
  56322. function Action(
  56323. /** the trigger, with or without parameters, for the action */
  56324. triggerOptions, condition) {
  56325. this.triggerOptions = triggerOptions;
  56326. /**
  56327. * An event triggered prior to action being executed.
  56328. */
  56329. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56330. if (triggerOptions.parameter) {
  56331. this.trigger = triggerOptions.trigger;
  56332. this._triggerParameter = triggerOptions.parameter;
  56333. }
  56334. else if (triggerOptions.trigger) {
  56335. this.trigger = triggerOptions.trigger;
  56336. }
  56337. else {
  56338. this.trigger = triggerOptions;
  56339. }
  56340. this._nextActiveAction = this;
  56341. this._condition = condition;
  56342. }
  56343. /**
  56344. * Internal only
  56345. * @hidden
  56346. */
  56347. Action.prototype._prepare = function () {
  56348. };
  56349. /**
  56350. * Gets the trigger parameters
  56351. * @returns the trigger parameters
  56352. */
  56353. Action.prototype.getTriggerParameter = function () {
  56354. return this._triggerParameter;
  56355. };
  56356. /**
  56357. * Internal only - executes current action event
  56358. * @hidden
  56359. */
  56360. Action.prototype._executeCurrent = function (evt) {
  56361. if (this._nextActiveAction._condition) {
  56362. var condition = this._nextActiveAction._condition;
  56363. var currentRenderId = this._actionManager.getScene().getRenderId();
  56364. // We cache the current evaluation for the current frame
  56365. if (condition._evaluationId === currentRenderId) {
  56366. if (!condition._currentResult) {
  56367. return;
  56368. }
  56369. }
  56370. else {
  56371. condition._evaluationId = currentRenderId;
  56372. if (!condition.isValid()) {
  56373. condition._currentResult = false;
  56374. return;
  56375. }
  56376. condition._currentResult = true;
  56377. }
  56378. }
  56379. this.onBeforeExecuteObservable.notifyObservers(this);
  56380. this._nextActiveAction.execute(evt);
  56381. this.skipToNextActiveAction();
  56382. };
  56383. /**
  56384. * Execute placeholder for child classes
  56385. * @param evt optional action event
  56386. */
  56387. Action.prototype.execute = function (evt) {
  56388. };
  56389. /**
  56390. * Skips to next active action
  56391. */
  56392. Action.prototype.skipToNextActiveAction = function () {
  56393. if (this._nextActiveAction._child) {
  56394. if (!this._nextActiveAction._child._actionManager) {
  56395. this._nextActiveAction._child._actionManager = this._actionManager;
  56396. }
  56397. this._nextActiveAction = this._nextActiveAction._child;
  56398. }
  56399. else {
  56400. this._nextActiveAction = this;
  56401. }
  56402. };
  56403. /**
  56404. * Adds action to chain of actions, may be a DoNothingAction
  56405. * @param action defines the next action to execute
  56406. * @returns The action passed in
  56407. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56408. */
  56409. Action.prototype.then = function (action) {
  56410. this._child = action;
  56411. action._actionManager = this._actionManager;
  56412. action._prepare();
  56413. return action;
  56414. };
  56415. /**
  56416. * Internal only
  56417. * @hidden
  56418. */
  56419. Action.prototype._getProperty = function (propertyPath) {
  56420. return this._actionManager._getProperty(propertyPath);
  56421. };
  56422. /**
  56423. * Internal only
  56424. * @hidden
  56425. */
  56426. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56427. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56428. };
  56429. /**
  56430. * Serialize placeholder for child classes
  56431. * @param parent of child
  56432. * @returns the serialized object
  56433. */
  56434. Action.prototype.serialize = function (parent) {
  56435. };
  56436. /**
  56437. * Internal only called by serialize
  56438. * @hidden
  56439. */
  56440. Action.prototype._serialize = function (serializedAction, parent) {
  56441. var serializationObject = {
  56442. type: 1,
  56443. children: [],
  56444. name: serializedAction.name,
  56445. properties: serializedAction.properties || []
  56446. };
  56447. // Serialize child
  56448. if (this._child) {
  56449. this._child.serialize(serializationObject);
  56450. }
  56451. // Check if "this" has a condition
  56452. if (this._condition) {
  56453. var serializedCondition = this._condition.serialize();
  56454. serializedCondition.children.push(serializationObject);
  56455. if (parent) {
  56456. parent.children.push(serializedCondition);
  56457. }
  56458. return serializedCondition;
  56459. }
  56460. if (parent) {
  56461. parent.children.push(serializationObject);
  56462. }
  56463. return serializationObject;
  56464. };
  56465. /**
  56466. * Internal only
  56467. * @hidden
  56468. */
  56469. Action._SerializeValueAsString = function (value) {
  56470. if (typeof value === "number") {
  56471. return value.toString();
  56472. }
  56473. if (typeof value === "boolean") {
  56474. return value ? "true" : "false";
  56475. }
  56476. if (value instanceof BABYLON.Vector2) {
  56477. return value.x + ", " + value.y;
  56478. }
  56479. if (value instanceof BABYLON.Vector3) {
  56480. return value.x + ", " + value.y + ", " + value.z;
  56481. }
  56482. if (value instanceof BABYLON.Color3) {
  56483. return value.r + ", " + value.g + ", " + value.b;
  56484. }
  56485. if (value instanceof BABYLON.Color4) {
  56486. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  56487. }
  56488. return value; // string
  56489. };
  56490. /**
  56491. * Internal only
  56492. * @hidden
  56493. */
  56494. Action._GetTargetProperty = function (target) {
  56495. return {
  56496. name: "target",
  56497. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  56498. : target instanceof BABYLON.Light ? "LightProperties"
  56499. : target instanceof BABYLON.Camera ? "CameraProperties"
  56500. : "SceneProperties",
  56501. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  56502. };
  56503. };
  56504. return Action;
  56505. }());
  56506. BABYLON.Action = Action;
  56507. })(BABYLON || (BABYLON = {}));
  56508. //# sourceMappingURL=babylon.action.js.map
  56509. var BABYLON;
  56510. (function (BABYLON) {
  56511. /**
  56512. * ActionEvent is the event being sent when an action is triggered.
  56513. */
  56514. var ActionEvent = /** @class */ (function () {
  56515. /**
  56516. * Creates a new ActionEvent
  56517. * @param source The mesh or sprite that triggered the action
  56518. * @param pointerX The X mouse cursor position at the time of the event
  56519. * @param pointerY The Y mouse cursor position at the time of the event
  56520. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  56521. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  56522. * @param additionalData additional data for the event
  56523. */
  56524. function ActionEvent(
  56525. /** The mesh or sprite that triggered the action */
  56526. source,
  56527. /** The X mouse cursor position at the time of the event */
  56528. pointerX,
  56529. /** The Y mouse cursor position at the time of the event */
  56530. pointerY,
  56531. /** The mesh that is currently pointed at (can be null) */
  56532. meshUnderPointer,
  56533. /** the original (browser) event that triggered the ActionEvent */
  56534. sourceEvent,
  56535. /** additional data for the event */
  56536. additionalData) {
  56537. this.source = source;
  56538. this.pointerX = pointerX;
  56539. this.pointerY = pointerY;
  56540. this.meshUnderPointer = meshUnderPointer;
  56541. this.sourceEvent = sourceEvent;
  56542. this.additionalData = additionalData;
  56543. }
  56544. /**
  56545. * Helper function to auto-create an ActionEvent from a source mesh.
  56546. * @param source The source mesh that triggered the event
  56547. * @param evt The original (browser) event
  56548. * @param additionalData additional data for the event
  56549. * @returns the new ActionEvent
  56550. */
  56551. ActionEvent.CreateNew = function (source, evt, additionalData) {
  56552. var scene = source.getScene();
  56553. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56554. };
  56555. /**
  56556. * Helper function to auto-create an ActionEvent from a source sprite
  56557. * @param source The source sprite that triggered the event
  56558. * @param scene Scene associated with the sprite
  56559. * @param evt The original (browser) event
  56560. * @param additionalData additional data for the event
  56561. * @returns the new ActionEvent
  56562. */
  56563. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  56564. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  56565. };
  56566. /**
  56567. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  56568. * @param scene the scene where the event occurred
  56569. * @param evt The original (browser) event
  56570. * @returns the new ActionEvent
  56571. */
  56572. ActionEvent.CreateNewFromScene = function (scene, evt) {
  56573. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  56574. };
  56575. /**
  56576. * Helper function to auto-create an ActionEvent from a primitive
  56577. * @param prim defines the target primitive
  56578. * @param pointerPos defines the pointer position
  56579. * @param evt The original (browser) event
  56580. * @param additionalData additional data for the event
  56581. * @returns the new ActionEvent
  56582. */
  56583. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  56584. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  56585. };
  56586. return ActionEvent;
  56587. }());
  56588. BABYLON.ActionEvent = ActionEvent;
  56589. /**
  56590. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  56591. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  56592. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  56593. */
  56594. var ActionManager = /** @class */ (function () {
  56595. /**
  56596. * Creates a new action manager
  56597. * @param scene defines the hosting scene
  56598. */
  56599. function ActionManager(scene) {
  56600. // Members
  56601. /** Gets the list of actions */
  56602. this.actions = new Array();
  56603. /** Gets the cursor to use when hovering items */
  56604. this.hoverCursor = '';
  56605. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  56606. scene.actionManagers.push(this);
  56607. }
  56608. // Methods
  56609. /**
  56610. * Releases all associated resources
  56611. */
  56612. ActionManager.prototype.dispose = function () {
  56613. var index = this._scene.actionManagers.indexOf(this);
  56614. for (var i = 0; i < this.actions.length; i++) {
  56615. var action = this.actions[i];
  56616. ActionManager.Triggers[action.trigger]--;
  56617. if (ActionManager.Triggers[action.trigger] === 0) {
  56618. delete ActionManager.Triggers[action.trigger];
  56619. }
  56620. }
  56621. if (index > -1) {
  56622. this._scene.actionManagers.splice(index, 1);
  56623. }
  56624. };
  56625. /**
  56626. * Gets hosting scene
  56627. * @returns the hosting scene
  56628. */
  56629. ActionManager.prototype.getScene = function () {
  56630. return this._scene;
  56631. };
  56632. /**
  56633. * Does this action manager handles actions of any of the given triggers
  56634. * @param triggers defines the triggers to be tested
  56635. * @return a boolean indicating whether one (or more) of the triggers is handled
  56636. */
  56637. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  56638. for (var index = 0; index < this.actions.length; index++) {
  56639. var action = this.actions[index];
  56640. if (triggers.indexOf(action.trigger) > -1) {
  56641. return true;
  56642. }
  56643. }
  56644. return false;
  56645. };
  56646. /**
  56647. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  56648. * speed.
  56649. * @param triggerA defines the trigger to be tested
  56650. * @param triggerB defines the trigger to be tested
  56651. * @return a boolean indicating whether one (or more) of the triggers is handled
  56652. */
  56653. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  56654. for (var index = 0; index < this.actions.length; index++) {
  56655. var action = this.actions[index];
  56656. if (triggerA == action.trigger || triggerB == action.trigger) {
  56657. return true;
  56658. }
  56659. }
  56660. return false;
  56661. };
  56662. /**
  56663. * Does this action manager handles actions of a given trigger
  56664. * @param trigger defines the trigger to be tested
  56665. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  56666. * @return whether the trigger is handled
  56667. */
  56668. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  56669. for (var index = 0; index < this.actions.length; index++) {
  56670. var action = this.actions[index];
  56671. if (action.trigger === trigger) {
  56672. if (parameterPredicate) {
  56673. if (parameterPredicate(action.getTriggerParameter())) {
  56674. return true;
  56675. }
  56676. }
  56677. else {
  56678. return true;
  56679. }
  56680. }
  56681. }
  56682. return false;
  56683. };
  56684. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  56685. /**
  56686. * Does this action manager has pointer triggers
  56687. */
  56688. get: function () {
  56689. for (var index = 0; index < this.actions.length; index++) {
  56690. var action = this.actions[index];
  56691. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  56692. return true;
  56693. }
  56694. }
  56695. return false;
  56696. },
  56697. enumerable: true,
  56698. configurable: true
  56699. });
  56700. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  56701. /**
  56702. * Does this action manager has pick triggers
  56703. */
  56704. get: function () {
  56705. for (var index = 0; index < this.actions.length; index++) {
  56706. var action = this.actions[index];
  56707. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  56708. return true;
  56709. }
  56710. }
  56711. return false;
  56712. },
  56713. enumerable: true,
  56714. configurable: true
  56715. });
  56716. Object.defineProperty(ActionManager, "HasTriggers", {
  56717. /**
  56718. * Does exist one action manager with at least one trigger
  56719. **/
  56720. get: function () {
  56721. for (var t in ActionManager.Triggers) {
  56722. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56723. return true;
  56724. }
  56725. }
  56726. return false;
  56727. },
  56728. enumerable: true,
  56729. configurable: true
  56730. });
  56731. Object.defineProperty(ActionManager, "HasPickTriggers", {
  56732. /**
  56733. * Does exist one action manager with at least one pick trigger
  56734. **/
  56735. get: function () {
  56736. for (var t in ActionManager.Triggers) {
  56737. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56738. var t_int = parseInt(t);
  56739. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  56740. return true;
  56741. }
  56742. }
  56743. }
  56744. return false;
  56745. },
  56746. enumerable: true,
  56747. configurable: true
  56748. });
  56749. /**
  56750. * Does exist one action manager that handles actions of a given trigger
  56751. * @param trigger defines the trigger to be tested
  56752. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  56753. **/
  56754. ActionManager.HasSpecificTrigger = function (trigger) {
  56755. for (var t in ActionManager.Triggers) {
  56756. if (ActionManager.Triggers.hasOwnProperty(t)) {
  56757. var t_int = parseInt(t);
  56758. if (t_int === trigger) {
  56759. return true;
  56760. }
  56761. }
  56762. }
  56763. return false;
  56764. };
  56765. /**
  56766. * Registers an action to this action manager
  56767. * @param action defines the action to be registered
  56768. * @return the action amended (prepared) after registration
  56769. */
  56770. ActionManager.prototype.registerAction = function (action) {
  56771. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  56772. if (this.getScene().actionManager !== this) {
  56773. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  56774. return null;
  56775. }
  56776. }
  56777. this.actions.push(action);
  56778. if (ActionManager.Triggers[action.trigger]) {
  56779. ActionManager.Triggers[action.trigger]++;
  56780. }
  56781. else {
  56782. ActionManager.Triggers[action.trigger] = 1;
  56783. }
  56784. action._actionManager = this;
  56785. action._prepare();
  56786. return action;
  56787. };
  56788. /**
  56789. * Unregisters an action to this action manager
  56790. * @param action defines the action to be unregistered
  56791. * @return a boolean indicating whether the action has been unregistered
  56792. */
  56793. ActionManager.prototype.unregisterAction = function (action) {
  56794. var index = this.actions.indexOf(action);
  56795. if (index !== -1) {
  56796. this.actions.splice(index, 1);
  56797. ActionManager.Triggers[action.trigger] -= 1;
  56798. if (ActionManager.Triggers[action.trigger] === 0) {
  56799. delete ActionManager.Triggers[action.trigger];
  56800. }
  56801. delete action._actionManager;
  56802. return true;
  56803. }
  56804. return false;
  56805. };
  56806. /**
  56807. * Process a specific trigger
  56808. * @param trigger defines the trigger to process
  56809. * @param evt defines the event details to be processed
  56810. */
  56811. ActionManager.prototype.processTrigger = function (trigger, evt) {
  56812. for (var index = 0; index < this.actions.length; index++) {
  56813. var action = this.actions[index];
  56814. if (action.trigger === trigger) {
  56815. if (evt) {
  56816. if (trigger === ActionManager.OnKeyUpTrigger
  56817. || trigger === ActionManager.OnKeyDownTrigger) {
  56818. var parameter = action.getTriggerParameter();
  56819. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  56820. if (!parameter.toLowerCase) {
  56821. continue;
  56822. }
  56823. var lowerCase = parameter.toLowerCase();
  56824. if (lowerCase !== evt.sourceEvent.key) {
  56825. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  56826. var actualkey = String.fromCharCode(unicode).toLowerCase();
  56827. if (actualkey !== lowerCase) {
  56828. continue;
  56829. }
  56830. }
  56831. }
  56832. }
  56833. }
  56834. action._executeCurrent(evt);
  56835. }
  56836. }
  56837. };
  56838. /** @hidden */
  56839. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  56840. var properties = propertyPath.split(".");
  56841. for (var index = 0; index < properties.length - 1; index++) {
  56842. target = target[properties[index]];
  56843. }
  56844. return target;
  56845. };
  56846. /** @hidden */
  56847. ActionManager.prototype._getProperty = function (propertyPath) {
  56848. var properties = propertyPath.split(".");
  56849. return properties[properties.length - 1];
  56850. };
  56851. /**
  56852. * Serialize this manager to a JSON object
  56853. * @param name defines the property name to store this manager
  56854. * @returns a JSON representation of this manager
  56855. */
  56856. ActionManager.prototype.serialize = function (name) {
  56857. var root = {
  56858. children: new Array(),
  56859. name: name,
  56860. type: 3,
  56861. properties: new Array() // Empty for root but required
  56862. };
  56863. for (var i = 0; i < this.actions.length; i++) {
  56864. var triggerObject = {
  56865. type: 0,
  56866. children: new Array(),
  56867. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  56868. properties: new Array()
  56869. };
  56870. var triggerOptions = this.actions[i].triggerOptions;
  56871. if (triggerOptions && typeof triggerOptions !== "number") {
  56872. if (triggerOptions.parameter instanceof BABYLON.Node) {
  56873. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  56874. }
  56875. else {
  56876. var parameter = {};
  56877. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  56878. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  56879. parameter._meshId = triggerOptions.parameter.mesh.id;
  56880. }
  56881. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  56882. }
  56883. }
  56884. // Serialize child action, recursively
  56885. this.actions[i].serialize(triggerObject);
  56886. // Add serialized trigger
  56887. root.children.push(triggerObject);
  56888. }
  56889. return root;
  56890. };
  56891. /**
  56892. * Creates a new ActionManager from a JSON data
  56893. * @param parsedActions defines the JSON data to read from
  56894. * @param object defines the hosting mesh
  56895. * @param scene defines the hosting scene
  56896. */
  56897. ActionManager.Parse = function (parsedActions, object, scene) {
  56898. var actionManager = new ActionManager(scene);
  56899. if (object === null) {
  56900. scene.actionManager = actionManager;
  56901. }
  56902. else {
  56903. object.actionManager = actionManager;
  56904. }
  56905. // instanciate a new object
  56906. var instanciate = function (name, params) {
  56907. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  56908. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  56909. newInstance.constructor.apply(newInstance, params);
  56910. return newInstance;
  56911. };
  56912. var parseParameter = function (name, value, target, propertyPath) {
  56913. if (propertyPath === null) {
  56914. // String, boolean or float
  56915. var floatValue = parseFloat(value);
  56916. if (value === "true" || value === "false") {
  56917. return value === "true";
  56918. }
  56919. else {
  56920. return isNaN(floatValue) ? value : floatValue;
  56921. }
  56922. }
  56923. var effectiveTarget = propertyPath.split(".");
  56924. var values = value.split(",");
  56925. // Get effective Target
  56926. for (var i = 0; i < effectiveTarget.length; i++) {
  56927. target = target[effectiveTarget[i]];
  56928. }
  56929. // Return appropriate value with its type
  56930. if (typeof (target) === "boolean") {
  56931. return values[0] === "true";
  56932. }
  56933. if (typeof (target) === "string") {
  56934. return values[0];
  56935. }
  56936. // Parameters with multiple values such as Vector3 etc.
  56937. var split = new Array();
  56938. for (var i = 0; i < values.length; i++) {
  56939. split.push(parseFloat(values[i]));
  56940. }
  56941. if (target instanceof BABYLON.Vector3) {
  56942. return BABYLON.Vector3.FromArray(split);
  56943. }
  56944. if (target instanceof BABYLON.Vector4) {
  56945. return BABYLON.Vector4.FromArray(split);
  56946. }
  56947. if (target instanceof BABYLON.Color3) {
  56948. return BABYLON.Color3.FromArray(split);
  56949. }
  56950. if (target instanceof BABYLON.Color4) {
  56951. return BABYLON.Color4.FromArray(split);
  56952. }
  56953. return parseFloat(values[0]);
  56954. };
  56955. // traverse graph per trigger
  56956. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  56957. if (combineArray === void 0) { combineArray = null; }
  56958. if (parsedAction.detached) {
  56959. return;
  56960. }
  56961. var parameters = new Array();
  56962. var target = null;
  56963. var propertyPath = null;
  56964. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  56965. // Parameters
  56966. if (parsedAction.type === 2) {
  56967. parameters.push(actionManager);
  56968. }
  56969. else {
  56970. parameters.push(trigger);
  56971. }
  56972. if (combine) {
  56973. var actions = new Array();
  56974. for (var j = 0; j < parsedAction.combine.length; j++) {
  56975. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  56976. }
  56977. parameters.push(actions);
  56978. }
  56979. else {
  56980. for (var i = 0; i < parsedAction.properties.length; i++) {
  56981. var value = parsedAction.properties[i].value;
  56982. var name = parsedAction.properties[i].name;
  56983. var targetType = parsedAction.properties[i].targetType;
  56984. if (name === "target") {
  56985. if (targetType !== null && targetType === "SceneProperties") {
  56986. value = target = scene;
  56987. }
  56988. else {
  56989. value = target = scene.getNodeByName(value);
  56990. }
  56991. }
  56992. else if (name === "parent") {
  56993. value = scene.getNodeByName(value);
  56994. }
  56995. else if (name === "sound") {
  56996. // Can not externalize to component, so only checks for the presence off the API.
  56997. if (scene.getSoundByName) {
  56998. value = scene.getSoundByName(value);
  56999. }
  57000. }
  57001. else if (name !== "propertyPath") {
  57002. if (parsedAction.type === 2 && name === "operator") {
  57003. value = BABYLON.ValueCondition[value];
  57004. }
  57005. else {
  57006. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57007. }
  57008. }
  57009. else {
  57010. propertyPath = value;
  57011. }
  57012. parameters.push(value);
  57013. }
  57014. }
  57015. if (combineArray === null) {
  57016. parameters.push(condition);
  57017. }
  57018. else {
  57019. parameters.push(null);
  57020. }
  57021. // If interpolate value action
  57022. if (parsedAction.name === "InterpolateValueAction") {
  57023. var param = parameters[parameters.length - 2];
  57024. parameters[parameters.length - 1] = param;
  57025. parameters[parameters.length - 2] = condition;
  57026. }
  57027. // Action or condition(s) and not CombineAction
  57028. var newAction = instanciate(parsedAction.name, parameters);
  57029. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57030. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57031. if (action) {
  57032. action.then(nothing);
  57033. }
  57034. else {
  57035. actionManager.registerAction(nothing);
  57036. }
  57037. action = nothing;
  57038. }
  57039. if (combineArray === null) {
  57040. if (newAction instanceof BABYLON.Condition) {
  57041. condition = newAction;
  57042. newAction = action;
  57043. }
  57044. else {
  57045. condition = null;
  57046. if (action) {
  57047. action.then(newAction);
  57048. }
  57049. else {
  57050. actionManager.registerAction(newAction);
  57051. }
  57052. }
  57053. }
  57054. else {
  57055. combineArray.push(newAction);
  57056. }
  57057. for (var i = 0; i < parsedAction.children.length; i++) {
  57058. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57059. }
  57060. };
  57061. // triggers
  57062. for (var i = 0; i < parsedActions.children.length; i++) {
  57063. var triggerParams;
  57064. var trigger = parsedActions.children[i];
  57065. if (trigger.properties.length > 0) {
  57066. var param = trigger.properties[0].value;
  57067. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57068. if (value._meshId) {
  57069. value.mesh = scene.getMeshByID(value._meshId);
  57070. }
  57071. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57072. }
  57073. else {
  57074. triggerParams = ActionManager[trigger.name];
  57075. }
  57076. for (var j = 0; j < trigger.children.length; j++) {
  57077. if (!trigger.detached) {
  57078. traverse(trigger.children[j], triggerParams, null, null);
  57079. }
  57080. }
  57081. }
  57082. };
  57083. /**
  57084. * Get a trigger name by index
  57085. * @param trigger defines the trigger index
  57086. * @returns a trigger name
  57087. */
  57088. ActionManager.GetTriggerName = function (trigger) {
  57089. switch (trigger) {
  57090. case 0: return "NothingTrigger";
  57091. case 1: return "OnPickTrigger";
  57092. case 2: return "OnLeftPickTrigger";
  57093. case 3: return "OnRightPickTrigger";
  57094. case 4: return "OnCenterPickTrigger";
  57095. case 5: return "OnPickDownTrigger";
  57096. case 6: return "OnPickUpTrigger";
  57097. case 7: return "OnLongPressTrigger";
  57098. case 8: return "OnPointerOverTrigger";
  57099. case 9: return "OnPointerOutTrigger";
  57100. case 10: return "OnEveryFrameTrigger";
  57101. case 11: return "OnIntersectionEnterTrigger";
  57102. case 12: return "OnIntersectionExitTrigger";
  57103. case 13: return "OnKeyDownTrigger";
  57104. case 14: return "OnKeyUpTrigger";
  57105. case 15: return "OnPickOutTrigger";
  57106. default: return "";
  57107. }
  57108. };
  57109. /**
  57110. * Nothing
  57111. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57112. */
  57113. ActionManager.NothingTrigger = 0;
  57114. /**
  57115. * On pick
  57116. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57117. */
  57118. ActionManager.OnPickTrigger = 1;
  57119. /**
  57120. * On left pick
  57121. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57122. */
  57123. ActionManager.OnLeftPickTrigger = 2;
  57124. /**
  57125. * On right pick
  57126. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57127. */
  57128. ActionManager.OnRightPickTrigger = 3;
  57129. /**
  57130. * On center pick
  57131. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57132. */
  57133. ActionManager.OnCenterPickTrigger = 4;
  57134. /**
  57135. * On pick down
  57136. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57137. */
  57138. ActionManager.OnPickDownTrigger = 5;
  57139. /**
  57140. * On double pick
  57141. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57142. */
  57143. ActionManager.OnDoublePickTrigger = 6;
  57144. /**
  57145. * On pick up
  57146. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57147. */
  57148. ActionManager.OnPickUpTrigger = 7;
  57149. /**
  57150. * On pick out.
  57151. * This trigger will only be raised if you also declared a OnPickDown
  57152. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57153. */
  57154. ActionManager.OnPickOutTrigger = 16;
  57155. /**
  57156. * On long press
  57157. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57158. */
  57159. ActionManager.OnLongPressTrigger = 8;
  57160. /**
  57161. * On pointer over
  57162. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57163. */
  57164. ActionManager.OnPointerOverTrigger = 9;
  57165. /**
  57166. * On pointer out
  57167. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57168. */
  57169. ActionManager.OnPointerOutTrigger = 10;
  57170. /**
  57171. * On every frame
  57172. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57173. */
  57174. ActionManager.OnEveryFrameTrigger = 11;
  57175. /**
  57176. * On intersection enter
  57177. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57178. */
  57179. ActionManager.OnIntersectionEnterTrigger = 12;
  57180. /**
  57181. * On intersection exit
  57182. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57183. */
  57184. ActionManager.OnIntersectionExitTrigger = 13;
  57185. /**
  57186. * On key down
  57187. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57188. */
  57189. ActionManager.OnKeyDownTrigger = 14;
  57190. /**
  57191. * On key up
  57192. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57193. */
  57194. ActionManager.OnKeyUpTrigger = 15;
  57195. /** Gets the list of active triggers */
  57196. ActionManager.Triggers = {};
  57197. return ActionManager;
  57198. }());
  57199. BABYLON.ActionManager = ActionManager;
  57200. })(BABYLON || (BABYLON = {}));
  57201. //# sourceMappingURL=babylon.actionManager.js.map
  57202. var BABYLON;
  57203. (function (BABYLON) {
  57204. /**
  57205. * This defines an action responsible to change the value of a property
  57206. * by interpolating between its current value and the newly set one once triggered.
  57207. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57208. */
  57209. var InterpolateValueAction = /** @class */ (function (_super) {
  57210. __extends(InterpolateValueAction, _super);
  57211. /**
  57212. * Instantiate the action
  57213. * @param triggerOptions defines the trigger options
  57214. * @param target defines the object containing the value to interpolate
  57215. * @param propertyPath defines the path to the property in the target object
  57216. * @param value defines the target value at the end of the interpolation
  57217. * @param duration deines the time it will take for the property to interpolate to the value.
  57218. * @param condition defines the trigger related conditions
  57219. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57220. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57221. */
  57222. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57223. if (duration === void 0) { duration = 1000; }
  57224. var _this = _super.call(this, triggerOptions, condition) || this;
  57225. /**
  57226. * Defines the time it will take for the property to interpolate to the value.
  57227. */
  57228. _this.duration = 1000;
  57229. /**
  57230. * Observable triggered once the interpolation animation has been done.
  57231. */
  57232. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57233. _this.propertyPath = propertyPath;
  57234. _this.value = value;
  57235. _this.duration = duration;
  57236. _this.stopOtherAnimations = stopOtherAnimations;
  57237. _this.onInterpolationDone = onInterpolationDone;
  57238. _this._target = _this._effectiveTarget = target;
  57239. return _this;
  57240. }
  57241. /** @hidden */
  57242. InterpolateValueAction.prototype._prepare = function () {
  57243. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57244. this._property = this._getProperty(this.propertyPath);
  57245. };
  57246. /**
  57247. * Execute the action starts the value interpolation.
  57248. */
  57249. InterpolateValueAction.prototype.execute = function () {
  57250. var _this = this;
  57251. var scene = this._actionManager.getScene();
  57252. var keys = [
  57253. {
  57254. frame: 0,
  57255. value: this._effectiveTarget[this._property]
  57256. }, {
  57257. frame: 100,
  57258. value: this.value
  57259. }
  57260. ];
  57261. var dataType;
  57262. if (typeof this.value === "number") {
  57263. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57264. }
  57265. else if (this.value instanceof BABYLON.Color3) {
  57266. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57267. }
  57268. else if (this.value instanceof BABYLON.Vector3) {
  57269. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57270. }
  57271. else if (this.value instanceof BABYLON.Matrix) {
  57272. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57273. }
  57274. else if (this.value instanceof BABYLON.Quaternion) {
  57275. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57276. }
  57277. else {
  57278. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57279. return;
  57280. }
  57281. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57282. animation.setKeys(keys);
  57283. if (this.stopOtherAnimations) {
  57284. scene.stopAnimation(this._effectiveTarget);
  57285. }
  57286. var wrapper = function () {
  57287. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57288. if (_this.onInterpolationDone) {
  57289. _this.onInterpolationDone();
  57290. }
  57291. };
  57292. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57293. };
  57294. /**
  57295. * Serializes the actions and its related information.
  57296. * @param parent defines the object to serialize in
  57297. * @returns the serialized object
  57298. */
  57299. InterpolateValueAction.prototype.serialize = function (parent) {
  57300. return _super.prototype._serialize.call(this, {
  57301. name: "InterpolateValueAction",
  57302. properties: [
  57303. BABYLON.Action._GetTargetProperty(this._target),
  57304. { name: "propertyPath", value: this.propertyPath },
  57305. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57306. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57307. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57308. ]
  57309. }, parent);
  57310. };
  57311. return InterpolateValueAction;
  57312. }(BABYLON.Action));
  57313. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57314. })(BABYLON || (BABYLON = {}));
  57315. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57316. var BABYLON;
  57317. (function (BABYLON) {
  57318. /**
  57319. * This defines an action responsible to toggle a boolean once triggered.
  57320. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57321. */
  57322. var SwitchBooleanAction = /** @class */ (function (_super) {
  57323. __extends(SwitchBooleanAction, _super);
  57324. /**
  57325. * Instantiate the action
  57326. * @param triggerOptions defines the trigger options
  57327. * @param target defines the object containing the boolean
  57328. * @param propertyPath defines the path to the boolean property in the target object
  57329. * @param condition defines the trigger related conditions
  57330. */
  57331. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57332. var _this = _super.call(this, triggerOptions, condition) || this;
  57333. _this.propertyPath = propertyPath;
  57334. _this._target = _this._effectiveTarget = target;
  57335. return _this;
  57336. }
  57337. /** @hidden */
  57338. SwitchBooleanAction.prototype._prepare = function () {
  57339. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57340. this._property = this._getProperty(this.propertyPath);
  57341. };
  57342. /**
  57343. * Execute the action toggle the boolean value.
  57344. */
  57345. SwitchBooleanAction.prototype.execute = function () {
  57346. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57347. };
  57348. /**
  57349. * Serializes the actions and its related information.
  57350. * @param parent defines the object to serialize in
  57351. * @returns the serialized object
  57352. */
  57353. SwitchBooleanAction.prototype.serialize = function (parent) {
  57354. return _super.prototype._serialize.call(this, {
  57355. name: "SwitchBooleanAction",
  57356. properties: [
  57357. BABYLON.Action._GetTargetProperty(this._target),
  57358. { name: "propertyPath", value: this.propertyPath }
  57359. ]
  57360. }, parent);
  57361. };
  57362. return SwitchBooleanAction;
  57363. }(BABYLON.Action));
  57364. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57365. /**
  57366. * This defines an action responsible to set a the state field of the target
  57367. * to a desired value once triggered.
  57368. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57369. */
  57370. var SetStateAction = /** @class */ (function (_super) {
  57371. __extends(SetStateAction, _super);
  57372. /**
  57373. * Instantiate the action
  57374. * @param triggerOptions defines the trigger options
  57375. * @param target defines the object containing the state property
  57376. * @param value defines the value to store in the state field
  57377. * @param condition defines the trigger related conditions
  57378. */
  57379. function SetStateAction(triggerOptions, target, value, condition) {
  57380. var _this = _super.call(this, triggerOptions, condition) || this;
  57381. _this.value = value;
  57382. _this._target = target;
  57383. return _this;
  57384. }
  57385. /**
  57386. * Execute the action and store the value on the target state property.
  57387. */
  57388. SetStateAction.prototype.execute = function () {
  57389. this._target.state = this.value;
  57390. };
  57391. /**
  57392. * Serializes the actions and its related information.
  57393. * @param parent defines the object to serialize in
  57394. * @returns the serialized object
  57395. */
  57396. SetStateAction.prototype.serialize = function (parent) {
  57397. return _super.prototype._serialize.call(this, {
  57398. name: "SetStateAction",
  57399. properties: [
  57400. BABYLON.Action._GetTargetProperty(this._target),
  57401. { name: "value", value: this.value }
  57402. ]
  57403. }, parent);
  57404. };
  57405. return SetStateAction;
  57406. }(BABYLON.Action));
  57407. BABYLON.SetStateAction = SetStateAction;
  57408. /**
  57409. * This defines an action responsible to set a property of the target
  57410. * to a desired value once triggered.
  57411. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57412. */
  57413. var SetValueAction = /** @class */ (function (_super) {
  57414. __extends(SetValueAction, _super);
  57415. /**
  57416. * Instantiate the action
  57417. * @param triggerOptions defines the trigger options
  57418. * @param target defines the object containing the property
  57419. * @param propertyPath defines the path of the property to set in the target
  57420. * @param value defines the value to set in the property
  57421. * @param condition defines the trigger related conditions
  57422. */
  57423. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57424. var _this = _super.call(this, triggerOptions, condition) || this;
  57425. _this.propertyPath = propertyPath;
  57426. _this.value = value;
  57427. _this._target = _this._effectiveTarget = target;
  57428. return _this;
  57429. }
  57430. /** @hidden */
  57431. SetValueAction.prototype._prepare = function () {
  57432. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57433. this._property = this._getProperty(this.propertyPath);
  57434. };
  57435. /**
  57436. * Execute the action and set the targetted property to the desired value.
  57437. */
  57438. SetValueAction.prototype.execute = function () {
  57439. this._effectiveTarget[this._property] = this.value;
  57440. if (this._target.markAsDirty) {
  57441. this._target.markAsDirty(this._property);
  57442. }
  57443. };
  57444. /**
  57445. * Serializes the actions and its related information.
  57446. * @param parent defines the object to serialize in
  57447. * @returns the serialized object
  57448. */
  57449. SetValueAction.prototype.serialize = function (parent) {
  57450. return _super.prototype._serialize.call(this, {
  57451. name: "SetValueAction",
  57452. properties: [
  57453. BABYLON.Action._GetTargetProperty(this._target),
  57454. { name: "propertyPath", value: this.propertyPath },
  57455. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57456. ]
  57457. }, parent);
  57458. };
  57459. return SetValueAction;
  57460. }(BABYLON.Action));
  57461. BABYLON.SetValueAction = SetValueAction;
  57462. /**
  57463. * This defines an action responsible to increment the target value
  57464. * to a desired value once triggered.
  57465. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57466. */
  57467. var IncrementValueAction = /** @class */ (function (_super) {
  57468. __extends(IncrementValueAction, _super);
  57469. /**
  57470. * Instantiate the action
  57471. * @param triggerOptions defines the trigger options
  57472. * @param target defines the object containing the property
  57473. * @param propertyPath defines the path of the property to increment in the target
  57474. * @param value defines the value value we should increment the property by
  57475. * @param condition defines the trigger related conditions
  57476. */
  57477. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57478. var _this = _super.call(this, triggerOptions, condition) || this;
  57479. _this.propertyPath = propertyPath;
  57480. _this.value = value;
  57481. _this._target = _this._effectiveTarget = target;
  57482. return _this;
  57483. }
  57484. /** @hidden */
  57485. IncrementValueAction.prototype._prepare = function () {
  57486. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57487. this._property = this._getProperty(this.propertyPath);
  57488. if (typeof this._effectiveTarget[this._property] !== "number") {
  57489. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  57490. }
  57491. };
  57492. /**
  57493. * Execute the action and increment the target of the value amount.
  57494. */
  57495. IncrementValueAction.prototype.execute = function () {
  57496. this._effectiveTarget[this._property] += this.value;
  57497. if (this._target.markAsDirty) {
  57498. this._target.markAsDirty(this._property);
  57499. }
  57500. };
  57501. /**
  57502. * Serializes the actions and its related information.
  57503. * @param parent defines the object to serialize in
  57504. * @returns the serialized object
  57505. */
  57506. IncrementValueAction.prototype.serialize = function (parent) {
  57507. return _super.prototype._serialize.call(this, {
  57508. name: "IncrementValueAction",
  57509. properties: [
  57510. BABYLON.Action._GetTargetProperty(this._target),
  57511. { name: "propertyPath", value: this.propertyPath },
  57512. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57513. ]
  57514. }, parent);
  57515. };
  57516. return IncrementValueAction;
  57517. }(BABYLON.Action));
  57518. BABYLON.IncrementValueAction = IncrementValueAction;
  57519. /**
  57520. * This defines an action responsible to start an animation once triggered.
  57521. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57522. */
  57523. var PlayAnimationAction = /** @class */ (function (_super) {
  57524. __extends(PlayAnimationAction, _super);
  57525. /**
  57526. * Instantiate the action
  57527. * @param triggerOptions defines the trigger options
  57528. * @param target defines the target animation or animation name
  57529. * @param from defines from where the animation should start (animation frame)
  57530. * @param end defines where the animation should stop (animation frame)
  57531. * @param loop defines if the animation should loop or stop after the first play
  57532. * @param condition defines the trigger related conditions
  57533. */
  57534. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  57535. var _this = _super.call(this, triggerOptions, condition) || this;
  57536. _this.from = from;
  57537. _this.to = to;
  57538. _this.loop = loop;
  57539. _this._target = target;
  57540. return _this;
  57541. }
  57542. /** @hidden */
  57543. PlayAnimationAction.prototype._prepare = function () {
  57544. };
  57545. /**
  57546. * Execute the action and play the animation.
  57547. */
  57548. PlayAnimationAction.prototype.execute = function () {
  57549. var scene = this._actionManager.getScene();
  57550. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  57551. };
  57552. /**
  57553. * Serializes the actions and its related information.
  57554. * @param parent defines the object to serialize in
  57555. * @returns the serialized object
  57556. */
  57557. PlayAnimationAction.prototype.serialize = function (parent) {
  57558. return _super.prototype._serialize.call(this, {
  57559. name: "PlayAnimationAction",
  57560. properties: [
  57561. BABYLON.Action._GetTargetProperty(this._target),
  57562. { name: "from", value: String(this.from) },
  57563. { name: "to", value: String(this.to) },
  57564. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  57565. ]
  57566. }, parent);
  57567. };
  57568. return PlayAnimationAction;
  57569. }(BABYLON.Action));
  57570. BABYLON.PlayAnimationAction = PlayAnimationAction;
  57571. /**
  57572. * This defines an action responsible to stop an animation once triggered.
  57573. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57574. */
  57575. var StopAnimationAction = /** @class */ (function (_super) {
  57576. __extends(StopAnimationAction, _super);
  57577. /**
  57578. * Instantiate the action
  57579. * @param triggerOptions defines the trigger options
  57580. * @param target defines the target animation or animation name
  57581. * @param condition defines the trigger related conditions
  57582. */
  57583. function StopAnimationAction(triggerOptions, target, condition) {
  57584. var _this = _super.call(this, triggerOptions, condition) || this;
  57585. _this._target = target;
  57586. return _this;
  57587. }
  57588. /** @hidden */
  57589. StopAnimationAction.prototype._prepare = function () {
  57590. };
  57591. /**
  57592. * Execute the action and stop the animation.
  57593. */
  57594. StopAnimationAction.prototype.execute = function () {
  57595. var scene = this._actionManager.getScene();
  57596. scene.stopAnimation(this._target);
  57597. };
  57598. /**
  57599. * Serializes the actions and its related information.
  57600. * @param parent defines the object to serialize in
  57601. * @returns the serialized object
  57602. */
  57603. StopAnimationAction.prototype.serialize = function (parent) {
  57604. return _super.prototype._serialize.call(this, {
  57605. name: "StopAnimationAction",
  57606. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  57607. }, parent);
  57608. };
  57609. return StopAnimationAction;
  57610. }(BABYLON.Action));
  57611. BABYLON.StopAnimationAction = StopAnimationAction;
  57612. /**
  57613. * This defines an action responsible that does nothing once triggered.
  57614. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57615. */
  57616. var DoNothingAction = /** @class */ (function (_super) {
  57617. __extends(DoNothingAction, _super);
  57618. /**
  57619. * Instantiate the action
  57620. * @param triggerOptions defines the trigger options
  57621. * @param condition defines the trigger related conditions
  57622. */
  57623. function DoNothingAction(triggerOptions, condition) {
  57624. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  57625. return _super.call(this, triggerOptions, condition) || this;
  57626. }
  57627. /**
  57628. * Execute the action and do nothing.
  57629. */
  57630. DoNothingAction.prototype.execute = function () {
  57631. };
  57632. /**
  57633. * Serializes the actions and its related information.
  57634. * @param parent defines the object to serialize in
  57635. * @returns the serialized object
  57636. */
  57637. DoNothingAction.prototype.serialize = function (parent) {
  57638. return _super.prototype._serialize.call(this, {
  57639. name: "DoNothingAction",
  57640. properties: []
  57641. }, parent);
  57642. };
  57643. return DoNothingAction;
  57644. }(BABYLON.Action));
  57645. BABYLON.DoNothingAction = DoNothingAction;
  57646. /**
  57647. * This defines an action responsible to trigger several actions once triggered.
  57648. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57649. */
  57650. var CombineAction = /** @class */ (function (_super) {
  57651. __extends(CombineAction, _super);
  57652. /**
  57653. * Instantiate the action
  57654. * @param triggerOptions defines the trigger options
  57655. * @param children defines the list of aggregated animations to run
  57656. * @param condition defines the trigger related conditions
  57657. */
  57658. function CombineAction(triggerOptions, children, condition) {
  57659. var _this = _super.call(this, triggerOptions, condition) || this;
  57660. _this.children = children;
  57661. return _this;
  57662. }
  57663. /** @hidden */
  57664. CombineAction.prototype._prepare = function () {
  57665. for (var index = 0; index < this.children.length; index++) {
  57666. this.children[index]._actionManager = this._actionManager;
  57667. this.children[index]._prepare();
  57668. }
  57669. };
  57670. /**
  57671. * Execute the action and executes all the aggregated actions.
  57672. */
  57673. CombineAction.prototype.execute = function (evt) {
  57674. for (var index = 0; index < this.children.length; index++) {
  57675. this.children[index].execute(evt);
  57676. }
  57677. };
  57678. /**
  57679. * Serializes the actions and its related information.
  57680. * @param parent defines the object to serialize in
  57681. * @returns the serialized object
  57682. */
  57683. CombineAction.prototype.serialize = function (parent) {
  57684. var serializationObject = _super.prototype._serialize.call(this, {
  57685. name: "CombineAction",
  57686. properties: [],
  57687. combine: []
  57688. }, parent);
  57689. for (var i = 0; i < this.children.length; i++) {
  57690. serializationObject.combine.push(this.children[i].serialize(null));
  57691. }
  57692. return serializationObject;
  57693. };
  57694. return CombineAction;
  57695. }(BABYLON.Action));
  57696. BABYLON.CombineAction = CombineAction;
  57697. /**
  57698. * This defines an action responsible to run code (external event) once triggered.
  57699. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57700. */
  57701. var ExecuteCodeAction = /** @class */ (function (_super) {
  57702. __extends(ExecuteCodeAction, _super);
  57703. /**
  57704. * Instantiate the action
  57705. * @param triggerOptions defines the trigger options
  57706. * @param func defines the callback function to run
  57707. * @param condition defines the trigger related conditions
  57708. */
  57709. function ExecuteCodeAction(triggerOptions, func, condition) {
  57710. var _this = _super.call(this, triggerOptions, condition) || this;
  57711. _this.func = func;
  57712. return _this;
  57713. }
  57714. /**
  57715. * Execute the action and run the attached code.
  57716. */
  57717. ExecuteCodeAction.prototype.execute = function (evt) {
  57718. this.func(evt);
  57719. };
  57720. return ExecuteCodeAction;
  57721. }(BABYLON.Action));
  57722. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  57723. /**
  57724. * This defines an action responsible to set the parent property of the target once triggered.
  57725. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57726. */
  57727. var SetParentAction = /** @class */ (function (_super) {
  57728. __extends(SetParentAction, _super);
  57729. /**
  57730. * Instantiate the action
  57731. * @param triggerOptions defines the trigger options
  57732. * @param target defines the target containing the parent property
  57733. * @param parent defines from where the animation should start (animation frame)
  57734. * @param condition defines the trigger related conditions
  57735. */
  57736. function SetParentAction(triggerOptions, target, parent, condition) {
  57737. var _this = _super.call(this, triggerOptions, condition) || this;
  57738. _this._target = target;
  57739. _this._parent = parent;
  57740. return _this;
  57741. }
  57742. /** @hidden */
  57743. SetParentAction.prototype._prepare = function () {
  57744. };
  57745. /**
  57746. * Execute the action and set the parent property.
  57747. */
  57748. SetParentAction.prototype.execute = function () {
  57749. if (this._target.parent === this._parent) {
  57750. return;
  57751. }
  57752. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  57753. invertParentWorldMatrix.invert();
  57754. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  57755. this._target.parent = this._parent;
  57756. };
  57757. /**
  57758. * Serializes the actions and its related information.
  57759. * @param parent defines the object to serialize in
  57760. * @returns the serialized object
  57761. */
  57762. SetParentAction.prototype.serialize = function (parent) {
  57763. return _super.prototype._serialize.call(this, {
  57764. name: "SetParentAction",
  57765. properties: [
  57766. BABYLON.Action._GetTargetProperty(this._target),
  57767. BABYLON.Action._GetTargetProperty(this._parent),
  57768. ]
  57769. }, parent);
  57770. };
  57771. return SetParentAction;
  57772. }(BABYLON.Action));
  57773. BABYLON.SetParentAction = SetParentAction;
  57774. })(BABYLON || (BABYLON = {}));
  57775. //# sourceMappingURL=babylon.directActions.js.map
  57776. var BABYLON;
  57777. (function (BABYLON) {
  57778. /**
  57779. * Class used to manage multiple sprites on the same spritesheet
  57780. * @see http://doc.babylonjs.com/babylon101/sprites
  57781. */
  57782. var SpriteManager = /** @class */ (function () {
  57783. /**
  57784. * Creates a new sprite manager
  57785. * @param name defines the manager's name
  57786. * @param imgUrl defines the sprite sheet url
  57787. * @param capacity defines the maximum allowed number of sprites
  57788. * @param cellSize defines the size of a sprite cell
  57789. * @param scene defines the hosting scene
  57790. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  57791. * @param samplingMode defines the smapling mode to use with spritesheet
  57792. */
  57793. function SpriteManager(
  57794. /** defines the manager's name */
  57795. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  57796. if (epsilon === void 0) { epsilon = 0.01; }
  57797. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  57798. this.name = name;
  57799. /** Gets the list of sprites */
  57800. this.sprites = new Array();
  57801. /** Gets or sets the rendering group id (0 by default) */
  57802. this.renderingGroupId = 0;
  57803. /** Gets or sets camera layer mask */
  57804. this.layerMask = 0x0FFFFFFF;
  57805. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  57806. this.fogEnabled = true;
  57807. /** Gets or sets a boolean indicating if the sprites are pickable */
  57808. this.isPickable = false;
  57809. /**
  57810. * An event triggered when the manager is disposed.
  57811. */
  57812. this.onDisposeObservable = new BABYLON.Observable();
  57813. this._vertexBuffers = {};
  57814. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  57815. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  57816. }
  57817. this._capacity = capacity;
  57818. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  57819. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57820. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  57821. if (cellSize.width && cellSize.height) {
  57822. this.cellWidth = cellSize.width;
  57823. this.cellHeight = cellSize.height;
  57824. }
  57825. else if (cellSize !== undefined) {
  57826. this.cellWidth = cellSize;
  57827. this.cellHeight = cellSize;
  57828. }
  57829. else {
  57830. return;
  57831. }
  57832. this._epsilon = epsilon;
  57833. this._scene = scene;
  57834. this._scene.spriteManagers.push(this);
  57835. var indices = [];
  57836. var index = 0;
  57837. for (var count = 0; count < capacity; count++) {
  57838. indices.push(index);
  57839. indices.push(index + 1);
  57840. indices.push(index + 2);
  57841. indices.push(index);
  57842. indices.push(index + 2);
  57843. indices.push(index + 3);
  57844. index += 4;
  57845. }
  57846. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  57847. // VBO
  57848. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  57849. this._vertexData = new Float32Array(capacity * 16 * 4);
  57850. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  57851. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  57852. var options = this._buffer.createVertexBuffer("options", 4, 4);
  57853. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  57854. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  57855. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  57856. this._vertexBuffers["options"] = options;
  57857. this._vertexBuffers["cellInfo"] = cellInfo;
  57858. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  57859. // Effects
  57860. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  57861. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  57862. }
  57863. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  57864. /**
  57865. * Callback called when the manager is disposed
  57866. */
  57867. set: function (callback) {
  57868. if (this._onDisposeObserver) {
  57869. this.onDisposeObservable.remove(this._onDisposeObserver);
  57870. }
  57871. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  57872. },
  57873. enumerable: true,
  57874. configurable: true
  57875. });
  57876. Object.defineProperty(SpriteManager.prototype, "texture", {
  57877. /**
  57878. * Gets or sets the spritesheet texture
  57879. */
  57880. get: function () {
  57881. return this._spriteTexture;
  57882. },
  57883. set: function (value) {
  57884. this._spriteTexture = value;
  57885. },
  57886. enumerable: true,
  57887. configurable: true
  57888. });
  57889. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  57890. var arrayOffset = index * 16;
  57891. if (offsetX === 0) {
  57892. offsetX = this._epsilon;
  57893. }
  57894. else if (offsetX === 1) {
  57895. offsetX = 1 - this._epsilon;
  57896. }
  57897. if (offsetY === 0) {
  57898. offsetY = this._epsilon;
  57899. }
  57900. else if (offsetY === 1) {
  57901. offsetY = 1 - this._epsilon;
  57902. }
  57903. this._vertexData[arrayOffset] = sprite.position.x;
  57904. this._vertexData[arrayOffset + 1] = sprite.position.y;
  57905. this._vertexData[arrayOffset + 2] = sprite.position.z;
  57906. this._vertexData[arrayOffset + 3] = sprite.angle;
  57907. this._vertexData[arrayOffset + 4] = sprite.width;
  57908. this._vertexData[arrayOffset + 5] = sprite.height;
  57909. this._vertexData[arrayOffset + 6] = offsetX;
  57910. this._vertexData[arrayOffset + 7] = offsetY;
  57911. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  57912. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  57913. var offset = (sprite.cellIndex / rowSize) >> 0;
  57914. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  57915. this._vertexData[arrayOffset + 11] = offset;
  57916. // Color
  57917. this._vertexData[arrayOffset + 12] = sprite.color.r;
  57918. this._vertexData[arrayOffset + 13] = sprite.color.g;
  57919. this._vertexData[arrayOffset + 14] = sprite.color.b;
  57920. this._vertexData[arrayOffset + 15] = sprite.color.a;
  57921. };
  57922. /**
  57923. * Intersects the sprites with a ray
  57924. * @param ray defines the ray to intersect with
  57925. * @param camera defines the current active camera
  57926. * @param predicate defines a predicate used to select candidate sprites
  57927. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  57928. * @returns null if no hit or a PickingInfo
  57929. */
  57930. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  57931. var count = Math.min(this._capacity, this.sprites.length);
  57932. var min = BABYLON.Vector3.Zero();
  57933. var max = BABYLON.Vector3.Zero();
  57934. var distance = Number.MAX_VALUE;
  57935. var currentSprite = null;
  57936. var cameraSpacePosition = BABYLON.Vector3.Zero();
  57937. var cameraView = camera.getViewMatrix();
  57938. for (var index = 0; index < count; index++) {
  57939. var sprite = this.sprites[index];
  57940. if (!sprite) {
  57941. continue;
  57942. }
  57943. if (predicate) {
  57944. if (!predicate(sprite)) {
  57945. continue;
  57946. }
  57947. }
  57948. else if (!sprite.isPickable) {
  57949. continue;
  57950. }
  57951. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  57952. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  57953. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  57954. if (ray.intersectsBoxMinMax(min, max)) {
  57955. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  57956. if (distance > currentDistance) {
  57957. distance = currentDistance;
  57958. currentSprite = sprite;
  57959. if (fastCheck) {
  57960. break;
  57961. }
  57962. }
  57963. }
  57964. }
  57965. if (currentSprite) {
  57966. var result = new BABYLON.PickingInfo();
  57967. result.hit = true;
  57968. result.pickedSprite = currentSprite;
  57969. result.distance = distance;
  57970. return result;
  57971. }
  57972. return null;
  57973. };
  57974. /**
  57975. * Render all child sprites
  57976. */
  57977. SpriteManager.prototype.render = function () {
  57978. // Check
  57979. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  57980. return;
  57981. }
  57982. var engine = this._scene.getEngine();
  57983. var baseSize = this._spriteTexture.getBaseSize();
  57984. // Sprites
  57985. var deltaTime = engine.getDeltaTime();
  57986. var max = Math.min(this._capacity, this.sprites.length);
  57987. var rowSize = baseSize.width / this.cellWidth;
  57988. var offset = 0;
  57989. for (var index = 0; index < max; index++) {
  57990. var sprite = this.sprites[index];
  57991. if (!sprite || !sprite.isVisible) {
  57992. continue;
  57993. }
  57994. sprite._animate(deltaTime);
  57995. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  57996. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  57997. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  57998. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  57999. }
  58000. this._buffer.update(this._vertexData);
  58001. // Render
  58002. var effect = this._effectBase;
  58003. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58004. effect = this._effectFog;
  58005. }
  58006. engine.enableEffect(effect);
  58007. var viewMatrix = this._scene.getViewMatrix();
  58008. effect.setTexture("diffuseSampler", this._spriteTexture);
  58009. effect.setMatrix("view", viewMatrix);
  58010. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58011. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58012. // Fog
  58013. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58014. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58015. effect.setColor3("vFogColor", this._scene.fogColor);
  58016. }
  58017. // VBOs
  58018. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58019. // Draw order
  58020. engine.setDepthFunctionToLessOrEqual();
  58021. effect.setBool("alphaTest", true);
  58022. engine.setColorWrite(false);
  58023. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58024. engine.setColorWrite(true);
  58025. effect.setBool("alphaTest", false);
  58026. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58027. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58028. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58029. };
  58030. /**
  58031. * Release associated resources
  58032. */
  58033. SpriteManager.prototype.dispose = function () {
  58034. if (this._buffer) {
  58035. this._buffer.dispose();
  58036. this._buffer = null;
  58037. }
  58038. if (this._indexBuffer) {
  58039. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58040. this._indexBuffer = null;
  58041. }
  58042. if (this._spriteTexture) {
  58043. this._spriteTexture.dispose();
  58044. this._spriteTexture = null;
  58045. }
  58046. // Remove from scene
  58047. var index = this._scene.spriteManagers.indexOf(this);
  58048. this._scene.spriteManagers.splice(index, 1);
  58049. // Callback
  58050. this.onDisposeObservable.notifyObservers(this);
  58051. this.onDisposeObservable.clear();
  58052. };
  58053. return SpriteManager;
  58054. }());
  58055. BABYLON.SpriteManager = SpriteManager;
  58056. })(BABYLON || (BABYLON = {}));
  58057. //# sourceMappingURL=babylon.spriteManager.js.map
  58058. var BABYLON;
  58059. (function (BABYLON) {
  58060. /**
  58061. * Class used to represent a sprite
  58062. * @see http://doc.babylonjs.com/babylon101/sprites
  58063. */
  58064. var Sprite = /** @class */ (function () {
  58065. /**
  58066. * Creates a new Sprite
  58067. * @param name defines the name
  58068. * @param manager defines the manager
  58069. */
  58070. function Sprite(
  58071. /** defines the name */
  58072. name, manager) {
  58073. this.name = name;
  58074. /** Gets or sets the main color */
  58075. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58076. /** Gets or sets the width */
  58077. this.width = 1.0;
  58078. /** Gets or sets the height */
  58079. this.height = 1.0;
  58080. /** Gets or sets rotation angle */
  58081. this.angle = 0;
  58082. /** Gets or sets the cell index in the sprite sheet */
  58083. this.cellIndex = 0;
  58084. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58085. this.invertU = 0;
  58086. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58087. this.invertV = 0;
  58088. /** Gets the list of attached animations */
  58089. this.animations = new Array();
  58090. /** Gets or sets a boolean indicating if the sprite can be picked */
  58091. this.isPickable = false;
  58092. this._animationStarted = false;
  58093. this._loopAnimation = false;
  58094. this._fromIndex = 0;
  58095. this._toIndex = 0;
  58096. this._delay = 0;
  58097. this._direction = 1;
  58098. this._time = 0;
  58099. /**
  58100. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58101. */
  58102. this.isVisible = true;
  58103. this._manager = manager;
  58104. this._manager.sprites.push(this);
  58105. this.position = BABYLON.Vector3.Zero();
  58106. }
  58107. Object.defineProperty(Sprite.prototype, "size", {
  58108. /**
  58109. * Gets or sets the sprite size
  58110. */
  58111. get: function () {
  58112. return this.width;
  58113. },
  58114. set: function (value) {
  58115. this.width = value;
  58116. this.height = value;
  58117. },
  58118. enumerable: true,
  58119. configurable: true
  58120. });
  58121. /**
  58122. * Starts an animation
  58123. * @param from defines the initial key
  58124. * @param to defines the end key
  58125. * @param loop defines if the animation must loop
  58126. * @param delay defines the start delay (in ms)
  58127. * @param onAnimationEnd defines a callback to call when animation ends
  58128. */
  58129. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58130. this._fromIndex = from;
  58131. this._toIndex = to;
  58132. this._loopAnimation = loop;
  58133. this._delay = delay;
  58134. this._animationStarted = true;
  58135. this._direction = from < to ? 1 : -1;
  58136. this.cellIndex = from;
  58137. this._time = 0;
  58138. this._onAnimationEnd = onAnimationEnd;
  58139. };
  58140. /** Stops current animation (if any) */
  58141. Sprite.prototype.stopAnimation = function () {
  58142. this._animationStarted = false;
  58143. };
  58144. /** @hidden */
  58145. Sprite.prototype._animate = function (deltaTime) {
  58146. if (!this._animationStarted) {
  58147. return;
  58148. }
  58149. this._time += deltaTime;
  58150. if (this._time > this._delay) {
  58151. this._time = this._time % this._delay;
  58152. this.cellIndex += this._direction;
  58153. if (this.cellIndex > this._toIndex) {
  58154. if (this._loopAnimation) {
  58155. this.cellIndex = this._fromIndex;
  58156. }
  58157. else {
  58158. this.cellIndex = this._toIndex;
  58159. this._animationStarted = false;
  58160. if (this._onAnimationEnd) {
  58161. this._onAnimationEnd();
  58162. }
  58163. if (this.disposeWhenFinishedAnimating) {
  58164. this.dispose();
  58165. }
  58166. }
  58167. }
  58168. }
  58169. };
  58170. /** Release associated resources */
  58171. Sprite.prototype.dispose = function () {
  58172. for (var i = 0; i < this._manager.sprites.length; i++) {
  58173. if (this._manager.sprites[i] == this) {
  58174. this._manager.sprites.splice(i, 1);
  58175. }
  58176. }
  58177. };
  58178. return Sprite;
  58179. }());
  58180. BABYLON.Sprite = Sprite;
  58181. })(BABYLON || (BABYLON = {}));
  58182. //# sourceMappingURL=babylon.sprite.js.map
  58183. var BABYLON;
  58184. (function (BABYLON) {
  58185. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58186. if (!BABYLON.PickingInfo) {
  58187. return null;
  58188. }
  58189. var pickingInfo = null;
  58190. if (!camera) {
  58191. if (!this.activeCamera) {
  58192. return null;
  58193. }
  58194. camera = this.activeCamera;
  58195. }
  58196. if (this.spriteManagers.length > 0) {
  58197. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58198. var spriteManager = this.spriteManagers[spriteIndex];
  58199. if (!spriteManager.isPickable) {
  58200. continue;
  58201. }
  58202. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58203. if (!result || !result.hit) {
  58204. continue;
  58205. }
  58206. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58207. continue;
  58208. }
  58209. pickingInfo = result;
  58210. if (fastCheck) {
  58211. break;
  58212. }
  58213. }
  58214. }
  58215. return pickingInfo || new BABYLON.PickingInfo();
  58216. };
  58217. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58218. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58219. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58220. };
  58221. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58222. if (!this._tempSpritePickingRay) {
  58223. return null;
  58224. }
  58225. if (!camera) {
  58226. if (!this.activeCamera) {
  58227. return null;
  58228. }
  58229. camera = this.activeCamera;
  58230. }
  58231. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58232. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58233. };
  58234. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58235. if (this._pointerOverSprite === sprite) {
  58236. return;
  58237. }
  58238. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58239. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58240. }
  58241. this._pointerOverSprite = sprite;
  58242. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58243. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58244. }
  58245. };
  58246. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58247. return this._pointerOverSprite;
  58248. };
  58249. /**
  58250. * Defines the sprite scene component responsible to manage sprites
  58251. * in a given scene.
  58252. */
  58253. var SpriteSceneComponent = /** @class */ (function () {
  58254. /**
  58255. * Creates a new instance of the component for the given scene
  58256. * @param scene Defines the scene to register the component in
  58257. */
  58258. function SpriteSceneComponent(scene) {
  58259. /**
  58260. * The component name helpfull to identify the component in the list of scene components.
  58261. */
  58262. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58263. this.scene = scene;
  58264. this.scene.spriteManagers = new Array();
  58265. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58266. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58267. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58268. this._spritePredicate = function (sprite) {
  58269. if (!sprite.actionManager) {
  58270. return false;
  58271. }
  58272. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58273. };
  58274. }
  58275. /**
  58276. * Registers the component in a given scene
  58277. */
  58278. SpriteSceneComponent.prototype.register = function () {
  58279. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58280. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58281. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58282. };
  58283. /**
  58284. * Rebuilds the elements related to this component in case of
  58285. * context lost for instance.
  58286. */
  58287. SpriteSceneComponent.prototype.rebuild = function () {
  58288. /** Nothing to do for sprites */
  58289. };
  58290. /**
  58291. * Disposes the component and the associated ressources.
  58292. */
  58293. SpriteSceneComponent.prototype.dispose = function () {
  58294. this.scene.onBeforeSpritesRenderingObservable.clear();
  58295. this.scene.onAfterSpritesRenderingObservable.clear();
  58296. var spriteManagers = this.scene.spriteManagers;
  58297. while (spriteManagers.length) {
  58298. spriteManagers[0].dispose();
  58299. }
  58300. };
  58301. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58302. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58303. if (result) {
  58304. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58305. }
  58306. return result;
  58307. };
  58308. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58309. var scene = this.scene;
  58310. if (isMeshPicked) {
  58311. scene.setPointerOverSprite(null);
  58312. }
  58313. else {
  58314. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58315. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58316. scene.setPointerOverSprite(pickResult.pickedSprite);
  58317. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58318. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58319. }
  58320. else {
  58321. canvas.style.cursor = scene.hoverCursor;
  58322. }
  58323. }
  58324. else {
  58325. scene.setPointerOverSprite(null);
  58326. }
  58327. }
  58328. return pickResult;
  58329. };
  58330. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58331. var scene = this.scene;
  58332. scene._pickedDownSprite = null;
  58333. if (scene.spriteManagers.length > 0) {
  58334. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58335. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58336. if (pickResult.pickedSprite.actionManager) {
  58337. scene._pickedDownSprite = pickResult.pickedSprite;
  58338. switch (evt.button) {
  58339. case 0:
  58340. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58341. break;
  58342. case 1:
  58343. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58344. break;
  58345. case 2:
  58346. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58347. break;
  58348. }
  58349. if (pickResult.pickedSprite.actionManager) {
  58350. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58351. }
  58352. }
  58353. }
  58354. }
  58355. return pickResult;
  58356. };
  58357. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58358. var scene = this.scene;
  58359. if (scene.spriteManagers.length > 0) {
  58360. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58361. if (spritePickResult) {
  58362. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58363. if (spritePickResult.pickedSprite.actionManager) {
  58364. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58365. if (spritePickResult.pickedSprite.actionManager) {
  58366. if (!this.scene._isPointerSwiping()) {
  58367. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58368. }
  58369. }
  58370. }
  58371. }
  58372. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58373. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58374. }
  58375. }
  58376. }
  58377. return pickResult;
  58378. };
  58379. return SpriteSceneComponent;
  58380. }());
  58381. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58382. })(BABYLON || (BABYLON = {}));
  58383. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58384. var BABYLON;
  58385. (function (BABYLON) {
  58386. /**
  58387. * @hidden
  58388. */
  58389. var IntersectionInfo = /** @class */ (function () {
  58390. function IntersectionInfo(bu, bv, distance) {
  58391. this.bu = bu;
  58392. this.bv = bv;
  58393. this.distance = distance;
  58394. this.faceId = 0;
  58395. this.subMeshId = 0;
  58396. }
  58397. return IntersectionInfo;
  58398. }());
  58399. BABYLON.IntersectionInfo = IntersectionInfo;
  58400. /**
  58401. * Information about the result of picking within a scene
  58402. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58403. */
  58404. var PickingInfo = /** @class */ (function () {
  58405. function PickingInfo() {
  58406. /**
  58407. * If the pick collided with an object
  58408. */
  58409. this.hit = false;
  58410. /**
  58411. * Distance away where the pick collided
  58412. */
  58413. this.distance = 0;
  58414. /**
  58415. * The location of pick collision
  58416. */
  58417. this.pickedPoint = null;
  58418. /**
  58419. * The mesh corresponding the the pick collision
  58420. */
  58421. this.pickedMesh = null;
  58422. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58423. this.bu = 0;
  58424. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58425. this.bv = 0;
  58426. /** The id of the face on the mesh that was picked */
  58427. this.faceId = -1;
  58428. /** Id of the the submesh that was picked */
  58429. this.subMeshId = 0;
  58430. /** If a sprite was picked, this will be the sprite the pick collided with */
  58431. this.pickedSprite = null;
  58432. /**
  58433. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58434. */
  58435. this.originMesh = null;
  58436. /**
  58437. * The ray that was used to perform the picking.
  58438. */
  58439. this.ray = null;
  58440. }
  58441. /**
  58442. * Gets the normal correspodning to the face the pick collided with
  58443. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58444. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58445. * @returns The normal correspodning to the face the pick collided with
  58446. */
  58447. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58448. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58449. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58450. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58451. return null;
  58452. }
  58453. var indices = this.pickedMesh.getIndices();
  58454. if (!indices) {
  58455. return null;
  58456. }
  58457. var result;
  58458. if (useVerticesNormals) {
  58459. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58460. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58461. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58462. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58463. normal0 = normal0.scale(this.bu);
  58464. normal1 = normal1.scale(this.bv);
  58465. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58466. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58467. }
  58468. else {
  58469. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58470. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58471. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58472. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58473. var p1p2 = vertex1.subtract(vertex2);
  58474. var p3p2 = vertex3.subtract(vertex2);
  58475. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58476. }
  58477. if (useWorldCoordinates) {
  58478. var wm = this.pickedMesh.getWorldMatrix();
  58479. if (this.pickedMesh.nonUniformScaling) {
  58480. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  58481. wm = BABYLON.Tmp.Matrix[0];
  58482. wm.setTranslationFromFloats(0, 0, 0);
  58483. wm.invert();
  58484. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  58485. wm = BABYLON.Tmp.Matrix[1];
  58486. }
  58487. result = BABYLON.Vector3.TransformNormal(result, wm);
  58488. }
  58489. result.normalize();
  58490. return result;
  58491. };
  58492. /**
  58493. * Gets the texture coordinates of where the pick occured
  58494. * @returns the vector containing the coordnates of the texture
  58495. */
  58496. PickingInfo.prototype.getTextureCoordinates = function () {
  58497. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  58498. return null;
  58499. }
  58500. var indices = this.pickedMesh.getIndices();
  58501. if (!indices) {
  58502. return null;
  58503. }
  58504. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  58505. if (!uvs) {
  58506. return null;
  58507. }
  58508. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  58509. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  58510. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  58511. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  58512. uv1 = uv1.scale(this.bu);
  58513. uv2 = uv2.scale(this.bv);
  58514. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  58515. };
  58516. return PickingInfo;
  58517. }());
  58518. BABYLON.PickingInfo = PickingInfo;
  58519. })(BABYLON || (BABYLON = {}));
  58520. //# sourceMappingURL=babylon.pickingInfo.js.map
  58521. var BABYLON;
  58522. (function (BABYLON) {
  58523. /**
  58524. * Class representing a ray with position and direction
  58525. */
  58526. var Ray = /** @class */ (function () {
  58527. /**
  58528. * Creates a new ray
  58529. * @param origin origin point
  58530. * @param direction direction
  58531. * @param length length of the ray
  58532. */
  58533. function Ray(
  58534. /** origin point */
  58535. origin,
  58536. /** direction */
  58537. direction,
  58538. /** length of the ray */
  58539. length) {
  58540. if (length === void 0) { length = Number.MAX_VALUE; }
  58541. this.origin = origin;
  58542. this.direction = direction;
  58543. this.length = length;
  58544. }
  58545. // Methods
  58546. /**
  58547. * Checks if the ray intersects a box
  58548. * @param minimum bound of the box
  58549. * @param maximum bound of the box
  58550. * @param intersectionTreshold extra extend to be added to the box in all direction
  58551. * @returns if the box was hit
  58552. */
  58553. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  58554. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58555. var newMinimum = Ray._min.copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  58556. var newMaximum = Ray._max.copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  58557. var d = 0.0;
  58558. var maxValue = Number.MAX_VALUE;
  58559. var inv;
  58560. var min;
  58561. var max;
  58562. var temp;
  58563. if (Math.abs(this.direction.x) < 0.0000001) {
  58564. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  58565. return false;
  58566. }
  58567. }
  58568. else {
  58569. inv = 1.0 / this.direction.x;
  58570. min = (newMinimum.x - this.origin.x) * inv;
  58571. max = (newMaximum.x - this.origin.x) * inv;
  58572. if (max === -Infinity) {
  58573. max = Infinity;
  58574. }
  58575. if (min > max) {
  58576. temp = min;
  58577. min = max;
  58578. max = temp;
  58579. }
  58580. d = Math.max(min, d);
  58581. maxValue = Math.min(max, maxValue);
  58582. if (d > maxValue) {
  58583. return false;
  58584. }
  58585. }
  58586. if (Math.abs(this.direction.y) < 0.0000001) {
  58587. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  58588. return false;
  58589. }
  58590. }
  58591. else {
  58592. inv = 1.0 / this.direction.y;
  58593. min = (newMinimum.y - this.origin.y) * inv;
  58594. max = (newMaximum.y - this.origin.y) * inv;
  58595. if (max === -Infinity) {
  58596. max = Infinity;
  58597. }
  58598. if (min > max) {
  58599. temp = min;
  58600. min = max;
  58601. max = temp;
  58602. }
  58603. d = Math.max(min, d);
  58604. maxValue = Math.min(max, maxValue);
  58605. if (d > maxValue) {
  58606. return false;
  58607. }
  58608. }
  58609. if (Math.abs(this.direction.z) < 0.0000001) {
  58610. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  58611. return false;
  58612. }
  58613. }
  58614. else {
  58615. inv = 1.0 / this.direction.z;
  58616. min = (newMinimum.z - this.origin.z) * inv;
  58617. max = (newMaximum.z - this.origin.z) * inv;
  58618. if (max === -Infinity) {
  58619. max = Infinity;
  58620. }
  58621. if (min > max) {
  58622. temp = min;
  58623. min = max;
  58624. max = temp;
  58625. }
  58626. d = Math.max(min, d);
  58627. maxValue = Math.min(max, maxValue);
  58628. if (d > maxValue) {
  58629. return false;
  58630. }
  58631. }
  58632. return true;
  58633. };
  58634. /**
  58635. * Checks if the ray intersects a box
  58636. * @param box the bounding box to check
  58637. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  58638. * @returns if the box was hit
  58639. */
  58640. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  58641. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58642. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  58643. };
  58644. /**
  58645. * If the ray hits a sphere
  58646. * @param sphere the bounding sphere to check
  58647. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  58648. * @returns true if it hits the sphere
  58649. */
  58650. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  58651. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  58652. var x = sphere.center.x - this.origin.x;
  58653. var y = sphere.center.y - this.origin.y;
  58654. var z = sphere.center.z - this.origin.z;
  58655. var pyth = (x * x) + (y * y) + (z * z);
  58656. var radius = sphere.radius + intersectionTreshold;
  58657. var rr = radius * radius;
  58658. if (pyth <= rr) {
  58659. return true;
  58660. }
  58661. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  58662. if (dot < 0.0) {
  58663. return false;
  58664. }
  58665. var temp = pyth - (dot * dot);
  58666. return temp <= rr;
  58667. };
  58668. /**
  58669. * If the ray hits a triange
  58670. * @param vertex0 triangle vertex
  58671. * @param vertex1 triangle vertex
  58672. * @param vertex2 triangle vertex
  58673. * @returns intersection information if hit
  58674. */
  58675. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  58676. vertex1.subtractToRef(vertex0, Ray._edge1);
  58677. vertex2.subtractToRef(vertex0, Ray._edge2);
  58678. BABYLON.Vector3.CrossToRef(this.direction, Ray._edge2, Ray._pvec);
  58679. var det = BABYLON.Vector3.Dot(Ray._edge1, Ray._pvec);
  58680. if (det === 0) {
  58681. return null;
  58682. }
  58683. var invdet = 1 / det;
  58684. this.origin.subtractToRef(vertex0, Ray._tvec);
  58685. var bu = BABYLON.Vector3.Dot(Ray._tvec, Ray._pvec) * invdet;
  58686. if (bu < 0 || bu > 1.0) {
  58687. return null;
  58688. }
  58689. BABYLON.Vector3.CrossToRef(Ray._tvec, Ray._edge1, Ray._qvec);
  58690. var bv = BABYLON.Vector3.Dot(this.direction, Ray._qvec) * invdet;
  58691. if (bv < 0 || bu + bv > 1.0) {
  58692. return null;
  58693. }
  58694. //check if the distance is longer than the predefined length.
  58695. var distance = BABYLON.Vector3.Dot(Ray._edge2, Ray._qvec) * invdet;
  58696. if (distance > this.length) {
  58697. return null;
  58698. }
  58699. return new BABYLON.IntersectionInfo(bu, bv, distance);
  58700. };
  58701. /**
  58702. * Checks if ray intersects a plane
  58703. * @param plane the plane to check
  58704. * @returns the distance away it was hit
  58705. */
  58706. Ray.prototype.intersectsPlane = function (plane) {
  58707. var distance;
  58708. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  58709. if (Math.abs(result1) < 9.99999997475243E-07) {
  58710. return null;
  58711. }
  58712. else {
  58713. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  58714. distance = (-plane.d - result2) / result1;
  58715. if (distance < 0.0) {
  58716. if (distance < -9.99999997475243E-07) {
  58717. return null;
  58718. }
  58719. else {
  58720. return 0;
  58721. }
  58722. }
  58723. return distance;
  58724. }
  58725. };
  58726. /**
  58727. * Checks if ray intersects a mesh
  58728. * @param mesh the mesh to check
  58729. * @param fastCheck if only the bounding box should checked
  58730. * @returns picking info of the intersecton
  58731. */
  58732. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  58733. var tm = BABYLON.Tmp.Matrix[0];
  58734. mesh.getWorldMatrix().invertToRef(tm);
  58735. if (this._tmpRay) {
  58736. Ray.TransformToRef(this, tm, this._tmpRay);
  58737. }
  58738. else {
  58739. this._tmpRay = Ray.Transform(this, tm);
  58740. }
  58741. return mesh.intersects(this._tmpRay, fastCheck);
  58742. };
  58743. /**
  58744. * Checks if ray intersects a mesh
  58745. * @param meshes the meshes to check
  58746. * @param fastCheck if only the bounding box should checked
  58747. * @param results array to store result in
  58748. * @returns Array of picking infos
  58749. */
  58750. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  58751. if (results) {
  58752. results.length = 0;
  58753. }
  58754. else {
  58755. results = [];
  58756. }
  58757. for (var i = 0; i < meshes.length; i++) {
  58758. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  58759. if (pickInfo.hit) {
  58760. results.push(pickInfo);
  58761. }
  58762. }
  58763. results.sort(this._comparePickingInfo);
  58764. return results;
  58765. };
  58766. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  58767. if (pickingInfoA.distance < pickingInfoB.distance) {
  58768. return -1;
  58769. }
  58770. else if (pickingInfoA.distance > pickingInfoB.distance) {
  58771. return 1;
  58772. }
  58773. else {
  58774. return 0;
  58775. }
  58776. };
  58777. /**
  58778. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  58779. * @param sega the first point of the segment to test the intersection against
  58780. * @param segb the second point of the segment to test the intersection against
  58781. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  58782. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  58783. */
  58784. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  58785. var rsegb = this.origin.add(this.direction.multiplyByFloats(Ray.rayl, Ray.rayl, Ray.rayl));
  58786. var u = segb.subtract(sega);
  58787. var v = rsegb.subtract(this.origin);
  58788. var w = sega.subtract(this.origin);
  58789. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  58790. var b = BABYLON.Vector3.Dot(u, v);
  58791. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  58792. var d = BABYLON.Vector3.Dot(u, w);
  58793. var e = BABYLON.Vector3.Dot(v, w);
  58794. var D = a * c - b * b; // always >= 0
  58795. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  58796. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  58797. // compute the line parameters of the two closest points
  58798. if (D < Ray.smallnum) { // the lines are almost parallel
  58799. sN = 0.0; // force using point P0 on segment S1
  58800. sD = 1.0; // to prevent possible division by 0.0 later
  58801. tN = e;
  58802. tD = c;
  58803. }
  58804. else { // get the closest points on the infinite lines
  58805. sN = (b * e - c * d);
  58806. tN = (a * e - b * d);
  58807. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  58808. sN = 0.0;
  58809. tN = e;
  58810. tD = c;
  58811. }
  58812. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  58813. sN = sD;
  58814. tN = e + b;
  58815. tD = c;
  58816. }
  58817. }
  58818. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  58819. tN = 0.0;
  58820. // recompute sc for this edge
  58821. if (-d < 0.0) {
  58822. sN = 0.0;
  58823. }
  58824. else if (-d > a) {
  58825. sN = sD;
  58826. }
  58827. else {
  58828. sN = -d;
  58829. sD = a;
  58830. }
  58831. }
  58832. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  58833. tN = tD;
  58834. // recompute sc for this edge
  58835. if ((-d + b) < 0.0) {
  58836. sN = 0;
  58837. }
  58838. else if ((-d + b) > a) {
  58839. sN = sD;
  58840. }
  58841. else {
  58842. sN = (-d + b);
  58843. sD = a;
  58844. }
  58845. }
  58846. // finally do the division to get sc and tc
  58847. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  58848. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  58849. // get the difference of the two closest points
  58850. var qtc = v.multiplyByFloats(tc, tc, tc);
  58851. var dP = w.add(u.multiplyByFloats(sc, sc, sc)).subtract(qtc); // = S1(sc) - S2(tc)
  58852. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  58853. if (isIntersected) {
  58854. return qtc.length();
  58855. }
  58856. return -1;
  58857. };
  58858. /**
  58859. * Update the ray from viewport position
  58860. * @param x position
  58861. * @param y y position
  58862. * @param viewportWidth viewport width
  58863. * @param viewportHeight viewport height
  58864. * @param world world matrix
  58865. * @param view view matrix
  58866. * @param projection projection matrix
  58867. * @returns this ray updated
  58868. */
  58869. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58870. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 0, viewportWidth, viewportHeight, world, view, projection, this.origin);
  58871. BABYLON.Vector3.UnprojectFloatsToRef(x, y, 1, viewportWidth, viewportHeight, world, view, projection, BABYLON.Tmp.Vector3[0]);
  58872. BABYLON.Tmp.Vector3[0].subtractToRef(this.origin, this.direction);
  58873. this.direction.normalize();
  58874. return this;
  58875. };
  58876. // Statics
  58877. /**
  58878. * Creates a ray with origin and direction of 0,0,0
  58879. * @returns the new ray
  58880. */
  58881. Ray.Zero = function () {
  58882. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  58883. };
  58884. /**
  58885. * Creates a new ray from screen space and viewport
  58886. * @param x position
  58887. * @param y y position
  58888. * @param viewportWidth viewport width
  58889. * @param viewportHeight viewport height
  58890. * @param world world matrix
  58891. * @param view view matrix
  58892. * @param projection projection matrix
  58893. * @returns new ray
  58894. */
  58895. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  58896. var result = Ray.Zero();
  58897. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  58898. };
  58899. /**
  58900. * 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
  58901. * transformed to the given world matrix.
  58902. * @param origin The origin point
  58903. * @param end The end point
  58904. * @param world a matrix to transform the ray to. Default is the identity matrix.
  58905. * @returns the new ray
  58906. */
  58907. Ray.CreateNewFromTo = function (origin, end, world) {
  58908. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  58909. var direction = end.subtract(origin);
  58910. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  58911. direction.normalize();
  58912. return Ray.Transform(new Ray(origin, direction, length), world);
  58913. };
  58914. /**
  58915. * Transforms a ray by a matrix
  58916. * @param ray ray to transform
  58917. * @param matrix matrix to apply
  58918. * @returns the resulting new ray
  58919. */
  58920. Ray.Transform = function (ray, matrix) {
  58921. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  58922. Ray.TransformToRef(ray, matrix, result);
  58923. return result;
  58924. };
  58925. /**
  58926. * Transforms a ray by a matrix
  58927. * @param ray ray to transform
  58928. * @param matrix matrix to apply
  58929. * @param result ray to store result in
  58930. */
  58931. Ray.TransformToRef = function (ray, matrix, result) {
  58932. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  58933. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  58934. result.length = ray.length;
  58935. var dir = result.direction;
  58936. var len = dir.length();
  58937. if (!(len === 0 || len === 1)) {
  58938. var num = 1.0 / len;
  58939. dir.x *= num;
  58940. dir.y *= num;
  58941. dir.z *= num;
  58942. result.length *= len;
  58943. }
  58944. };
  58945. Ray._edge1 = BABYLON.Vector3.Zero();
  58946. Ray._edge2 = BABYLON.Vector3.Zero();
  58947. Ray._pvec = BABYLON.Vector3.Zero();
  58948. Ray._tvec = BABYLON.Vector3.Zero();
  58949. Ray._qvec = BABYLON.Vector3.Zero();
  58950. Ray._min = BABYLON.Vector3.Zero();
  58951. Ray._max = BABYLON.Vector3.Zero();
  58952. Ray.smallnum = 0.00000001;
  58953. Ray.rayl = 10e8;
  58954. return Ray;
  58955. }());
  58956. BABYLON.Ray = Ray;
  58957. })(BABYLON || (BABYLON = {}));
  58958. //# sourceMappingURL=babylon.ray.js.map
  58959. var BABYLON;
  58960. (function (BABYLON) {
  58961. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  58962. if (boxMin.x > sphereCenter.x + sphereRadius) {
  58963. return false;
  58964. }
  58965. if (sphereCenter.x - sphereRadius > boxMax.x) {
  58966. return false;
  58967. }
  58968. if (boxMin.y > sphereCenter.y + sphereRadius) {
  58969. return false;
  58970. }
  58971. if (sphereCenter.y - sphereRadius > boxMax.y) {
  58972. return false;
  58973. }
  58974. if (boxMin.z > sphereCenter.z + sphereRadius) {
  58975. return false;
  58976. }
  58977. if (sphereCenter.z - sphereRadius > boxMax.z) {
  58978. return false;
  58979. }
  58980. return true;
  58981. };
  58982. var getLowestRoot = (function () {
  58983. var result = { root: 0, found: false };
  58984. return function (a, b, c, maxR) {
  58985. result.root = 0;
  58986. result.found = false;
  58987. var determinant = b * b - 4.0 * a * c;
  58988. if (determinant < 0) {
  58989. return result;
  58990. }
  58991. var sqrtD = Math.sqrt(determinant);
  58992. var r1 = (-b - sqrtD) / (2.0 * a);
  58993. var r2 = (-b + sqrtD) / (2.0 * a);
  58994. if (r1 > r2) {
  58995. var temp = r2;
  58996. r2 = r1;
  58997. r1 = temp;
  58998. }
  58999. if (r1 > 0 && r1 < maxR) {
  59000. result.root = r1;
  59001. result.found = true;
  59002. return result;
  59003. }
  59004. if (r2 > 0 && r2 < maxR) {
  59005. result.root = r2;
  59006. result.found = true;
  59007. return result;
  59008. }
  59009. return result;
  59010. };
  59011. })();
  59012. /** @hidden */
  59013. var Collider = /** @class */ (function () {
  59014. function Collider() {
  59015. this._collisionPoint = BABYLON.Vector3.Zero();
  59016. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59017. this._tempVector = BABYLON.Vector3.Zero();
  59018. this._tempVector2 = BABYLON.Vector3.Zero();
  59019. this._tempVector3 = BABYLON.Vector3.Zero();
  59020. this._tempVector4 = BABYLON.Vector3.Zero();
  59021. this._edge = BABYLON.Vector3.Zero();
  59022. this._baseToVertex = BABYLON.Vector3.Zero();
  59023. this._destinationPoint = BABYLON.Vector3.Zero();
  59024. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59025. this._displacementVector = BABYLON.Vector3.Zero();
  59026. /** @hidden */
  59027. this._radius = BABYLON.Vector3.One();
  59028. /** @hidden */
  59029. this._retry = 0;
  59030. /** @hidden */
  59031. this._basePointWorld = BABYLON.Vector3.Zero();
  59032. this._velocityWorld = BABYLON.Vector3.Zero();
  59033. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59034. this._collisionMask = -1;
  59035. }
  59036. Object.defineProperty(Collider.prototype, "collisionMask", {
  59037. get: function () {
  59038. return this._collisionMask;
  59039. },
  59040. set: function (mask) {
  59041. this._collisionMask = !isNaN(mask) ? mask : -1;
  59042. },
  59043. enumerable: true,
  59044. configurable: true
  59045. });
  59046. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59047. /**
  59048. * Gets the plane normal used to compute the sliding response (in local space)
  59049. */
  59050. get: function () {
  59051. return this._slidePlaneNormal;
  59052. },
  59053. enumerable: true,
  59054. configurable: true
  59055. });
  59056. // Methods
  59057. /** @hidden */
  59058. Collider.prototype._initialize = function (source, dir, e) {
  59059. this._velocity = dir;
  59060. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59061. this._basePoint = source;
  59062. source.multiplyToRef(this._radius, this._basePointWorld);
  59063. dir.multiplyToRef(this._radius, this._velocityWorld);
  59064. this._velocityWorldLength = this._velocityWorld.length();
  59065. this._epsilon = e;
  59066. this.collisionFound = false;
  59067. };
  59068. /** @hidden */
  59069. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59070. pa.subtractToRef(point, this._tempVector);
  59071. pb.subtractToRef(point, this._tempVector2);
  59072. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59073. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59074. if (d < 0) {
  59075. return false;
  59076. }
  59077. pc.subtractToRef(point, this._tempVector3);
  59078. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59079. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59080. if (d < 0) {
  59081. return false;
  59082. }
  59083. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59084. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59085. return d >= 0;
  59086. };
  59087. /** @hidden */
  59088. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59089. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59090. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59091. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59092. return false;
  59093. }
  59094. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59095. return false;
  59096. }
  59097. return true;
  59098. };
  59099. /** @hidden */
  59100. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59101. var t0;
  59102. var embeddedInPlane = false;
  59103. //defensive programming, actually not needed.
  59104. if (!trianglePlaneArray) {
  59105. trianglePlaneArray = [];
  59106. }
  59107. if (!trianglePlaneArray[faceIndex]) {
  59108. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59109. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59110. }
  59111. var trianglePlane = trianglePlaneArray[faceIndex];
  59112. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59113. return;
  59114. }
  59115. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59116. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59117. if (normalDotVelocity == 0) {
  59118. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59119. return;
  59120. }
  59121. embeddedInPlane = true;
  59122. t0 = 0;
  59123. }
  59124. else {
  59125. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59126. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59127. if (t0 > t1) {
  59128. var temp = t1;
  59129. t1 = t0;
  59130. t0 = temp;
  59131. }
  59132. if (t0 > 1.0 || t1 < 0.0) {
  59133. return;
  59134. }
  59135. if (t0 < 0) {
  59136. t0 = 0;
  59137. }
  59138. if (t0 > 1.0) {
  59139. t0 = 1.0;
  59140. }
  59141. }
  59142. this._collisionPoint.copyFromFloats(0, 0, 0);
  59143. var found = false;
  59144. var t = 1.0;
  59145. if (!embeddedInPlane) {
  59146. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59147. this._velocity.scaleToRef(t0, this._tempVector);
  59148. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59149. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59150. found = true;
  59151. t = t0;
  59152. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59153. }
  59154. }
  59155. if (!found) {
  59156. var velocitySquaredLength = this._velocity.lengthSquared();
  59157. var a = velocitySquaredLength;
  59158. this._basePoint.subtractToRef(p1, this._tempVector);
  59159. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59160. var c = this._tempVector.lengthSquared() - 1.0;
  59161. var lowestRoot = getLowestRoot(a, b, c, t);
  59162. if (lowestRoot.found) {
  59163. t = lowestRoot.root;
  59164. found = true;
  59165. this._collisionPoint.copyFrom(p1);
  59166. }
  59167. this._basePoint.subtractToRef(p2, this._tempVector);
  59168. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59169. c = this._tempVector.lengthSquared() - 1.0;
  59170. lowestRoot = getLowestRoot(a, b, c, t);
  59171. if (lowestRoot.found) {
  59172. t = lowestRoot.root;
  59173. found = true;
  59174. this._collisionPoint.copyFrom(p2);
  59175. }
  59176. this._basePoint.subtractToRef(p3, this._tempVector);
  59177. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59178. c = this._tempVector.lengthSquared() - 1.0;
  59179. lowestRoot = getLowestRoot(a, b, c, t);
  59180. if (lowestRoot.found) {
  59181. t = lowestRoot.root;
  59182. found = true;
  59183. this._collisionPoint.copyFrom(p3);
  59184. }
  59185. p2.subtractToRef(p1, this._edge);
  59186. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59187. var edgeSquaredLength = this._edge.lengthSquared();
  59188. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59189. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59190. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59191. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59192. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59193. lowestRoot = getLowestRoot(a, b, c, t);
  59194. if (lowestRoot.found) {
  59195. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59196. if (f >= 0.0 && f <= 1.0) {
  59197. t = lowestRoot.root;
  59198. found = true;
  59199. this._edge.scaleInPlace(f);
  59200. p1.addToRef(this._edge, this._collisionPoint);
  59201. }
  59202. }
  59203. p3.subtractToRef(p2, this._edge);
  59204. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59205. edgeSquaredLength = this._edge.lengthSquared();
  59206. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59207. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59208. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59209. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59210. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59211. lowestRoot = getLowestRoot(a, b, c, t);
  59212. if (lowestRoot.found) {
  59213. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59214. if (f >= 0.0 && f <= 1.0) {
  59215. t = lowestRoot.root;
  59216. found = true;
  59217. this._edge.scaleInPlace(f);
  59218. p2.addToRef(this._edge, this._collisionPoint);
  59219. }
  59220. }
  59221. p1.subtractToRef(p3, this._edge);
  59222. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59223. edgeSquaredLength = this._edge.lengthSquared();
  59224. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59225. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59226. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59227. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59228. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59229. lowestRoot = getLowestRoot(a, b, c, t);
  59230. if (lowestRoot.found) {
  59231. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59232. if (f >= 0.0 && f <= 1.0) {
  59233. t = lowestRoot.root;
  59234. found = true;
  59235. this._edge.scaleInPlace(f);
  59236. p3.addToRef(this._edge, this._collisionPoint);
  59237. }
  59238. }
  59239. }
  59240. if (found) {
  59241. var distToCollision = t * this._velocity.length();
  59242. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59243. if (!this.intersectionPoint) {
  59244. this.intersectionPoint = this._collisionPoint.clone();
  59245. }
  59246. else {
  59247. this.intersectionPoint.copyFrom(this._collisionPoint);
  59248. }
  59249. this._nearestDistance = distToCollision;
  59250. this.collisionFound = true;
  59251. }
  59252. }
  59253. };
  59254. /** @hidden */
  59255. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59256. for (var i = indexStart; i < indexEnd; i += 3) {
  59257. var p1 = pts[indices[i] - decal];
  59258. var p2 = pts[indices[i + 1] - decal];
  59259. var p3 = pts[indices[i + 2] - decal];
  59260. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59261. }
  59262. };
  59263. /** @hidden */
  59264. Collider.prototype._getResponse = function (pos, vel) {
  59265. pos.addToRef(vel, this._destinationPoint);
  59266. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59267. this._basePoint.addToRef(vel, pos);
  59268. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59269. this._slidePlaneNormal.normalize();
  59270. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59271. pos.addInPlace(this._displacementVector);
  59272. this.intersectionPoint.addInPlace(this._displacementVector);
  59273. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59274. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59275. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59276. };
  59277. return Collider;
  59278. }());
  59279. BABYLON.Collider = Collider;
  59280. })(BABYLON || (BABYLON = {}));
  59281. //# sourceMappingURL=babylon.collider.js.map
  59282. var BABYLON;
  59283. (function (BABYLON) {
  59284. //WebWorker code will be inserted to this variable.
  59285. /** @hidden */
  59286. BABYLON.CollisionWorker = "";
  59287. /** Defines supported task for worker process */
  59288. var WorkerTaskType;
  59289. (function (WorkerTaskType) {
  59290. /** Initialization */
  59291. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59292. /** Update of geometry */
  59293. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59294. /** Evaluate collision */
  59295. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59296. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59297. /** Defines kind of replies returned by worker */
  59298. var WorkerReplyType;
  59299. (function (WorkerReplyType) {
  59300. /** Success */
  59301. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59302. /** Unkown error */
  59303. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59304. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59305. /** @hidden */
  59306. var CollisionCoordinatorWorker = /** @class */ (function () {
  59307. function CollisionCoordinatorWorker() {
  59308. var _this = this;
  59309. this._scaledPosition = BABYLON.Vector3.Zero();
  59310. this._scaledVelocity = BABYLON.Vector3.Zero();
  59311. this.onMeshUpdated = function (transformNode) {
  59312. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59313. };
  59314. this.onGeometryUpdated = function (geometry) {
  59315. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59316. };
  59317. this._afterRender = function () {
  59318. if (!_this._init) {
  59319. return;
  59320. }
  59321. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59322. return;
  59323. }
  59324. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59325. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59326. if (_this._runningUpdated > 4) {
  59327. return;
  59328. }
  59329. ++_this._runningUpdated;
  59330. var payload = {
  59331. updatedMeshes: _this._addUpdateMeshesList,
  59332. updatedGeometries: _this._addUpdateGeometriesList,
  59333. removedGeometries: _this._toRemoveGeometryArray,
  59334. removedMeshes: _this._toRemoveMeshesArray
  59335. };
  59336. var message = {
  59337. payload: payload,
  59338. taskType: WorkerTaskType.UPDATE
  59339. };
  59340. var serializable = [];
  59341. for (var id in payload.updatedGeometries) {
  59342. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59343. //prepare transferables
  59344. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59345. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59346. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59347. }
  59348. }
  59349. _this._worker.postMessage(message, serializable);
  59350. _this._addUpdateMeshesList = {};
  59351. _this._addUpdateGeometriesList = {};
  59352. _this._toRemoveGeometryArray = [];
  59353. _this._toRemoveMeshesArray = [];
  59354. };
  59355. this._onMessageFromWorker = function (e) {
  59356. var returnData = e.data;
  59357. if (returnData.error != WorkerReplyType.SUCCESS) {
  59358. //TODO what errors can be returned from the worker?
  59359. BABYLON.Tools.Warn("error returned from worker!");
  59360. return;
  59361. }
  59362. switch (returnData.taskType) {
  59363. case WorkerTaskType.INIT:
  59364. _this._init = true;
  59365. //Update the worked with ALL of the scene's current state
  59366. _this._scene.meshes.forEach(function (mesh) {
  59367. _this.onMeshAdded(mesh);
  59368. });
  59369. _this._scene.getGeometries().forEach(function (geometry) {
  59370. _this.onGeometryAdded(geometry);
  59371. });
  59372. break;
  59373. case WorkerTaskType.UPDATE:
  59374. _this._runningUpdated--;
  59375. break;
  59376. case WorkerTaskType.COLLIDE:
  59377. var returnPayload = returnData.payload;
  59378. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59379. return;
  59380. }
  59381. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59382. if (callback) {
  59383. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59384. if (mesh) {
  59385. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59386. }
  59387. }
  59388. //cleanup
  59389. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59390. break;
  59391. }
  59392. };
  59393. this._collisionsCallbackArray = [];
  59394. this._init = false;
  59395. this._runningUpdated = 0;
  59396. this._addUpdateMeshesList = {};
  59397. this._addUpdateGeometriesList = {};
  59398. this._toRemoveGeometryArray = [];
  59399. this._toRemoveMeshesArray = [];
  59400. }
  59401. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59402. if (!this._init) {
  59403. return;
  59404. }
  59405. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59406. return;
  59407. }
  59408. position.divideToRef(collider._radius, this._scaledPosition);
  59409. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59410. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59411. var payload = {
  59412. collider: {
  59413. position: this._scaledPosition.asArray(),
  59414. velocity: this._scaledVelocity.asArray(),
  59415. radius: collider._radius.asArray()
  59416. },
  59417. collisionId: collisionIndex,
  59418. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59419. maximumRetry: maximumRetry
  59420. };
  59421. var message = {
  59422. payload: payload,
  59423. taskType: WorkerTaskType.COLLIDE
  59424. };
  59425. this._worker.postMessage(message);
  59426. };
  59427. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59428. this._scene = scene;
  59429. this._scene.registerAfterRender(this._afterRender);
  59430. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59431. this._worker = new Worker(workerUrl);
  59432. this._worker.onmessage = this._onMessageFromWorker;
  59433. var message = {
  59434. payload: {},
  59435. taskType: WorkerTaskType.INIT
  59436. };
  59437. this._worker.postMessage(message);
  59438. };
  59439. CollisionCoordinatorWorker.prototype.destroy = function () {
  59440. this._scene.unregisterAfterRender(this._afterRender);
  59441. this._worker.terminate();
  59442. };
  59443. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59444. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59445. this.onMeshUpdated(mesh);
  59446. };
  59447. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59448. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59449. };
  59450. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59451. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59452. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59453. this.onGeometryUpdated(geometry);
  59454. };
  59455. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59456. this._toRemoveGeometryArray.push(geometry.id);
  59457. };
  59458. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59459. var submeshes = [];
  59460. if (mesh.subMeshes) {
  59461. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59462. var boundingInfo = sm.getBoundingInfo();
  59463. return {
  59464. position: idx,
  59465. verticesStart: sm.verticesStart,
  59466. verticesCount: sm.verticesCount,
  59467. indexStart: sm.indexStart,
  59468. indexCount: sm.indexCount,
  59469. hasMaterial: !!sm.getMaterial(),
  59470. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59471. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59472. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59473. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59474. };
  59475. });
  59476. }
  59477. var geometryId = null;
  59478. if (mesh instanceof BABYLON.Mesh) {
  59479. var geometry = mesh.geometry;
  59480. geometryId = geometry ? geometry.id : null;
  59481. }
  59482. else if (mesh instanceof BABYLON.InstancedMesh) {
  59483. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  59484. geometryId = geometry ? geometry.id : null;
  59485. }
  59486. var boundingInfo = mesh.getBoundingInfo();
  59487. return {
  59488. uniqueId: mesh.uniqueId,
  59489. id: mesh.id,
  59490. name: mesh.name,
  59491. geometryId: geometryId,
  59492. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59493. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59494. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59495. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  59496. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  59497. subMeshes: submeshes,
  59498. checkCollisions: mesh.checkCollisions
  59499. };
  59500. };
  59501. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  59502. return {
  59503. id: geometry.id,
  59504. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  59505. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  59506. indices: new Uint32Array(geometry.getIndices() || []),
  59507. };
  59508. };
  59509. return CollisionCoordinatorWorker;
  59510. }());
  59511. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  59512. /** @hidden */
  59513. var CollisionCoordinatorLegacy = /** @class */ (function () {
  59514. function CollisionCoordinatorLegacy() {
  59515. this._scaledPosition = BABYLON.Vector3.Zero();
  59516. this._scaledVelocity = BABYLON.Vector3.Zero();
  59517. this._finalPosition = BABYLON.Vector3.Zero();
  59518. }
  59519. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59520. position.divideToRef(collider._radius, this._scaledPosition);
  59521. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59522. collider.collidedMesh = null;
  59523. collider._retry = 0;
  59524. collider._initialVelocity = this._scaledVelocity;
  59525. collider._initialPosition = this._scaledPosition;
  59526. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  59527. this._finalPosition.multiplyInPlace(collider._radius);
  59528. //run the callback
  59529. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  59530. };
  59531. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  59532. this._scene = scene;
  59533. };
  59534. CollisionCoordinatorLegacy.prototype.destroy = function () {
  59535. //Legacy need no destruction method.
  59536. };
  59537. //No update in legacy mode
  59538. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  59539. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  59540. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  59541. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  59542. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  59543. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  59544. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  59545. if (excludedMesh === void 0) { excludedMesh = null; }
  59546. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  59547. if (collider._retry >= maximumRetry) {
  59548. finalPosition.copyFrom(position);
  59549. return;
  59550. }
  59551. // Check if this is a mesh else camera or -1
  59552. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  59553. collider._initialize(position, velocity, closeDistance);
  59554. // Check all meshes
  59555. for (var index = 0; index < this._scene.meshes.length; index++) {
  59556. var mesh = this._scene.meshes[index];
  59557. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  59558. mesh._checkCollision(collider);
  59559. }
  59560. }
  59561. if (!collider.collisionFound) {
  59562. position.addToRef(velocity, finalPosition);
  59563. return;
  59564. }
  59565. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  59566. collider._getResponse(position, velocity);
  59567. }
  59568. if (velocity.length() <= closeDistance) {
  59569. finalPosition.copyFrom(position);
  59570. return;
  59571. }
  59572. collider._retry++;
  59573. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  59574. };
  59575. return CollisionCoordinatorLegacy;
  59576. }());
  59577. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  59578. })(BABYLON || (BABYLON = {}));
  59579. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  59580. var BABYLON;
  59581. (function (BABYLON) {
  59582. /**
  59583. * A particle represents one of the element emitted by a particle system.
  59584. * This is mainly define by its coordinates, direction, velocity and age.
  59585. */
  59586. var Particle = /** @class */ (function () {
  59587. /**
  59588. * Creates a new instance Particle
  59589. * @param particleSystem the particle system the particle belongs to
  59590. */
  59591. function Particle(
  59592. /**
  59593. * The particle system the particle belongs to.
  59594. */
  59595. particleSystem) {
  59596. this.particleSystem = particleSystem;
  59597. /**
  59598. * The world position of the particle in the scene.
  59599. */
  59600. this.position = BABYLON.Vector3.Zero();
  59601. /**
  59602. * The world direction of the particle in the scene.
  59603. */
  59604. this.direction = BABYLON.Vector3.Zero();
  59605. /**
  59606. * The color of the particle.
  59607. */
  59608. this.color = new BABYLON.Color4(0, 0, 0, 0);
  59609. /**
  59610. * The color change of the particle per step.
  59611. */
  59612. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  59613. /**
  59614. * Defines how long will the life of the particle be.
  59615. */
  59616. this.lifeTime = 1.0;
  59617. /**
  59618. * The current age of the particle.
  59619. */
  59620. this.age = 0;
  59621. /**
  59622. * The current size of the particle.
  59623. */
  59624. this.size = 0;
  59625. /**
  59626. * The current scale of the particle.
  59627. */
  59628. this.scale = new BABYLON.Vector2(1, 1);
  59629. /**
  59630. * The current angle of the particle.
  59631. */
  59632. this.angle = 0;
  59633. /**
  59634. * Defines how fast is the angle changing.
  59635. */
  59636. this.angularSpeed = 0;
  59637. /**
  59638. * Defines the cell index used by the particle to be rendered from a sprite.
  59639. */
  59640. this.cellIndex = 0;
  59641. /** @hidden */
  59642. this._attachedSubEmitters = null;
  59643. /** @hidden */
  59644. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  59645. /** @hidden */
  59646. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  59647. /** @hidden */
  59648. this._currentSize1 = 0;
  59649. /** @hidden */
  59650. this._currentSize2 = 0;
  59651. /** @hidden */
  59652. this._currentAngularSpeed1 = 0;
  59653. /** @hidden */
  59654. this._currentAngularSpeed2 = 0;
  59655. /** @hidden */
  59656. this._currentVelocity1 = 0;
  59657. /** @hidden */
  59658. this._currentVelocity2 = 0;
  59659. /** @hidden */
  59660. this._currentLimitVelocity1 = 0;
  59661. /** @hidden */
  59662. this._currentLimitVelocity2 = 0;
  59663. /** @hidden */
  59664. this._currentDrag1 = 0;
  59665. /** @hidden */
  59666. this._currentDrag2 = 0;
  59667. this.id = Particle._Count++;
  59668. if (!this.particleSystem.isAnimationSheetEnabled) {
  59669. return;
  59670. }
  59671. this.updateCellInfoFromSystem();
  59672. }
  59673. Particle.prototype.updateCellInfoFromSystem = function () {
  59674. this.cellIndex = this.particleSystem.startSpriteCellID;
  59675. };
  59676. /**
  59677. * Defines how the sprite cell index is updated for the particle
  59678. */
  59679. Particle.prototype.updateCellIndex = function () {
  59680. var offsetAge = this.age;
  59681. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  59682. if (this.particleSystem.spriteRandomStartCell) {
  59683. if (this._randomCellOffset === undefined) {
  59684. this._randomCellOffset = Math.random() * this.lifeTime;
  59685. }
  59686. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  59687. changeSpeed = 1;
  59688. offsetAge = this._randomCellOffset;
  59689. }
  59690. else {
  59691. offsetAge += this._randomCellOffset;
  59692. }
  59693. }
  59694. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  59695. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  59696. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  59697. };
  59698. /** @hidden */
  59699. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  59700. if (subEmitter.particleSystem.emitter.position) {
  59701. var emitterMesh = subEmitter.particleSystem.emitter;
  59702. emitterMesh.position.copyFrom(this.position);
  59703. if (subEmitter.inheritDirection) {
  59704. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  59705. // Look at using Y as forward
  59706. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  59707. }
  59708. }
  59709. else {
  59710. var emitterPosition = subEmitter.particleSystem.emitter;
  59711. emitterPosition.copyFrom(this.position);
  59712. }
  59713. // Set inheritedVelocityOffset to be used when new particles are created
  59714. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  59715. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  59716. };
  59717. /** @hidden */
  59718. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  59719. var _this = this;
  59720. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  59721. this._attachedSubEmitters.forEach(function (subEmitter) {
  59722. _this._inheritParticleInfoToSubEmitter(subEmitter);
  59723. });
  59724. }
  59725. };
  59726. /** @hidden */
  59727. Particle.prototype._reset = function () {
  59728. this.age = 0;
  59729. this._currentColorGradient = null;
  59730. this._currentSizeGradient = null;
  59731. this._currentAngularSpeedGradient = null;
  59732. this._currentVelocityGradient = null;
  59733. this._currentLimitVelocityGradient = null;
  59734. this._currentDragGradient = null;
  59735. this.cellIndex = this.particleSystem.startSpriteCellID;
  59736. this._randomCellOffset = undefined;
  59737. };
  59738. /**
  59739. * Copy the properties of particle to another one.
  59740. * @param other the particle to copy the information to.
  59741. */
  59742. Particle.prototype.copyTo = function (other) {
  59743. other.position.copyFrom(this.position);
  59744. if (this._initialDirection) {
  59745. if (other._initialDirection) {
  59746. other._initialDirection.copyFrom(this._initialDirection);
  59747. }
  59748. else {
  59749. other._initialDirection = this._initialDirection.clone();
  59750. }
  59751. }
  59752. else {
  59753. other._initialDirection = null;
  59754. }
  59755. other.direction.copyFrom(this.direction);
  59756. other.color.copyFrom(this.color);
  59757. other.colorStep.copyFrom(this.colorStep);
  59758. other.lifeTime = this.lifeTime;
  59759. other.age = this.age;
  59760. other._randomCellOffset = this._randomCellOffset;
  59761. other.size = this.size;
  59762. other.scale.copyFrom(this.scale);
  59763. other.angle = this.angle;
  59764. other.angularSpeed = this.angularSpeed;
  59765. other.particleSystem = this.particleSystem;
  59766. other.cellIndex = this.cellIndex;
  59767. other.id = this.id;
  59768. other._attachedSubEmitters = this._attachedSubEmitters;
  59769. if (this._currentColorGradient) {
  59770. other._currentColorGradient = this._currentColorGradient;
  59771. other._currentColor1.copyFrom(this._currentColor1);
  59772. other._currentColor2.copyFrom(this._currentColor2);
  59773. }
  59774. if (this._currentSizeGradient) {
  59775. other._currentSizeGradient = this._currentSizeGradient;
  59776. other._currentSize1 = this._currentSize1;
  59777. other._currentSize2 = this._currentSize2;
  59778. }
  59779. if (this._currentAngularSpeedGradient) {
  59780. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  59781. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  59782. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  59783. }
  59784. if (this._currentVelocityGradient) {
  59785. other._currentVelocityGradient = this._currentVelocityGradient;
  59786. other._currentVelocity1 = this._currentVelocity1;
  59787. other._currentVelocity2 = this._currentVelocity2;
  59788. }
  59789. if (this._currentLimitVelocityGradient) {
  59790. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  59791. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  59792. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  59793. }
  59794. if (this._currentDragGradient) {
  59795. other._currentDragGradient = this._currentDragGradient;
  59796. other._currentDrag1 = this._currentDrag1;
  59797. other._currentDrag2 = this._currentDrag2;
  59798. }
  59799. if (this.particleSystem.isAnimationSheetEnabled) {
  59800. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  59801. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  59802. }
  59803. if (this.particleSystem.useRampGradients) {
  59804. other.remapData.copyFrom(this.remapData);
  59805. }
  59806. if (this._randomNoiseCoordinates1) {
  59807. if (other._randomNoiseCoordinates1) {
  59808. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  59809. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  59810. }
  59811. else {
  59812. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  59813. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  59814. }
  59815. }
  59816. };
  59817. Particle._Count = 0;
  59818. return Particle;
  59819. }());
  59820. BABYLON.Particle = Particle;
  59821. })(BABYLON || (BABYLON = {}));
  59822. //# sourceMappingURL=babylon.particle.js.map
  59823. var BABYLON;
  59824. (function (BABYLON) {
  59825. /**
  59826. * This represents the base class for particle system in Babylon.
  59827. * 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.
  59828. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  59829. * @example https://doc.babylonjs.com/babylon101/particles
  59830. */
  59831. var BaseParticleSystem = /** @class */ (function () {
  59832. /**
  59833. * Instantiates a particle system.
  59834. * 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.
  59835. * @param name The name of the particle system
  59836. */
  59837. function BaseParticleSystem(name) {
  59838. /**
  59839. * List of animations used by the particle system.
  59840. */
  59841. this.animations = [];
  59842. /**
  59843. * The rendering group used by the Particle system to chose when to render.
  59844. */
  59845. this.renderingGroupId = 0;
  59846. /**
  59847. * The emitter represents the Mesh or position we are attaching the particle system to.
  59848. */
  59849. this.emitter = null;
  59850. /**
  59851. * The maximum number of particles to emit per frame
  59852. */
  59853. this.emitRate = 10;
  59854. /**
  59855. * If you want to launch only a few particles at once, that can be done, as well.
  59856. */
  59857. this.manualEmitCount = -1;
  59858. /**
  59859. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  59860. */
  59861. this.updateSpeed = 0.01;
  59862. /**
  59863. * The amount of time the particle system is running (depends of the overall update speed).
  59864. */
  59865. this.targetStopDuration = 0;
  59866. /**
  59867. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  59868. */
  59869. this.disposeOnStop = false;
  59870. /**
  59871. * Minimum power of emitting particles.
  59872. */
  59873. this.minEmitPower = 1;
  59874. /**
  59875. * Maximum power of emitting particles.
  59876. */
  59877. this.maxEmitPower = 1;
  59878. /**
  59879. * Minimum life time of emitting particles.
  59880. */
  59881. this.minLifeTime = 1;
  59882. /**
  59883. * Maximum life time of emitting particles.
  59884. */
  59885. this.maxLifeTime = 1;
  59886. /**
  59887. * Minimum Size of emitting particles.
  59888. */
  59889. this.minSize = 1;
  59890. /**
  59891. * Maximum Size of emitting particles.
  59892. */
  59893. this.maxSize = 1;
  59894. /**
  59895. * Minimum scale of emitting particles on X axis.
  59896. */
  59897. this.minScaleX = 1;
  59898. /**
  59899. * Maximum scale of emitting particles on X axis.
  59900. */
  59901. this.maxScaleX = 1;
  59902. /**
  59903. * Minimum scale of emitting particles on Y axis.
  59904. */
  59905. this.minScaleY = 1;
  59906. /**
  59907. * Maximum scale of emitting particles on Y axis.
  59908. */
  59909. this.maxScaleY = 1;
  59910. /**
  59911. * Gets or sets the minimal initial rotation in radians.
  59912. */
  59913. this.minInitialRotation = 0;
  59914. /**
  59915. * Gets or sets the maximal initial rotation in radians.
  59916. */
  59917. this.maxInitialRotation = 0;
  59918. /**
  59919. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  59920. */
  59921. this.minAngularSpeed = 0;
  59922. /**
  59923. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  59924. */
  59925. this.maxAngularSpeed = 0;
  59926. /**
  59927. * The layer mask we are rendering the particles through.
  59928. */
  59929. this.layerMask = 0x0FFFFFFF;
  59930. /**
  59931. * This can help using your own shader to render the particle system.
  59932. * The according effect will be created
  59933. */
  59934. this.customShader = null;
  59935. /**
  59936. * By default particle system starts as soon as they are created. This prevents the
  59937. * automatic start to happen and let you decide when to start emitting particles.
  59938. */
  59939. this.preventAutoStart = false;
  59940. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  59941. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  59942. /**
  59943. * Callback triggered when the particle animation is ending.
  59944. */
  59945. this.onAnimationEnd = null;
  59946. /**
  59947. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  59948. */
  59949. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  59950. /**
  59951. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  59952. * to override the particles.
  59953. */
  59954. this.forceDepthWrite = false;
  59955. /** 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 */
  59956. this.preWarmCycles = 0;
  59957. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  59958. this.preWarmStepOffset = 1;
  59959. /**
  59960. * 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)
  59961. */
  59962. this.spriteCellChangeSpeed = 1;
  59963. /**
  59964. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  59965. */
  59966. this.startSpriteCellID = 0;
  59967. /**
  59968. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  59969. */
  59970. this.endSpriteCellID = 0;
  59971. /**
  59972. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  59973. */
  59974. this.spriteCellWidth = 0;
  59975. /**
  59976. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  59977. */
  59978. this.spriteCellHeight = 0;
  59979. /**
  59980. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  59981. */
  59982. this.spriteRandomStartCell = false;
  59983. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  59984. this.translationPivot = new BABYLON.Vector2(0, 0);
  59985. /**
  59986. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  59987. */
  59988. this.beginAnimationOnStart = false;
  59989. /**
  59990. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  59991. */
  59992. this.beginAnimationFrom = 0;
  59993. /**
  59994. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  59995. */
  59996. this.beginAnimationTo = 60;
  59997. /**
  59998. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  59999. */
  60000. this.beginAnimationLoop = false;
  60001. /**
  60002. * You can use gravity if you want to give an orientation to your particles.
  60003. */
  60004. this.gravity = BABYLON.Vector3.Zero();
  60005. this._colorGradients = null;
  60006. this._sizeGradients = null;
  60007. this._lifeTimeGradients = null;
  60008. this._angularSpeedGradients = null;
  60009. this._velocityGradients = null;
  60010. this._limitVelocityGradients = null;
  60011. this._dragGradients = null;
  60012. this._emitRateGradients = null;
  60013. this._startSizeGradients = null;
  60014. this._rampGradients = null;
  60015. this._colorRemapGradients = null;
  60016. this._alphaRemapGradients = null;
  60017. /**
  60018. * Defines the delay in milliseconds before starting the system (0 by default)
  60019. */
  60020. this.startDelay = 0;
  60021. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60022. this.limitVelocityDamping = 0.4;
  60023. /**
  60024. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60025. */
  60026. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60027. /**
  60028. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60029. */
  60030. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60031. /**
  60032. * Color the particle will have at the end of its lifetime
  60033. */
  60034. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60035. /**
  60036. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60037. */
  60038. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60039. /** @hidden */
  60040. this._isSubEmitter = false;
  60041. /**
  60042. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60043. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60044. */
  60045. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60046. this._isBillboardBased = true;
  60047. /**
  60048. * Local cache of defines for image processing.
  60049. */
  60050. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60051. this.id = name;
  60052. this.name = name;
  60053. }
  60054. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60055. /**
  60056. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60057. */
  60058. get: function () {
  60059. return this._isAnimationSheetEnabled;
  60060. },
  60061. set: function (value) {
  60062. if (this._isAnimationSheetEnabled == value) {
  60063. return;
  60064. }
  60065. this._isAnimationSheetEnabled = value;
  60066. this._reset();
  60067. },
  60068. enumerable: true,
  60069. configurable: true
  60070. });
  60071. /**
  60072. * Get hosting scene
  60073. * @returns the scene
  60074. */
  60075. BaseParticleSystem.prototype.getScene = function () {
  60076. return this._scene;
  60077. };
  60078. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60079. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60080. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60081. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60082. };
  60083. /**
  60084. * Gets the current list of drag gradients.
  60085. * You must use addDragGradient and removeDragGradient to udpate this list
  60086. * @returns the list of drag gradients
  60087. */
  60088. BaseParticleSystem.prototype.getDragGradients = function () {
  60089. return this._dragGradients;
  60090. };
  60091. /**
  60092. * Gets the current list of limit velocity gradients.
  60093. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60094. * @returns the list of limit velocity gradients
  60095. */
  60096. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60097. return this._limitVelocityGradients;
  60098. };
  60099. /**
  60100. * Gets the current list of color gradients.
  60101. * You must use addColorGradient and removeColorGradient to udpate this list
  60102. * @returns the list of color gradients
  60103. */
  60104. BaseParticleSystem.prototype.getColorGradients = function () {
  60105. return this._colorGradients;
  60106. };
  60107. /**
  60108. * Gets the current list of size gradients.
  60109. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60110. * @returns the list of size gradients
  60111. */
  60112. BaseParticleSystem.prototype.getSizeGradients = function () {
  60113. return this._sizeGradients;
  60114. };
  60115. /**
  60116. * Gets the current list of color remap gradients.
  60117. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60118. * @returns the list of color remap gradients
  60119. */
  60120. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60121. return this._colorRemapGradients;
  60122. };
  60123. /**
  60124. * Gets the current list of alpha remap gradients.
  60125. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60126. * @returns the list of alpha remap gradients
  60127. */
  60128. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60129. return this._alphaRemapGradients;
  60130. };
  60131. /**
  60132. * Gets the current list of life time gradients.
  60133. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60134. * @returns the list of life time gradients
  60135. */
  60136. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60137. return this._lifeTimeGradients;
  60138. };
  60139. /**
  60140. * Gets the current list of angular speed gradients.
  60141. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60142. * @returns the list of angular speed gradients
  60143. */
  60144. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60145. return this._angularSpeedGradients;
  60146. };
  60147. /**
  60148. * Gets the current list of velocity gradients.
  60149. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60150. * @returns the list of velocity gradients
  60151. */
  60152. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60153. return this._velocityGradients;
  60154. };
  60155. /**
  60156. * Gets the current list of start size gradients.
  60157. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60158. * @returns the list of start size gradients
  60159. */
  60160. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60161. return this._startSizeGradients;
  60162. };
  60163. /**
  60164. * Gets the current list of emit rate gradients.
  60165. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60166. * @returns the list of emit rate gradients
  60167. */
  60168. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60169. return this._emitRateGradients;
  60170. };
  60171. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60172. /**
  60173. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60174. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60175. */
  60176. get: function () {
  60177. if (this.particleEmitterType.direction1) {
  60178. return this.particleEmitterType.direction1;
  60179. }
  60180. return BABYLON.Vector3.Zero();
  60181. },
  60182. set: function (value) {
  60183. if (this.particleEmitterType.direction1) {
  60184. this.particleEmitterType.direction1 = value;
  60185. }
  60186. },
  60187. enumerable: true,
  60188. configurable: true
  60189. });
  60190. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60191. /**
  60192. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60193. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60194. */
  60195. get: function () {
  60196. if (this.particleEmitterType.direction2) {
  60197. return this.particleEmitterType.direction2;
  60198. }
  60199. return BABYLON.Vector3.Zero();
  60200. },
  60201. set: function (value) {
  60202. if (this.particleEmitterType.direction2) {
  60203. this.particleEmitterType.direction2 = value;
  60204. }
  60205. },
  60206. enumerable: true,
  60207. configurable: true
  60208. });
  60209. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60210. /**
  60211. * 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.
  60212. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60213. */
  60214. get: function () {
  60215. if (this.particleEmitterType.minEmitBox) {
  60216. return this.particleEmitterType.minEmitBox;
  60217. }
  60218. return BABYLON.Vector3.Zero();
  60219. },
  60220. set: function (value) {
  60221. if (this.particleEmitterType.minEmitBox) {
  60222. this.particleEmitterType.minEmitBox = value;
  60223. }
  60224. },
  60225. enumerable: true,
  60226. configurable: true
  60227. });
  60228. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60229. /**
  60230. * 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.
  60231. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60232. */
  60233. get: function () {
  60234. if (this.particleEmitterType.maxEmitBox) {
  60235. return this.particleEmitterType.maxEmitBox;
  60236. }
  60237. return BABYLON.Vector3.Zero();
  60238. },
  60239. set: function (value) {
  60240. if (this.particleEmitterType.maxEmitBox) {
  60241. this.particleEmitterType.maxEmitBox = value;
  60242. }
  60243. },
  60244. enumerable: true,
  60245. configurable: true
  60246. });
  60247. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60248. /**
  60249. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60250. */
  60251. get: function () {
  60252. return this._isBillboardBased;
  60253. },
  60254. set: function (value) {
  60255. if (this._isBillboardBased === value) {
  60256. return;
  60257. }
  60258. this._isBillboardBased = value;
  60259. this._reset();
  60260. },
  60261. enumerable: true,
  60262. configurable: true
  60263. });
  60264. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60265. /**
  60266. * Gets the image processing configuration used either in this material.
  60267. */
  60268. get: function () {
  60269. return this._imageProcessingConfiguration;
  60270. },
  60271. /**
  60272. * Sets the Default image processing configuration used either in the this material.
  60273. *
  60274. * If sets to null, the scene one is in use.
  60275. */
  60276. set: function (value) {
  60277. this._attachImageProcessingConfiguration(value);
  60278. },
  60279. enumerable: true,
  60280. configurable: true
  60281. });
  60282. /**
  60283. * Attaches a new image processing configuration to the Standard Material.
  60284. * @param configuration
  60285. */
  60286. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60287. if (configuration === this._imageProcessingConfiguration) {
  60288. return;
  60289. }
  60290. // Pick the scene configuration if needed.
  60291. if (!configuration) {
  60292. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60293. }
  60294. else {
  60295. this._imageProcessingConfiguration = configuration;
  60296. }
  60297. };
  60298. /** @hidden */
  60299. BaseParticleSystem.prototype._reset = function () {
  60300. };
  60301. /** @hidden */
  60302. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60303. if (!gradients) {
  60304. return this;
  60305. }
  60306. var index = 0;
  60307. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60308. var valueGradient = gradients_1[_i];
  60309. if (valueGradient.gradient === gradient) {
  60310. gradients.splice(index, 1);
  60311. break;
  60312. }
  60313. index++;
  60314. }
  60315. if (texture) {
  60316. texture.dispose();
  60317. }
  60318. return this;
  60319. };
  60320. /**
  60321. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60322. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60323. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60324. * @returns the emitter
  60325. */
  60326. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60327. var particleEmitter = new BABYLON.PointParticleEmitter();
  60328. particleEmitter.direction1 = direction1;
  60329. particleEmitter.direction2 = direction2;
  60330. this.particleEmitterType = particleEmitter;
  60331. return particleEmitter;
  60332. };
  60333. /**
  60334. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60335. * @param radius The radius of the hemisphere to emit from
  60336. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60337. * @returns the emitter
  60338. */
  60339. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60340. if (radius === void 0) { radius = 1; }
  60341. if (radiusRange === void 0) { radiusRange = 1; }
  60342. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60343. this.particleEmitterType = particleEmitter;
  60344. return particleEmitter;
  60345. };
  60346. /**
  60347. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60348. * @param radius The radius of the sphere to emit from
  60349. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60350. * @returns the emitter
  60351. */
  60352. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60353. if (radius === void 0) { radius = 1; }
  60354. if (radiusRange === void 0) { radiusRange = 1; }
  60355. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60356. this.particleEmitterType = particleEmitter;
  60357. return particleEmitter;
  60358. };
  60359. /**
  60360. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60361. * @param radius The radius of the sphere to emit from
  60362. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60363. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60364. * @returns the emitter
  60365. */
  60366. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60367. if (radius === void 0) { radius = 1; }
  60368. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60369. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60370. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60371. this.particleEmitterType = particleEmitter;
  60372. return particleEmitter;
  60373. };
  60374. /**
  60375. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60376. * @param radius The radius of the emission cylinder
  60377. * @param height The height of the emission cylinder
  60378. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60379. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60380. * @returns the emitter
  60381. */
  60382. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60383. if (radius === void 0) { radius = 1; }
  60384. if (height === void 0) { height = 1; }
  60385. if (radiusRange === void 0) { radiusRange = 1; }
  60386. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60387. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60388. this.particleEmitterType = particleEmitter;
  60389. return particleEmitter;
  60390. };
  60391. /**
  60392. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60393. * @param radius The radius of the cylinder to emit from
  60394. * @param height The height of the emission cylinder
  60395. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60396. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60397. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60398. * @returns the emitter
  60399. */
  60400. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60401. if (radius === void 0) { radius = 1; }
  60402. if (height === void 0) { height = 1; }
  60403. if (radiusRange === void 0) { radiusRange = 1; }
  60404. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60405. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60406. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60407. this.particleEmitterType = particleEmitter;
  60408. return particleEmitter;
  60409. };
  60410. /**
  60411. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60412. * @param radius The radius of the cone to emit from
  60413. * @param angle The base angle of the cone
  60414. * @returns the emitter
  60415. */
  60416. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60417. if (radius === void 0) { radius = 1; }
  60418. if (angle === void 0) { angle = Math.PI / 4; }
  60419. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60420. this.particleEmitterType = particleEmitter;
  60421. return particleEmitter;
  60422. };
  60423. /**
  60424. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60425. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60426. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60427. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60428. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60429. * @returns the emitter
  60430. */
  60431. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60432. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60433. this.particleEmitterType = particleEmitter;
  60434. this.direction1 = direction1;
  60435. this.direction2 = direction2;
  60436. this.minEmitBox = minEmitBox;
  60437. this.maxEmitBox = maxEmitBox;
  60438. return particleEmitter;
  60439. };
  60440. /**
  60441. * Source color is added to the destination color without alpha affecting the result
  60442. */
  60443. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60444. /**
  60445. * Blend current color and particle color using particle’s alpha
  60446. */
  60447. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60448. /**
  60449. * Add current color and particle color multiplied by particle’s alpha
  60450. */
  60451. BaseParticleSystem.BLENDMODE_ADD = 2;
  60452. /**
  60453. * Multiply current color with particle color
  60454. */
  60455. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60456. /**
  60457. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  60458. */
  60459. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  60460. return BaseParticleSystem;
  60461. }());
  60462. BABYLON.BaseParticleSystem = BaseParticleSystem;
  60463. })(BABYLON || (BABYLON = {}));
  60464. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  60465. var BABYLON;
  60466. (function (BABYLON) {
  60467. /**
  60468. * This represents a particle system in Babylon.
  60469. * 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.
  60470. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60471. * @example https://doc.babylonjs.com/babylon101/particles
  60472. */
  60473. var ParticleSystem = /** @class */ (function (_super) {
  60474. __extends(ParticleSystem, _super);
  60475. /**
  60476. * Instantiates a particle system.
  60477. * 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.
  60478. * @param name The name of the particle system
  60479. * @param capacity The max number of particles alive at the same time
  60480. * @param scene The scene the particle system belongs to
  60481. * @param customEffect a custom effect used to change the way particles are rendered by default
  60482. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  60483. * @param epsilon Offset used to render the particles
  60484. */
  60485. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  60486. if (customEffect === void 0) { customEffect = null; }
  60487. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  60488. if (epsilon === void 0) { epsilon = 0.01; }
  60489. var _this = _super.call(this, name) || this;
  60490. /**
  60491. * @hidden
  60492. */
  60493. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  60494. /**
  60495. * An event triggered when the system is disposed
  60496. */
  60497. _this.onDisposeObservable = new BABYLON.Observable();
  60498. _this._particles = new Array();
  60499. _this._stockParticles = new Array();
  60500. _this._newPartsExcess = 0;
  60501. _this._vertexBuffers = {};
  60502. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  60503. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  60504. _this._scaledDirection = BABYLON.Vector3.Zero();
  60505. _this._scaledGravity = BABYLON.Vector3.Zero();
  60506. _this._currentRenderId = -1;
  60507. _this._useInstancing = false;
  60508. _this._started = false;
  60509. _this._stopped = false;
  60510. _this._actualFrame = 0;
  60511. /** @hidden */
  60512. _this._currentEmitRate1 = 0;
  60513. /** @hidden */
  60514. _this._currentEmitRate2 = 0;
  60515. /** @hidden */
  60516. _this._currentStartSize1 = 0;
  60517. /** @hidden */
  60518. _this._currentStartSize2 = 0;
  60519. _this._rawTextureWidth = 256;
  60520. _this._useRampGradients = false;
  60521. /**
  60522. * @hidden
  60523. * If the particle systems emitter should be disposed when the particle system is disposed
  60524. */
  60525. _this._disposeEmitterOnDispose = false;
  60526. // start of sub system methods
  60527. /**
  60528. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  60529. * Its lifetime will start back at 0.
  60530. */
  60531. _this.recycleParticle = function (particle) {
  60532. // move particle from activeParticle list to stock particles
  60533. var lastParticle = _this._particles.pop();
  60534. if (lastParticle !== particle) {
  60535. lastParticle.copyTo(particle);
  60536. }
  60537. _this._stockParticles.push(lastParticle);
  60538. };
  60539. _this._createParticle = function () {
  60540. var particle;
  60541. if (_this._stockParticles.length !== 0) {
  60542. particle = _this._stockParticles.pop();
  60543. particle._reset();
  60544. }
  60545. else {
  60546. particle = new BABYLON.Particle(_this);
  60547. }
  60548. // Attach emitters
  60549. if (_this._subEmitters && _this._subEmitters.length > 0) {
  60550. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  60551. particle._attachedSubEmitters = [];
  60552. subEmitters.forEach(function (subEmitter) {
  60553. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  60554. var newEmitter = subEmitter.clone();
  60555. particle._attachedSubEmitters.push(newEmitter);
  60556. newEmitter.particleSystem.start();
  60557. }
  60558. });
  60559. }
  60560. return particle;
  60561. };
  60562. _this._emitFromParticle = function (particle) {
  60563. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  60564. return;
  60565. }
  60566. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  60567. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  60568. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  60569. var subSystem = subEmitter.clone();
  60570. particle._inheritParticleInfoToSubEmitter(subSystem);
  60571. subSystem.particleSystem._rootParticleSystem = _this;
  60572. _this.activeSubSystems.push(subSystem.particleSystem);
  60573. subSystem.particleSystem.start();
  60574. }
  60575. });
  60576. };
  60577. _this._capacity = capacity;
  60578. _this._epsilon = epsilon;
  60579. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  60580. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  60581. // Setup the default processing configuration to the scene.
  60582. _this._attachImageProcessingConfiguration(null);
  60583. _this._customEffect = customEffect;
  60584. _this._scene.particleSystems.push(_this);
  60585. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  60586. _this._createIndexBuffer();
  60587. _this._createVertexBuffers();
  60588. // Default emitter type
  60589. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  60590. // Update
  60591. _this.updateFunction = function (particles) {
  60592. var noiseTextureSize = null;
  60593. var noiseTextureData = null;
  60594. if (_this.noiseTexture) { // We need to get texture data back to CPU
  60595. noiseTextureSize = _this.noiseTexture.getSize();
  60596. noiseTextureData = (_this.noiseTexture.getContent());
  60597. }
  60598. var _loop_1 = function () {
  60599. particle = particles[index];
  60600. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  60601. var previousAge = particle.age;
  60602. particle.age += scaledUpdateSpeed;
  60603. // Evaluate step to death
  60604. if (particle.age > particle.lifeTime) {
  60605. var diff = particle.age - previousAge;
  60606. var oldDiff = particle.lifeTime - previousAge;
  60607. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  60608. particle.age = particle.lifeTime;
  60609. }
  60610. var ratio = particle.age / particle.lifeTime;
  60611. // Color
  60612. if (_this._colorGradients && _this._colorGradients.length > 0) {
  60613. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  60614. if (currentGradient !== particle._currentColorGradient) {
  60615. particle._currentColor1.copyFrom(particle._currentColor2);
  60616. nextGradient.getColorToRef(particle._currentColor2);
  60617. particle._currentColorGradient = currentGradient;
  60618. }
  60619. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  60620. });
  60621. }
  60622. else {
  60623. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  60624. particle.color.addInPlace(_this._scaledColorStep);
  60625. if (particle.color.a < 0) {
  60626. particle.color.a = 0;
  60627. }
  60628. }
  60629. // Angular speed
  60630. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  60631. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  60632. if (currentGradient !== particle._currentAngularSpeedGradient) {
  60633. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  60634. particle._currentAngularSpeed2 = nextGradient.getFactor();
  60635. particle._currentAngularSpeedGradient = currentGradient;
  60636. }
  60637. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  60638. });
  60639. }
  60640. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  60641. // Direction
  60642. var directionScale = scaledUpdateSpeed;
  60643. /// Velocity
  60644. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  60645. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  60646. if (currentGradient !== particle._currentVelocityGradient) {
  60647. particle._currentVelocity1 = particle._currentVelocity2;
  60648. particle._currentVelocity2 = nextGradient.getFactor();
  60649. particle._currentVelocityGradient = currentGradient;
  60650. }
  60651. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  60652. });
  60653. }
  60654. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  60655. /// Limit velocity
  60656. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  60657. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  60658. if (currentGradient !== particle._currentLimitVelocityGradient) {
  60659. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  60660. particle._currentLimitVelocity2 = nextGradient.getFactor();
  60661. particle._currentLimitVelocityGradient = currentGradient;
  60662. }
  60663. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  60664. var currentVelocity = particle.direction.length();
  60665. if (currentVelocity > limitVelocity) {
  60666. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  60667. }
  60668. });
  60669. }
  60670. /// Drag
  60671. if (_this._dragGradients && _this._dragGradients.length > 0) {
  60672. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  60673. if (currentGradient !== particle._currentDragGradient) {
  60674. particle._currentDrag1 = particle._currentDrag2;
  60675. particle._currentDrag2 = nextGradient.getFactor();
  60676. particle._currentDragGradient = currentGradient;
  60677. }
  60678. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  60679. _this._scaledDirection.scaleInPlace(1.0 - drag);
  60680. });
  60681. }
  60682. particle.position.addInPlace(_this._scaledDirection);
  60683. // Noise
  60684. if (noiseTextureData && noiseTextureSize) {
  60685. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60686. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60687. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  60688. var force = BABYLON.Tmp.Vector3[0];
  60689. var scaledForce = BABYLON.Tmp.Vector3[1];
  60690. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  60691. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  60692. particle.direction.addInPlace(scaledForce);
  60693. }
  60694. // Gravity
  60695. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  60696. particle.direction.addInPlace(_this._scaledGravity);
  60697. // Size
  60698. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  60699. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  60700. if (currentGradient !== particle._currentSizeGradient) {
  60701. particle._currentSize1 = particle._currentSize2;
  60702. particle._currentSize2 = nextGradient.getFactor();
  60703. particle._currentSizeGradient = currentGradient;
  60704. }
  60705. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  60706. });
  60707. }
  60708. // Remap data
  60709. if (_this._useRampGradients) {
  60710. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  60711. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  60712. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60713. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60714. particle.remapData.x = min;
  60715. particle.remapData.y = max - min;
  60716. });
  60717. }
  60718. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  60719. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  60720. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  60721. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  60722. particle.remapData.z = min;
  60723. particle.remapData.w = max - min;
  60724. });
  60725. }
  60726. }
  60727. if (_this._isAnimationSheetEnabled) {
  60728. particle.updateCellIndex();
  60729. }
  60730. // Update the position of the attached sub-emitters to match their attached particle
  60731. particle._inheritParticleInfoToSubEmitters();
  60732. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  60733. _this._emitFromParticle(particle);
  60734. if (particle._attachedSubEmitters) {
  60735. particle._attachedSubEmitters.forEach(function (subEmitter) {
  60736. subEmitter.particleSystem.disposeOnStop = true;
  60737. subEmitter.particleSystem.stop();
  60738. });
  60739. particle._attachedSubEmitters = null;
  60740. }
  60741. _this.recycleParticle(particle);
  60742. index--;
  60743. return "continue";
  60744. }
  60745. };
  60746. var particle;
  60747. for (var index = 0; index < particles.length; index++) {
  60748. _loop_1();
  60749. }
  60750. };
  60751. return _this;
  60752. }
  60753. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  60754. /**
  60755. * Sets a callback that will be triggered when the system is disposed
  60756. */
  60757. set: function (callback) {
  60758. if (this._onDisposeObserver) {
  60759. this.onDisposeObservable.remove(this._onDisposeObserver);
  60760. }
  60761. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  60762. },
  60763. enumerable: true,
  60764. configurable: true
  60765. });
  60766. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  60767. /** Gets or sets a boolean indicating that ramp gradients must be used
  60768. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  60769. */
  60770. get: function () {
  60771. return this._useRampGradients;
  60772. },
  60773. set: function (value) {
  60774. if (this._useRampGradients === value) {
  60775. return;
  60776. }
  60777. this._useRampGradients = value;
  60778. this._resetEffect();
  60779. },
  60780. enumerable: true,
  60781. configurable: true
  60782. });
  60783. Object.defineProperty(ParticleSystem.prototype, "particles", {
  60784. //end of Sub-emitter
  60785. /**
  60786. * Gets the current list of active particles
  60787. */
  60788. get: function () {
  60789. return this._particles;
  60790. },
  60791. enumerable: true,
  60792. configurable: true
  60793. });
  60794. /**
  60795. * Returns the string "ParticleSystem"
  60796. * @returns a string containing the class name
  60797. */
  60798. ParticleSystem.prototype.getClassName = function () {
  60799. return "ParticleSystem";
  60800. };
  60801. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  60802. var newGradient = new BABYLON.FactorGradient();
  60803. newGradient.gradient = gradient;
  60804. newGradient.factor1 = factor;
  60805. newGradient.factor2 = factor2;
  60806. factorGradients.push(newGradient);
  60807. factorGradients.sort(function (a, b) {
  60808. if (a.gradient < b.gradient) {
  60809. return -1;
  60810. }
  60811. else if (a.gradient > b.gradient) {
  60812. return 1;
  60813. }
  60814. return 0;
  60815. });
  60816. };
  60817. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  60818. if (!factorGradients) {
  60819. return;
  60820. }
  60821. var index = 0;
  60822. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  60823. var factorGradient = factorGradients_1[_i];
  60824. if (factorGradient.gradient === gradient) {
  60825. factorGradients.splice(index, 1);
  60826. break;
  60827. }
  60828. index++;
  60829. }
  60830. };
  60831. /**
  60832. * Adds a new life time gradient
  60833. * @param gradient defines the gradient to use (between 0 and 1)
  60834. * @param factor defines the life time factor to affect to the specified gradient
  60835. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60836. * @returns the current particle system
  60837. */
  60838. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  60839. if (!this._lifeTimeGradients) {
  60840. this._lifeTimeGradients = [];
  60841. }
  60842. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  60843. return this;
  60844. };
  60845. /**
  60846. * Remove a specific life time gradient
  60847. * @param gradient defines the gradient to remove
  60848. * @returns the current particle system
  60849. */
  60850. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  60851. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  60852. return this;
  60853. };
  60854. /**
  60855. * Adds a new size gradient
  60856. * @param gradient defines the gradient to use (between 0 and 1)
  60857. * @param factor defines the size factor to affect to the specified gradient
  60858. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60859. * @returns the current particle system
  60860. */
  60861. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  60862. if (!this._sizeGradients) {
  60863. this._sizeGradients = [];
  60864. }
  60865. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  60866. return this;
  60867. };
  60868. /**
  60869. * Remove a specific size gradient
  60870. * @param gradient defines the gradient to remove
  60871. * @returns the current particle system
  60872. */
  60873. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  60874. this._removeFactorGradient(this._sizeGradients, gradient);
  60875. return this;
  60876. };
  60877. /**
  60878. * Adds a new color remap gradient
  60879. * @param gradient defines the gradient to use (between 0 and 1)
  60880. * @param min defines the color remap minimal range
  60881. * @param max defines the color remap maximal range
  60882. * @returns the current particle system
  60883. */
  60884. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  60885. if (!this._colorRemapGradients) {
  60886. this._colorRemapGradients = [];
  60887. }
  60888. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  60889. return this;
  60890. };
  60891. /**
  60892. * Remove a specific color remap gradient
  60893. * @param gradient defines the gradient to remove
  60894. * @returns the current particle system
  60895. */
  60896. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  60897. this._removeFactorGradient(this._colorRemapGradients, gradient);
  60898. return this;
  60899. };
  60900. /**
  60901. * Adds a new alpha remap gradient
  60902. * @param gradient defines the gradient to use (between 0 and 1)
  60903. * @param min defines the alpha remap minimal range
  60904. * @param max defines the alpha remap maximal range
  60905. * @returns the current particle system
  60906. */
  60907. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  60908. if (!this._alphaRemapGradients) {
  60909. this._alphaRemapGradients = [];
  60910. }
  60911. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  60912. return this;
  60913. };
  60914. /**
  60915. * Remove a specific alpha remap gradient
  60916. * @param gradient defines the gradient to remove
  60917. * @returns the current particle system
  60918. */
  60919. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  60920. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  60921. return this;
  60922. };
  60923. /**
  60924. * Adds a new angular speed gradient
  60925. * @param gradient defines the gradient to use (between 0 and 1)
  60926. * @param factor defines the angular speed to affect to the specified gradient
  60927. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60928. * @returns the current particle system
  60929. */
  60930. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  60931. if (!this._angularSpeedGradients) {
  60932. this._angularSpeedGradients = [];
  60933. }
  60934. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  60935. return this;
  60936. };
  60937. /**
  60938. * Remove a specific angular speed gradient
  60939. * @param gradient defines the gradient to remove
  60940. * @returns the current particle system
  60941. */
  60942. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  60943. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  60944. return this;
  60945. };
  60946. /**
  60947. * Adds a new velocity gradient
  60948. * @param gradient defines the gradient to use (between 0 and 1)
  60949. * @param factor defines the velocity to affect to the specified gradient
  60950. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60951. * @returns the current particle system
  60952. */
  60953. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  60954. if (!this._velocityGradients) {
  60955. this._velocityGradients = [];
  60956. }
  60957. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  60958. return this;
  60959. };
  60960. /**
  60961. * Remove a specific velocity gradient
  60962. * @param gradient defines the gradient to remove
  60963. * @returns the current particle system
  60964. */
  60965. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  60966. this._removeFactorGradient(this._velocityGradients, gradient);
  60967. return this;
  60968. };
  60969. /**
  60970. * Adds a new limit velocity gradient
  60971. * @param gradient defines the gradient to use (between 0 and 1)
  60972. * @param factor defines the limit velocity value to affect to the specified gradient
  60973. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60974. * @returns the current particle system
  60975. */
  60976. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  60977. if (!this._limitVelocityGradients) {
  60978. this._limitVelocityGradients = [];
  60979. }
  60980. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  60981. return this;
  60982. };
  60983. /**
  60984. * Remove a specific limit velocity gradient
  60985. * @param gradient defines the gradient to remove
  60986. * @returns the current particle system
  60987. */
  60988. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  60989. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  60990. return this;
  60991. };
  60992. /**
  60993. * Adds a new drag gradient
  60994. * @param gradient defines the gradient to use (between 0 and 1)
  60995. * @param factor defines the drag value to affect to the specified gradient
  60996. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  60997. * @returns the current particle system
  60998. */
  60999. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61000. if (!this._dragGradients) {
  61001. this._dragGradients = [];
  61002. }
  61003. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61004. return this;
  61005. };
  61006. /**
  61007. * Remove a specific drag gradient
  61008. * @param gradient defines the gradient to remove
  61009. * @returns the current particle system
  61010. */
  61011. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61012. this._removeFactorGradient(this._dragGradients, gradient);
  61013. return this;
  61014. };
  61015. /**
  61016. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61017. * @param gradient defines the gradient to use (between 0 and 1)
  61018. * @param factor defines the emit rate value to affect to the specified gradient
  61019. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61020. * @returns the current particle system
  61021. */
  61022. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61023. if (!this._emitRateGradients) {
  61024. this._emitRateGradients = [];
  61025. }
  61026. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61027. return this;
  61028. };
  61029. /**
  61030. * Remove a specific emit rate gradient
  61031. * @param gradient defines the gradient to remove
  61032. * @returns the current particle system
  61033. */
  61034. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61035. this._removeFactorGradient(this._emitRateGradients, gradient);
  61036. return this;
  61037. };
  61038. /**
  61039. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61040. * @param gradient defines the gradient to use (between 0 and 1)
  61041. * @param factor defines the start size value to affect to the specified gradient
  61042. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61043. * @returns the current particle system
  61044. */
  61045. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61046. if (!this._startSizeGradients) {
  61047. this._startSizeGradients = [];
  61048. }
  61049. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61050. return this;
  61051. };
  61052. /**
  61053. * Remove a specific start size gradient
  61054. * @param gradient defines the gradient to remove
  61055. * @returns the current particle system
  61056. */
  61057. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61058. this._removeFactorGradient(this._emitRateGradients, gradient);
  61059. return this;
  61060. };
  61061. ParticleSystem.prototype._createRampGradientTexture = function () {
  61062. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61063. return;
  61064. }
  61065. var data = new Uint8Array(this._rawTextureWidth * 4);
  61066. var tmpColor = BABYLON.Tmp.Color3[0];
  61067. for (var x = 0; x < this._rawTextureWidth; x++) {
  61068. var ratio = x / this._rawTextureWidth;
  61069. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61070. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61071. data[x * 4] = tmpColor.r * 255;
  61072. data[x * 4 + 1] = tmpColor.g * 255;
  61073. data[x * 4 + 2] = tmpColor.b * 255;
  61074. data[x * 4 + 3] = 255;
  61075. });
  61076. }
  61077. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61078. };
  61079. /**
  61080. * Gets the current list of ramp gradients.
  61081. * You must use addRampGradient and removeRampGradient to udpate this list
  61082. * @returns the list of ramp gradients
  61083. */
  61084. ParticleSystem.prototype.getRampGradients = function () {
  61085. return this._rampGradients;
  61086. };
  61087. /**
  61088. * Adds a new ramp gradient used to remap particle colors
  61089. * @param gradient defines the gradient to use (between 0 and 1)
  61090. * @param color defines the color to affect to the specified gradient
  61091. * @returns the current particle system
  61092. */
  61093. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61094. if (!this._rampGradients) {
  61095. this._rampGradients = [];
  61096. }
  61097. var rampGradient = new BABYLON.Color3Gradient();
  61098. rampGradient.gradient = gradient;
  61099. rampGradient.color = color;
  61100. this._rampGradients.push(rampGradient);
  61101. this._rampGradients.sort(function (a, b) {
  61102. if (a.gradient < b.gradient) {
  61103. return -1;
  61104. }
  61105. else if (a.gradient > b.gradient) {
  61106. return 1;
  61107. }
  61108. return 0;
  61109. });
  61110. if (this._rampGradientsTexture) {
  61111. this._rampGradientsTexture.dispose();
  61112. this._rampGradientsTexture = null;
  61113. }
  61114. this._createRampGradientTexture();
  61115. return this;
  61116. };
  61117. /**
  61118. * Remove a specific ramp gradient
  61119. * @param gradient defines the gradient to remove
  61120. * @returns the current particle system
  61121. */
  61122. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61123. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61124. this._rampGradientsTexture = null;
  61125. if (this._rampGradients && this._rampGradients.length > 0) {
  61126. this._createRampGradientTexture();
  61127. }
  61128. return this;
  61129. };
  61130. /**
  61131. * Adds a new color gradient
  61132. * @param gradient defines the gradient to use (between 0 and 1)
  61133. * @param color1 defines the color to affect to the specified gradient
  61134. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61135. * @returns this particle system
  61136. */
  61137. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61138. if (!this._colorGradients) {
  61139. this._colorGradients = [];
  61140. }
  61141. var colorGradient = new BABYLON.ColorGradient();
  61142. colorGradient.gradient = gradient;
  61143. colorGradient.color1 = color1;
  61144. colorGradient.color2 = color2;
  61145. this._colorGradients.push(colorGradient);
  61146. this._colorGradients.sort(function (a, b) {
  61147. if (a.gradient < b.gradient) {
  61148. return -1;
  61149. }
  61150. else if (a.gradient > b.gradient) {
  61151. return 1;
  61152. }
  61153. return 0;
  61154. });
  61155. return this;
  61156. };
  61157. /**
  61158. * Remove a specific color gradient
  61159. * @param gradient defines the gradient to remove
  61160. * @returns this particle system
  61161. */
  61162. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61163. if (!this._colorGradients) {
  61164. return this;
  61165. }
  61166. var index = 0;
  61167. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61168. var colorGradient = _a[_i];
  61169. if (colorGradient.gradient === gradient) {
  61170. this._colorGradients.splice(index, 1);
  61171. break;
  61172. }
  61173. index++;
  61174. }
  61175. return this;
  61176. };
  61177. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61178. u = Math.abs(u) * 0.5 + 0.5;
  61179. v = Math.abs(v) * 0.5 + 0.5;
  61180. var wrappedU = ((u * width) % width) | 0;
  61181. var wrappedV = ((v * height) % height) | 0;
  61182. var position = (wrappedU + wrappedV * width) * 4;
  61183. return pixels[position] / 255;
  61184. };
  61185. ParticleSystem.prototype._reset = function () {
  61186. this._resetEffect();
  61187. };
  61188. ParticleSystem.prototype._resetEffect = function () {
  61189. if (this._vertexBuffer) {
  61190. this._vertexBuffer.dispose();
  61191. this._vertexBuffer = null;
  61192. }
  61193. if (this._spriteBuffer) {
  61194. this._spriteBuffer.dispose();
  61195. this._spriteBuffer = null;
  61196. }
  61197. this._createVertexBuffers();
  61198. };
  61199. ParticleSystem.prototype._createVertexBuffers = function () {
  61200. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61201. if (this._isAnimationSheetEnabled) {
  61202. this._vertexBufferSize += 1;
  61203. }
  61204. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61205. this._vertexBufferSize += 3;
  61206. }
  61207. if (this._useRampGradients) {
  61208. this._vertexBufferSize += 4;
  61209. }
  61210. var engine = this._scene.getEngine();
  61211. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61212. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61213. var dataOffset = 0;
  61214. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61215. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61216. dataOffset += 3;
  61217. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61218. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61219. dataOffset += 4;
  61220. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61221. this._vertexBuffers["angle"] = options;
  61222. dataOffset += 1;
  61223. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61224. this._vertexBuffers["size"] = size;
  61225. dataOffset += 2;
  61226. if (this._isAnimationSheetEnabled) {
  61227. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61228. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61229. dataOffset += 1;
  61230. }
  61231. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61232. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61233. this._vertexBuffers["direction"] = directionBuffer;
  61234. dataOffset += 3;
  61235. }
  61236. if (this._useRampGradients) {
  61237. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61238. this._vertexBuffers["remapData"] = rampDataBuffer;
  61239. dataOffset += 4;
  61240. }
  61241. var offsets;
  61242. if (this._useInstancing) {
  61243. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61244. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61245. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61246. }
  61247. else {
  61248. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61249. dataOffset += 2;
  61250. }
  61251. this._vertexBuffers["offset"] = offsets;
  61252. };
  61253. ParticleSystem.prototype._createIndexBuffer = function () {
  61254. if (this._useInstancing) {
  61255. return;
  61256. }
  61257. var indices = [];
  61258. var index = 0;
  61259. for (var count = 0; count < this._capacity; count++) {
  61260. indices.push(index);
  61261. indices.push(index + 1);
  61262. indices.push(index + 2);
  61263. indices.push(index);
  61264. indices.push(index + 2);
  61265. indices.push(index + 3);
  61266. index += 4;
  61267. }
  61268. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61269. };
  61270. /**
  61271. * Gets the maximum number of particles active at the same time.
  61272. * @returns The max number of active particles.
  61273. */
  61274. ParticleSystem.prototype.getCapacity = function () {
  61275. return this._capacity;
  61276. };
  61277. /**
  61278. * Gets whether there are still active particles in the system.
  61279. * @returns True if it is alive, otherwise false.
  61280. */
  61281. ParticleSystem.prototype.isAlive = function () {
  61282. return this._alive;
  61283. };
  61284. /**
  61285. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61286. * @returns True if it has been started, otherwise false.
  61287. */
  61288. ParticleSystem.prototype.isStarted = function () {
  61289. return this._started;
  61290. };
  61291. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61292. var _this = this;
  61293. this._subEmitters = new Array();
  61294. if (this.subEmitters) {
  61295. this.subEmitters.forEach(function (subEmitter) {
  61296. if (subEmitter instanceof ParticleSystem) {
  61297. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61298. }
  61299. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61300. _this._subEmitters.push([subEmitter]);
  61301. }
  61302. else if (subEmitter instanceof Array) {
  61303. _this._subEmitters.push(subEmitter);
  61304. }
  61305. });
  61306. }
  61307. };
  61308. /**
  61309. * Starts the particle system and begins to emit
  61310. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61311. */
  61312. ParticleSystem.prototype.start = function (delay) {
  61313. var _this = this;
  61314. if (delay === void 0) { delay = this.startDelay; }
  61315. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61316. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61317. }
  61318. if (delay) {
  61319. setTimeout(function () {
  61320. _this.start(0);
  61321. }, delay);
  61322. return;
  61323. }
  61324. // Convert the subEmitters field to the constant type field _subEmitters
  61325. this._prepareSubEmitterInternalArray();
  61326. this._started = true;
  61327. this._stopped = false;
  61328. this._actualFrame = 0;
  61329. if (this._subEmitters && this._subEmitters.length != 0) {
  61330. this.activeSubSystems = new Array();
  61331. }
  61332. // Reset emit gradient so it acts the same on every start
  61333. if (this._emitRateGradients) {
  61334. if (this._emitRateGradients.length > 0) {
  61335. this._currentEmitRateGradient = this._emitRateGradients[0];
  61336. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61337. this._currentEmitRate2 = this._currentEmitRate1;
  61338. }
  61339. if (this._emitRateGradients.length > 1) {
  61340. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61341. }
  61342. }
  61343. // Reset start size gradient so it acts the same on every start
  61344. if (this._startSizeGradients) {
  61345. if (this._startSizeGradients.length > 0) {
  61346. this._currentStartSizeGradient = this._startSizeGradients[0];
  61347. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61348. this._currentStartSize2 = this._currentStartSize1;
  61349. }
  61350. if (this._startSizeGradients.length > 1) {
  61351. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61352. }
  61353. }
  61354. if (this.preWarmCycles) {
  61355. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61356. this.emitter.computeWorldMatrix(true);
  61357. }
  61358. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61359. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61360. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61361. setTimeout(function () {
  61362. for (var index = 0; index < _this.preWarmCycles; index++) {
  61363. _this.animate(true);
  61364. noiseTextureAsProcedural_1.render();
  61365. }
  61366. });
  61367. });
  61368. }
  61369. else {
  61370. for (var index = 0; index < this.preWarmCycles; index++) {
  61371. this.animate(true);
  61372. }
  61373. }
  61374. }
  61375. // Animations
  61376. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61377. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61378. }
  61379. };
  61380. /**
  61381. * Stops the particle system.
  61382. * @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.
  61383. */
  61384. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61385. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61386. this._stopped = true;
  61387. if (stopSubEmitters) {
  61388. this._stopSubEmitters();
  61389. }
  61390. };
  61391. // animation sheet
  61392. /**
  61393. * Remove all active particles
  61394. */
  61395. ParticleSystem.prototype.reset = function () {
  61396. this._stockParticles = [];
  61397. this._particles = [];
  61398. };
  61399. /**
  61400. * @hidden (for internal use only)
  61401. */
  61402. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61403. var offset = index * this._vertexBufferSize;
  61404. this._vertexData[offset++] = particle.position.x;
  61405. this._vertexData[offset++] = particle.position.y;
  61406. this._vertexData[offset++] = particle.position.z;
  61407. this._vertexData[offset++] = particle.color.r;
  61408. this._vertexData[offset++] = particle.color.g;
  61409. this._vertexData[offset++] = particle.color.b;
  61410. this._vertexData[offset++] = particle.color.a;
  61411. this._vertexData[offset++] = particle.angle;
  61412. this._vertexData[offset++] = particle.scale.x * particle.size;
  61413. this._vertexData[offset++] = particle.scale.y * particle.size;
  61414. if (this._isAnimationSheetEnabled) {
  61415. this._vertexData[offset++] = particle.cellIndex;
  61416. }
  61417. if (!this._isBillboardBased) {
  61418. if (particle._initialDirection) {
  61419. this._vertexData[offset++] = particle._initialDirection.x;
  61420. this._vertexData[offset++] = particle._initialDirection.y;
  61421. this._vertexData[offset++] = particle._initialDirection.z;
  61422. }
  61423. else {
  61424. this._vertexData[offset++] = particle.direction.x;
  61425. this._vertexData[offset++] = particle.direction.y;
  61426. this._vertexData[offset++] = particle.direction.z;
  61427. }
  61428. }
  61429. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61430. this._vertexData[offset++] = particle.direction.x;
  61431. this._vertexData[offset++] = particle.direction.y;
  61432. this._vertexData[offset++] = particle.direction.z;
  61433. }
  61434. if (this._useRampGradients) {
  61435. this._vertexData[offset++] = particle.remapData.x;
  61436. this._vertexData[offset++] = particle.remapData.y;
  61437. this._vertexData[offset++] = particle.remapData.z;
  61438. this._vertexData[offset++] = particle.remapData.w;
  61439. }
  61440. if (!this._useInstancing) {
  61441. if (this._isAnimationSheetEnabled) {
  61442. if (offsetX === 0) {
  61443. offsetX = this._epsilon;
  61444. }
  61445. else if (offsetX === 1) {
  61446. offsetX = 1 - this._epsilon;
  61447. }
  61448. if (offsetY === 0) {
  61449. offsetY = this._epsilon;
  61450. }
  61451. else if (offsetY === 1) {
  61452. offsetY = 1 - this._epsilon;
  61453. }
  61454. }
  61455. this._vertexData[offset++] = offsetX;
  61456. this._vertexData[offset++] = offsetY;
  61457. }
  61458. };
  61459. ParticleSystem.prototype._stopSubEmitters = function () {
  61460. if (!this.activeSubSystems) {
  61461. return;
  61462. }
  61463. this.activeSubSystems.forEach(function (subSystem) {
  61464. subSystem.stop(true);
  61465. });
  61466. this.activeSubSystems = new Array();
  61467. };
  61468. ParticleSystem.prototype._removeFromRoot = function () {
  61469. if (!this._rootParticleSystem) {
  61470. return;
  61471. }
  61472. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  61473. if (index !== -1) {
  61474. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  61475. }
  61476. this._rootParticleSystem = null;
  61477. };
  61478. // End of sub system methods
  61479. ParticleSystem.prototype._update = function (newParticles) {
  61480. var _this = this;
  61481. // Update current
  61482. this._alive = this._particles.length > 0;
  61483. if (this.emitter.position) {
  61484. var emitterMesh = this.emitter;
  61485. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  61486. }
  61487. else {
  61488. var emitterPosition = this.emitter;
  61489. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  61490. }
  61491. this.updateFunction(this._particles);
  61492. // Add new ones
  61493. var particle;
  61494. var _loop_2 = function () {
  61495. if (this_1._particles.length === this_1._capacity) {
  61496. return "break";
  61497. }
  61498. particle = this_1._createParticle();
  61499. this_1._particles.push(particle);
  61500. // Emitter
  61501. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  61502. if (this_1.startPositionFunction) {
  61503. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61504. }
  61505. else {
  61506. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  61507. }
  61508. if (this_1.startDirectionFunction) {
  61509. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61510. }
  61511. else {
  61512. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  61513. }
  61514. if (emitPower === 0) {
  61515. if (!particle._initialDirection) {
  61516. particle._initialDirection = particle.direction.clone();
  61517. }
  61518. else {
  61519. particle._initialDirection.copyFrom(particle.direction);
  61520. }
  61521. }
  61522. else {
  61523. particle._initialDirection = null;
  61524. }
  61525. particle.direction.scaleInPlace(emitPower);
  61526. // Life time
  61527. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  61528. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  61529. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  61530. var factorGradient1 = currentGradient;
  61531. var factorGradient2 = nextGradient;
  61532. var lifeTime1 = factorGradient1.getFactor();
  61533. var lifeTime2 = factorGradient2.getFactor();
  61534. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  61535. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  61536. });
  61537. }
  61538. else {
  61539. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  61540. }
  61541. // Size
  61542. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  61543. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  61544. }
  61545. else {
  61546. particle._currentSizeGradient = this_1._sizeGradients[0];
  61547. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  61548. particle.size = particle._currentSize1;
  61549. if (this_1._sizeGradients.length > 1) {
  61550. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  61551. }
  61552. else {
  61553. particle._currentSize2 = particle._currentSize1;
  61554. }
  61555. }
  61556. // Size and scale
  61557. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  61558. // Adjust scale by start size
  61559. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  61560. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  61561. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  61562. if (currentGradient !== _this._currentStartSizeGradient) {
  61563. _this._currentStartSize1 = _this._currentStartSize2;
  61564. _this._currentStartSize2 = nextGradient.getFactor();
  61565. _this._currentStartSizeGradient = currentGradient;
  61566. }
  61567. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  61568. particle.scale.scaleInPlace(value);
  61569. });
  61570. }
  61571. // Angle
  61572. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  61573. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  61574. }
  61575. else {
  61576. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  61577. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  61578. particle._currentAngularSpeed1 = particle.angularSpeed;
  61579. if (this_1._angularSpeedGradients.length > 1) {
  61580. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  61581. }
  61582. else {
  61583. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  61584. }
  61585. }
  61586. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  61587. // Velocity
  61588. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  61589. particle._currentVelocityGradient = this_1._velocityGradients[0];
  61590. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  61591. if (this_1._velocityGradients.length > 1) {
  61592. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  61593. }
  61594. else {
  61595. particle._currentVelocity2 = particle._currentVelocity1;
  61596. }
  61597. }
  61598. // Limit velocity
  61599. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  61600. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  61601. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  61602. if (this_1._limitVelocityGradients.length > 1) {
  61603. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  61604. }
  61605. else {
  61606. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  61607. }
  61608. }
  61609. // Drag
  61610. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  61611. particle._currentDragGradient = this_1._dragGradients[0];
  61612. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  61613. if (this_1._dragGradients.length > 1) {
  61614. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  61615. }
  61616. else {
  61617. particle._currentDrag2 = particle._currentDrag1;
  61618. }
  61619. }
  61620. // Color
  61621. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  61622. step = BABYLON.Scalar.RandomRange(0, 1.0);
  61623. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  61624. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  61625. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  61626. }
  61627. else {
  61628. particle._currentColorGradient = this_1._colorGradients[0];
  61629. particle._currentColorGradient.getColorToRef(particle.color);
  61630. particle._currentColor1.copyFrom(particle.color);
  61631. if (this_1._colorGradients.length > 1) {
  61632. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  61633. }
  61634. else {
  61635. particle._currentColor2.copyFrom(particle.color);
  61636. }
  61637. }
  61638. // Sheet
  61639. if (this_1._isAnimationSheetEnabled) {
  61640. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  61641. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  61642. }
  61643. // Inherited Velocity
  61644. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  61645. // Ramp
  61646. if (this_1._useRampGradients) {
  61647. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  61648. }
  61649. // Noise texture coordinates
  61650. if (this_1.noiseTexture) {
  61651. if (particle._randomNoiseCoordinates1) {
  61652. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  61653. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  61654. }
  61655. else {
  61656. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61657. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  61658. }
  61659. }
  61660. // Update the position of the attached sub-emitters to match their attached particle
  61661. particle._inheritParticleInfoToSubEmitters();
  61662. };
  61663. var this_1 = this, step;
  61664. for (var index = 0; index < newParticles; index++) {
  61665. var state_1 = _loop_2();
  61666. if (state_1 === "break")
  61667. break;
  61668. }
  61669. };
  61670. /** @hidden */
  61671. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  61672. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61673. if (isBillboardBased === void 0) { isBillboardBased = false; }
  61674. if (useRampGradients === void 0) { useRampGradients = false; }
  61675. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  61676. if (isAnimationSheetEnabled) {
  61677. attributeNamesOrOptions.push("cellIndex");
  61678. }
  61679. if (!isBillboardBased) {
  61680. attributeNamesOrOptions.push("direction");
  61681. }
  61682. if (useRampGradients) {
  61683. attributeNamesOrOptions.push("remapData");
  61684. }
  61685. return attributeNamesOrOptions;
  61686. };
  61687. /** @hidden */
  61688. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  61689. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61690. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  61691. if (isAnimationSheetEnabled) {
  61692. effectCreationOption.push("particlesInfos");
  61693. }
  61694. return effectCreationOption;
  61695. };
  61696. /** @hidden */
  61697. ParticleSystem.prototype._getEffect = function (blendMode) {
  61698. if (this._customEffect) {
  61699. return this._customEffect;
  61700. }
  61701. var defines = [];
  61702. if (this._scene.clipPlane) {
  61703. defines.push("#define CLIPPLANE");
  61704. }
  61705. if (this._scene.clipPlane2) {
  61706. defines.push("#define CLIPPLANE2");
  61707. }
  61708. if (this._scene.clipPlane3) {
  61709. defines.push("#define CLIPPLANE3");
  61710. }
  61711. if (this._scene.clipPlane4) {
  61712. defines.push("#define CLIPPLANE4");
  61713. }
  61714. if (this._isAnimationSheetEnabled) {
  61715. defines.push("#define ANIMATESHEET");
  61716. }
  61717. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  61718. defines.push("#define BLENDMULTIPLYMODE");
  61719. }
  61720. if (this._useRampGradients) {
  61721. defines.push("#define RAMPGRADIENT");
  61722. }
  61723. if (this._isBillboardBased) {
  61724. defines.push("#define BILLBOARD");
  61725. switch (this.billboardMode) {
  61726. case ParticleSystem.BILLBOARDMODE_Y:
  61727. defines.push("#define BILLBOARDY");
  61728. break;
  61729. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  61730. defines.push("#define BILLBOARDSTRETCHED");
  61731. break;
  61732. case ParticleSystem.BILLBOARDMODE_ALL:
  61733. default:
  61734. break;
  61735. }
  61736. }
  61737. if (this._imageProcessingConfiguration) {
  61738. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  61739. defines.push(this._imageProcessingConfigurationDefines.toString());
  61740. }
  61741. // Effect
  61742. var join = defines.join("\n");
  61743. if (this._cachedDefines !== join) {
  61744. this._cachedDefines = join;
  61745. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  61746. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  61747. var samplers = ["diffuseSampler", "rampSampler"];
  61748. if (BABYLON.ImageProcessingConfiguration) {
  61749. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  61750. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  61751. }
  61752. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  61753. }
  61754. return this._effect;
  61755. };
  61756. /**
  61757. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61758. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  61759. */
  61760. ParticleSystem.prototype.animate = function (preWarmOnly) {
  61761. var _this = this;
  61762. if (preWarmOnly === void 0) { preWarmOnly = false; }
  61763. if (!this._started) {
  61764. return;
  61765. }
  61766. if (!preWarmOnly) {
  61767. // Check
  61768. if (!this.isReady()) {
  61769. return;
  61770. }
  61771. if (this._currentRenderId === this._scene.getFrameId()) {
  61772. return;
  61773. }
  61774. this._currentRenderId = this._scene.getFrameId();
  61775. }
  61776. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  61777. // Determine the number of particles we need to create
  61778. var newParticles;
  61779. if (this.manualEmitCount > -1) {
  61780. newParticles = this.manualEmitCount;
  61781. this._newPartsExcess = 0;
  61782. this.manualEmitCount = 0;
  61783. }
  61784. else {
  61785. var rate_1 = this.emitRate;
  61786. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  61787. var ratio = this._actualFrame / this.targetStopDuration;
  61788. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  61789. if (currentGradient !== _this._currentEmitRateGradient) {
  61790. _this._currentEmitRate1 = _this._currentEmitRate2;
  61791. _this._currentEmitRate2 = nextGradient.getFactor();
  61792. _this._currentEmitRateGradient = currentGradient;
  61793. }
  61794. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  61795. });
  61796. }
  61797. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  61798. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  61799. }
  61800. if (this._newPartsExcess > 1.0) {
  61801. newParticles += this._newPartsExcess >> 0;
  61802. this._newPartsExcess -= this._newPartsExcess >> 0;
  61803. }
  61804. this._alive = false;
  61805. if (!this._stopped) {
  61806. this._actualFrame += this._scaledUpdateSpeed;
  61807. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  61808. this.stop();
  61809. }
  61810. }
  61811. else {
  61812. newParticles = 0;
  61813. }
  61814. this._update(newParticles);
  61815. // Stopped?
  61816. if (this._stopped) {
  61817. if (!this._alive) {
  61818. this._started = false;
  61819. if (this.onAnimationEnd) {
  61820. this.onAnimationEnd();
  61821. }
  61822. if (this.disposeOnStop) {
  61823. this._scene._toBeDisposed.push(this);
  61824. }
  61825. }
  61826. }
  61827. if (!preWarmOnly) {
  61828. // Update VBO
  61829. var offset = 0;
  61830. for (var index = 0; index < this._particles.length; index++) {
  61831. var particle = this._particles[index];
  61832. this._appendParticleVertices(offset, particle);
  61833. offset += this._useInstancing ? 1 : 4;
  61834. }
  61835. if (this._vertexBuffer) {
  61836. this._vertexBuffer.update(this._vertexData);
  61837. }
  61838. }
  61839. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  61840. this.stop();
  61841. }
  61842. };
  61843. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  61844. this._appendParticleVertex(offset++, particle, 0, 0);
  61845. if (!this._useInstancing) {
  61846. this._appendParticleVertex(offset++, particle, 1, 0);
  61847. this._appendParticleVertex(offset++, particle, 1, 1);
  61848. this._appendParticleVertex(offset++, particle, 0, 1);
  61849. }
  61850. };
  61851. /**
  61852. * Rebuilds the particle system.
  61853. */
  61854. ParticleSystem.prototype.rebuild = function () {
  61855. this._createIndexBuffer();
  61856. if (this._vertexBuffer) {
  61857. this._vertexBuffer._rebuild();
  61858. }
  61859. };
  61860. /**
  61861. * Is this system ready to be used/rendered
  61862. * @return true if the system is ready
  61863. */
  61864. ParticleSystem.prototype.isReady = function () {
  61865. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  61866. return false;
  61867. }
  61868. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61869. if (!this._getEffect(this.blendMode).isReady()) {
  61870. return false;
  61871. }
  61872. }
  61873. else {
  61874. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  61875. return false;
  61876. }
  61877. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  61878. return false;
  61879. }
  61880. }
  61881. return true;
  61882. };
  61883. ParticleSystem.prototype._render = function (blendMode) {
  61884. var effect = this._getEffect(blendMode);
  61885. var engine = this._scene.getEngine();
  61886. // Render
  61887. engine.enableEffect(effect);
  61888. var viewMatrix = this._scene.getViewMatrix();
  61889. effect.setTexture("diffuseSampler", this.particleTexture);
  61890. effect.setMatrix("view", viewMatrix);
  61891. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  61892. if (this._isAnimationSheetEnabled && this.particleTexture) {
  61893. var baseSize = this.particleTexture.getBaseSize();
  61894. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  61895. }
  61896. effect.setVector2("translationPivot", this.translationPivot);
  61897. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  61898. if (this._isBillboardBased) {
  61899. var camera = this._scene.activeCamera;
  61900. effect.setVector3("eyePosition", camera.globalPosition);
  61901. }
  61902. if (this._rampGradientsTexture) {
  61903. effect.setTexture("rampSampler", this._rampGradientsTexture);
  61904. }
  61905. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  61906. var invView = viewMatrix.clone();
  61907. invView.invert();
  61908. effect.setMatrix("invView", invView);
  61909. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  61910. }
  61911. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  61912. // image processing
  61913. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  61914. this._imageProcessingConfiguration.bind(effect);
  61915. }
  61916. // Draw order
  61917. switch (blendMode) {
  61918. case ParticleSystem.BLENDMODE_ADD:
  61919. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  61920. break;
  61921. case ParticleSystem.BLENDMODE_ONEONE:
  61922. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  61923. break;
  61924. case ParticleSystem.BLENDMODE_STANDARD:
  61925. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  61926. break;
  61927. case ParticleSystem.BLENDMODE_MULTIPLY:
  61928. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  61929. break;
  61930. }
  61931. if (this._useInstancing) {
  61932. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  61933. }
  61934. else {
  61935. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  61936. }
  61937. return this._particles.length;
  61938. };
  61939. /**
  61940. * Renders the particle system in its current state.
  61941. * @returns the current number of particles
  61942. */
  61943. ParticleSystem.prototype.render = function () {
  61944. // Check
  61945. if (!this.isReady() || !this._particles.length) {
  61946. return 0;
  61947. }
  61948. var engine = this._scene.getEngine();
  61949. engine.setState(false);
  61950. if (this.forceDepthWrite) {
  61951. engine.setDepthWrite(true);
  61952. }
  61953. var outparticles = 0;
  61954. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  61955. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  61956. }
  61957. outparticles = this._render(this.blendMode);
  61958. engine.unbindInstanceAttributes();
  61959. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  61960. return outparticles;
  61961. };
  61962. /**
  61963. * Disposes the particle system and free the associated resources
  61964. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61965. */
  61966. ParticleSystem.prototype.dispose = function (disposeTexture) {
  61967. if (disposeTexture === void 0) { disposeTexture = true; }
  61968. if (this._vertexBuffer) {
  61969. this._vertexBuffer.dispose();
  61970. this._vertexBuffer = null;
  61971. }
  61972. if (this._spriteBuffer) {
  61973. this._spriteBuffer.dispose();
  61974. this._spriteBuffer = null;
  61975. }
  61976. if (this._indexBuffer) {
  61977. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  61978. this._indexBuffer = null;
  61979. }
  61980. if (disposeTexture && this.particleTexture) {
  61981. this.particleTexture.dispose();
  61982. this.particleTexture = null;
  61983. }
  61984. if (disposeTexture && this.noiseTexture) {
  61985. this.noiseTexture.dispose();
  61986. this.noiseTexture = null;
  61987. }
  61988. if (this._rampGradientsTexture) {
  61989. this._rampGradientsTexture.dispose();
  61990. this._rampGradientsTexture = null;
  61991. }
  61992. this._removeFromRoot();
  61993. if (this._subEmitters && this._subEmitters.length) {
  61994. for (var index = 0; index < this._subEmitters.length; index++) {
  61995. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  61996. var subEmitter = _a[_i];
  61997. subEmitter.dispose();
  61998. }
  61999. }
  62000. this._subEmitters = [];
  62001. this.subEmitters = [];
  62002. }
  62003. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62004. this.emitter.dispose(true);
  62005. }
  62006. // Remove from scene
  62007. var index = this._scene.particleSystems.indexOf(this);
  62008. if (index > -1) {
  62009. this._scene.particleSystems.splice(index, 1);
  62010. }
  62011. this._scene._activeParticleSystems.dispose();
  62012. // Callback
  62013. this.onDisposeObservable.notifyObservers(this);
  62014. this.onDisposeObservable.clear();
  62015. this.reset();
  62016. };
  62017. // Clone
  62018. /**
  62019. * Clones the particle system.
  62020. * @param name The name of the cloned object
  62021. * @param newEmitter The new emitter to use
  62022. * @returns the cloned particle system
  62023. */
  62024. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62025. var custom = null;
  62026. var program = null;
  62027. if (this.customShader != null) {
  62028. program = this.customShader;
  62029. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62030. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62031. }
  62032. else if (this._customEffect) {
  62033. custom = this._customEffect;
  62034. }
  62035. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62036. result.customShader = program;
  62037. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62038. if (newEmitter === undefined) {
  62039. newEmitter = this.emitter;
  62040. }
  62041. result.noiseTexture = this.noiseTexture;
  62042. result.emitter = newEmitter;
  62043. if (this.particleTexture) {
  62044. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62045. }
  62046. // Clone gradients
  62047. if (this._colorGradients) {
  62048. this._colorGradients.forEach(function (v) {
  62049. result.addColorGradient(v.gradient, v.color1, v.color2);
  62050. });
  62051. }
  62052. if (this._dragGradients) {
  62053. this._dragGradients.forEach(function (v) {
  62054. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62055. });
  62056. }
  62057. if (this._angularSpeedGradients) {
  62058. this._angularSpeedGradients.forEach(function (v) {
  62059. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62060. });
  62061. }
  62062. if (this._emitRateGradients) {
  62063. this._emitRateGradients.forEach(function (v) {
  62064. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62065. });
  62066. }
  62067. if (this._lifeTimeGradients) {
  62068. this._lifeTimeGradients.forEach(function (v) {
  62069. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62070. });
  62071. }
  62072. if (this._limitVelocityGradients) {
  62073. this._limitVelocityGradients.forEach(function (v) {
  62074. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62075. });
  62076. }
  62077. if (this._sizeGradients) {
  62078. this._sizeGradients.forEach(function (v) {
  62079. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62080. });
  62081. }
  62082. if (this._startSizeGradients) {
  62083. this._startSizeGradients.forEach(function (v) {
  62084. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62085. });
  62086. }
  62087. if (this._velocityGradients) {
  62088. this._velocityGradients.forEach(function (v) {
  62089. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62090. });
  62091. }
  62092. if (this._rampGradients) {
  62093. this._rampGradients.forEach(function (v) {
  62094. result.addRampGradient(v.gradient, v.color);
  62095. });
  62096. }
  62097. if (this._colorRemapGradients) {
  62098. this._colorRemapGradients.forEach(function (v) {
  62099. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62100. });
  62101. }
  62102. if (this._alphaRemapGradients) {
  62103. this._alphaRemapGradients.forEach(function (v) {
  62104. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62105. });
  62106. }
  62107. if (!this.preventAutoStart) {
  62108. result.start();
  62109. }
  62110. return result;
  62111. };
  62112. /**
  62113. * Serializes the particle system to a JSON object.
  62114. * @returns the JSON object
  62115. */
  62116. ParticleSystem.prototype.serialize = function () {
  62117. var serializationObject = {};
  62118. ParticleSystem._Serialize(serializationObject, this);
  62119. serializationObject.textureMask = this.textureMask.asArray();
  62120. serializationObject.customShader = this.customShader;
  62121. serializationObject.preventAutoStart = this.preventAutoStart;
  62122. // SubEmitters
  62123. if (this.subEmitters) {
  62124. serializationObject.subEmitters = [];
  62125. if (!this._subEmitters) {
  62126. this._prepareSubEmitterInternalArray();
  62127. }
  62128. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62129. var subs = _a[_i];
  62130. var cell = [];
  62131. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62132. var sub = subs_1[_b];
  62133. cell.push(sub.serialize());
  62134. }
  62135. serializationObject.subEmitters.push(cell);
  62136. }
  62137. }
  62138. return serializationObject;
  62139. };
  62140. /** @hidden */
  62141. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62142. serializationObject.name = particleSystem.name;
  62143. serializationObject.id = particleSystem.id;
  62144. serializationObject.capacity = particleSystem.getCapacity();
  62145. // Emitter
  62146. if (particleSystem.emitter.position) {
  62147. var emitterMesh = particleSystem.emitter;
  62148. serializationObject.emitterId = emitterMesh.id;
  62149. }
  62150. else {
  62151. var emitterPosition = particleSystem.emitter;
  62152. serializationObject.emitter = emitterPosition.asArray();
  62153. }
  62154. // Emitter
  62155. if (particleSystem.particleEmitterType) {
  62156. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62157. }
  62158. if (particleSystem.particleTexture) {
  62159. serializationObject.textureName = particleSystem.particleTexture.name;
  62160. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62161. }
  62162. // Animations
  62163. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62164. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62165. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62166. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62167. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62168. // Particle system
  62169. serializationObject.startDelay = particleSystem.startDelay;
  62170. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62171. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62172. serializationObject.billboardMode = particleSystem.billboardMode;
  62173. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62174. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62175. serializationObject.minSize = particleSystem.minSize;
  62176. serializationObject.maxSize = particleSystem.maxSize;
  62177. serializationObject.minScaleX = particleSystem.minScaleX;
  62178. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62179. serializationObject.minScaleY = particleSystem.minScaleY;
  62180. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62181. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62182. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62183. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62184. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62185. serializationObject.emitRate = particleSystem.emitRate;
  62186. serializationObject.gravity = particleSystem.gravity.asArray();
  62187. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62188. serializationObject.color1 = particleSystem.color1.asArray();
  62189. serializationObject.color2 = particleSystem.color2.asArray();
  62190. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62191. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62192. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62193. serializationObject.blendMode = particleSystem.blendMode;
  62194. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62195. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62196. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62197. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62198. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62199. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62200. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62201. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62202. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62203. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62204. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62205. var colorGradients = particleSystem.getColorGradients();
  62206. if (colorGradients) {
  62207. serializationObject.colorGradients = [];
  62208. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62209. var colorGradient = colorGradients_1[_i];
  62210. var serializedGradient = {
  62211. gradient: colorGradient.gradient,
  62212. color1: colorGradient.color1.asArray()
  62213. };
  62214. if (colorGradient.color2) {
  62215. serializedGradient.color2 = colorGradient.color2.asArray();
  62216. }
  62217. serializationObject.colorGradients.push(serializedGradient);
  62218. }
  62219. }
  62220. var rampGradients = particleSystem.getRampGradients();
  62221. if (rampGradients) {
  62222. serializationObject.rampGradients = [];
  62223. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62224. var rampGradient = rampGradients_1[_a];
  62225. var serializedGradient = {
  62226. gradient: rampGradient.gradient,
  62227. color: rampGradient.color.asArray()
  62228. };
  62229. serializationObject.rampGradients.push(serializedGradient);
  62230. }
  62231. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62232. }
  62233. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62234. if (colorRemapGradients) {
  62235. serializationObject.colorRemapGradients = [];
  62236. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62237. var colorRemapGradient = colorRemapGradients_1[_b];
  62238. var serializedGradient = {
  62239. gradient: colorRemapGradient.gradient,
  62240. factor1: colorRemapGradient.factor1
  62241. };
  62242. if (colorRemapGradient.factor2 !== undefined) {
  62243. serializedGradient.factor2 = colorRemapGradient.factor2;
  62244. }
  62245. serializationObject.colorRemapGradients.push(serializedGradient);
  62246. }
  62247. }
  62248. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62249. if (alphaRemapGradients) {
  62250. serializationObject.alphaRemapGradients = [];
  62251. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62252. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62253. var serializedGradient = {
  62254. gradient: alphaRemapGradient.gradient,
  62255. factor1: alphaRemapGradient.factor1
  62256. };
  62257. if (alphaRemapGradient.factor2 !== undefined) {
  62258. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62259. }
  62260. serializationObject.alphaRemapGradients.push(serializedGradient);
  62261. }
  62262. }
  62263. var sizeGradients = particleSystem.getSizeGradients();
  62264. if (sizeGradients) {
  62265. serializationObject.sizeGradients = [];
  62266. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62267. var sizeGradient = sizeGradients_1[_d];
  62268. var serializedGradient = {
  62269. gradient: sizeGradient.gradient,
  62270. factor1: sizeGradient.factor1
  62271. };
  62272. if (sizeGradient.factor2 !== undefined) {
  62273. serializedGradient.factor2 = sizeGradient.factor2;
  62274. }
  62275. serializationObject.sizeGradients.push(serializedGradient);
  62276. }
  62277. }
  62278. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62279. if (angularSpeedGradients) {
  62280. serializationObject.angularSpeedGradients = [];
  62281. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62282. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62283. var serializedGradient = {
  62284. gradient: angularSpeedGradient.gradient,
  62285. factor1: angularSpeedGradient.factor1
  62286. };
  62287. if (angularSpeedGradient.factor2 !== undefined) {
  62288. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62289. }
  62290. serializationObject.angularSpeedGradients.push(serializedGradient);
  62291. }
  62292. }
  62293. var velocityGradients = particleSystem.getVelocityGradients();
  62294. if (velocityGradients) {
  62295. serializationObject.velocityGradients = [];
  62296. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62297. var velocityGradient = velocityGradients_1[_f];
  62298. var serializedGradient = {
  62299. gradient: velocityGradient.gradient,
  62300. factor1: velocityGradient.factor1
  62301. };
  62302. if (velocityGradient.factor2 !== undefined) {
  62303. serializedGradient.factor2 = velocityGradient.factor2;
  62304. }
  62305. serializationObject.velocityGradients.push(serializedGradient);
  62306. }
  62307. }
  62308. var dragGradients = particleSystem.getDragGradients();
  62309. if (dragGradients) {
  62310. serializationObject.dragyGradients = [];
  62311. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62312. var dragGradient = dragGradients_1[_g];
  62313. var serializedGradient = {
  62314. gradient: dragGradient.gradient,
  62315. factor1: dragGradient.factor1
  62316. };
  62317. if (dragGradient.factor2 !== undefined) {
  62318. serializedGradient.factor2 = dragGradient.factor2;
  62319. }
  62320. serializationObject.dragGradients.push(serializedGradient);
  62321. }
  62322. }
  62323. var emitRateGradients = particleSystem.getEmitRateGradients();
  62324. if (emitRateGradients) {
  62325. serializationObject.emitRateGradients = [];
  62326. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62327. var emitRateGradient = emitRateGradients_1[_h];
  62328. var serializedGradient = {
  62329. gradient: emitRateGradient.gradient,
  62330. factor1: emitRateGradient.factor1
  62331. };
  62332. if (emitRateGradient.factor2 !== undefined) {
  62333. serializedGradient.factor2 = emitRateGradient.factor2;
  62334. }
  62335. serializationObject.emitRateGradients.push(serializedGradient);
  62336. }
  62337. }
  62338. var startSizeGradients = particleSystem.getStartSizeGradients();
  62339. if (startSizeGradients) {
  62340. serializationObject.startSizeGradients = [];
  62341. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62342. var startSizeGradient = startSizeGradients_1[_j];
  62343. var serializedGradient = {
  62344. gradient: startSizeGradient.gradient,
  62345. factor1: startSizeGradient.factor1
  62346. };
  62347. if (startSizeGradient.factor2 !== undefined) {
  62348. serializedGradient.factor2 = startSizeGradient.factor2;
  62349. }
  62350. serializationObject.startSizeGradients.push(serializedGradient);
  62351. }
  62352. }
  62353. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62354. if (lifeTimeGradients) {
  62355. serializationObject.lifeTimeGradients = [];
  62356. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62357. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62358. var serializedGradient = {
  62359. gradient: lifeTimeGradient.gradient,
  62360. factor1: lifeTimeGradient.factor1
  62361. };
  62362. if (lifeTimeGradient.factor2 !== undefined) {
  62363. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62364. }
  62365. serializationObject.lifeTimeGradients.push(serializedGradient);
  62366. }
  62367. }
  62368. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62369. if (limitVelocityGradients) {
  62370. serializationObject.limitVelocityGradients = [];
  62371. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62372. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62373. var serializedGradient = {
  62374. gradient: limitVelocityGradient.gradient,
  62375. factor1: limitVelocityGradient.factor1
  62376. };
  62377. if (limitVelocityGradient.factor2 !== undefined) {
  62378. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62379. }
  62380. serializationObject.limitVelocityGradients.push(serializedGradient);
  62381. }
  62382. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62383. }
  62384. if (particleSystem.noiseTexture) {
  62385. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62386. }
  62387. };
  62388. /** @hidden */
  62389. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62390. // Texture
  62391. if (parsedParticleSystem.textureName) {
  62392. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62393. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62394. }
  62395. // Emitter
  62396. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62397. particleSystem.emitter = BABYLON.Vector3.Zero();
  62398. }
  62399. else if (parsedParticleSystem.emitterId) {
  62400. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62401. }
  62402. else {
  62403. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62404. }
  62405. // Misc.
  62406. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62407. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62408. }
  62409. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62410. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62411. }
  62412. if (parsedParticleSystem.billboardMode !== undefined) {
  62413. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62414. }
  62415. // Animations
  62416. if (parsedParticleSystem.animations) {
  62417. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62418. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62419. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62420. }
  62421. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62422. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62423. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62424. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62425. }
  62426. if (parsedParticleSystem.autoAnimate) {
  62427. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62428. }
  62429. // Particle system
  62430. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62431. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62432. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62433. particleSystem.minSize = parsedParticleSystem.minSize;
  62434. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62435. if (parsedParticleSystem.minScaleX) {
  62436. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62437. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62438. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62439. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62440. }
  62441. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62442. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62443. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62444. }
  62445. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62446. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62447. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62448. }
  62449. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62450. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62451. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62452. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62453. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62454. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62455. if (parsedParticleSystem.noiseStrength) {
  62456. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62457. }
  62458. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  62459. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  62460. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  62461. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  62462. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  62463. particleSystem.blendMode = parsedParticleSystem.blendMode;
  62464. if (parsedParticleSystem.colorGradients) {
  62465. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  62466. var colorGradient = _a[_i];
  62467. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  62468. }
  62469. }
  62470. if (parsedParticleSystem.rampGradients) {
  62471. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  62472. var rampGradient = _c[_b];
  62473. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  62474. }
  62475. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  62476. }
  62477. if (parsedParticleSystem.colorRemapGradients) {
  62478. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  62479. var colorRemapGradient = _e[_d];
  62480. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  62481. }
  62482. }
  62483. if (parsedParticleSystem.alphaRemapGradients) {
  62484. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  62485. var alphaRemapGradient = _g[_f];
  62486. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  62487. }
  62488. }
  62489. if (parsedParticleSystem.sizeGradients) {
  62490. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  62491. var sizeGradient = _j[_h];
  62492. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62493. }
  62494. }
  62495. if (parsedParticleSystem.sizeGradients) {
  62496. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  62497. var sizeGradient = _l[_k];
  62498. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  62499. }
  62500. }
  62501. if (parsedParticleSystem.angularSpeedGradients) {
  62502. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  62503. var angularSpeedGradient = _o[_m];
  62504. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  62505. }
  62506. }
  62507. if (parsedParticleSystem.velocityGradients) {
  62508. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  62509. var velocityGradient = _q[_p];
  62510. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  62511. }
  62512. }
  62513. if (parsedParticleSystem.dragGradients) {
  62514. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  62515. var dragGradient = _s[_r];
  62516. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  62517. }
  62518. }
  62519. if (parsedParticleSystem.emitRateGradients) {
  62520. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  62521. var emitRateGradient = _u[_t];
  62522. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  62523. }
  62524. }
  62525. if (parsedParticleSystem.startSizeGradients) {
  62526. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  62527. var startSizeGradient = _w[_v];
  62528. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  62529. }
  62530. }
  62531. if (parsedParticleSystem.lifeTimeGradients) {
  62532. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  62533. var lifeTimeGradient = _y[_x];
  62534. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  62535. }
  62536. }
  62537. if (parsedParticleSystem.limitVelocityGradients) {
  62538. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  62539. var limitVelocityGradient = _0[_z];
  62540. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  62541. }
  62542. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  62543. }
  62544. if (parsedParticleSystem.noiseTexture) {
  62545. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  62546. }
  62547. // Emitter
  62548. var emitterType;
  62549. if (parsedParticleSystem.particleEmitterType) {
  62550. switch (parsedParticleSystem.particleEmitterType.type) {
  62551. case "SphereParticleEmitter":
  62552. emitterType = new BABYLON.SphereParticleEmitter();
  62553. break;
  62554. case "SphereDirectedParticleEmitter":
  62555. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  62556. break;
  62557. case "ConeEmitter":
  62558. case "ConeParticleEmitter":
  62559. emitterType = new BABYLON.ConeParticleEmitter();
  62560. break;
  62561. case "CylinderParticleEmitter":
  62562. emitterType = new BABYLON.CylinderParticleEmitter();
  62563. break;
  62564. case "HemisphericParticleEmitter":
  62565. emitterType = new BABYLON.HemisphericParticleEmitter();
  62566. break;
  62567. case "BoxEmitter":
  62568. case "BoxParticleEmitter":
  62569. default:
  62570. emitterType = new BABYLON.BoxParticleEmitter();
  62571. break;
  62572. }
  62573. emitterType.parse(parsedParticleSystem.particleEmitterType);
  62574. }
  62575. else {
  62576. emitterType = new BABYLON.BoxParticleEmitter();
  62577. emitterType.parse(parsedParticleSystem);
  62578. }
  62579. particleSystem.particleEmitterType = emitterType;
  62580. // Animation sheet
  62581. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  62582. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  62583. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  62584. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  62585. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  62586. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  62587. };
  62588. /**
  62589. * Parses a JSON object to create a particle system.
  62590. * @param parsedParticleSystem The JSON object to parse
  62591. * @param scene The scene to create the particle system in
  62592. * @param rootUrl The root url to use to load external dependencies like texture
  62593. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  62594. * @returns the Parsed particle system
  62595. */
  62596. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  62597. if (doNotStart === void 0) { doNotStart = false; }
  62598. var name = parsedParticleSystem.name;
  62599. var custom = null;
  62600. var program = null;
  62601. if (parsedParticleSystem.customShader) {
  62602. program = parsedParticleSystem.customShader;
  62603. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62604. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62605. }
  62606. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  62607. particleSystem.customShader = program;
  62608. if (parsedParticleSystem.id) {
  62609. particleSystem.id = parsedParticleSystem.id;
  62610. }
  62611. // SubEmitters
  62612. if (parsedParticleSystem.subEmitters) {
  62613. particleSystem.subEmitters = [];
  62614. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  62615. var cell = _a[_i];
  62616. var cellArray = [];
  62617. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  62618. var sub = cell_1[_b];
  62619. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  62620. }
  62621. particleSystem.subEmitters.push(cellArray);
  62622. }
  62623. }
  62624. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  62625. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  62626. // Auto start
  62627. if (parsedParticleSystem.preventAutoStart) {
  62628. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  62629. }
  62630. if (!doNotStart && !particleSystem.preventAutoStart) {
  62631. particleSystem.start();
  62632. }
  62633. return particleSystem;
  62634. };
  62635. /**
  62636. * Billboard mode will only apply to Y axis
  62637. */
  62638. ParticleSystem.BILLBOARDMODE_Y = 2;
  62639. /**
  62640. * Billboard mode will apply to all axes
  62641. */
  62642. ParticleSystem.BILLBOARDMODE_ALL = 7;
  62643. /**
  62644. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  62645. */
  62646. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  62647. return ParticleSystem;
  62648. }(BABYLON.BaseParticleSystem));
  62649. BABYLON.ParticleSystem = ParticleSystem;
  62650. })(BABYLON || (BABYLON = {}));
  62651. //# sourceMappingURL=babylon.particleSystem.js.map
  62652. var BABYLON;
  62653. (function (BABYLON) {
  62654. /**
  62655. * Particle emitter emitting particles from the inside of a box.
  62656. * It emits the particles randomly between 2 given directions.
  62657. */
  62658. var BoxParticleEmitter = /** @class */ (function () {
  62659. /**
  62660. * Creates a new instance BoxParticleEmitter
  62661. */
  62662. function BoxParticleEmitter() {
  62663. /**
  62664. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62665. */
  62666. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  62667. /**
  62668. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  62669. */
  62670. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  62671. /**
  62672. * 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.
  62673. */
  62674. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  62675. /**
  62676. * 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.
  62677. */
  62678. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  62679. }
  62680. /**
  62681. * Called by the particle System when the direction is computed for the created particle.
  62682. * @param worldMatrix is the world matrix of the particle system
  62683. * @param directionToUpdate is the direction vector to update with the result
  62684. * @param particle is the particle we are computed the direction for
  62685. */
  62686. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62687. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62688. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62689. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62690. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62691. };
  62692. /**
  62693. * Called by the particle System when the position is computed for the created particle.
  62694. * @param worldMatrix is the world matrix of the particle system
  62695. * @param positionToUpdate is the position vector to update with the result
  62696. * @param particle is the particle we are computed the position for
  62697. */
  62698. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62699. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  62700. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  62701. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  62702. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  62703. };
  62704. /**
  62705. * Clones the current emitter and returns a copy of it
  62706. * @returns the new emitter
  62707. */
  62708. BoxParticleEmitter.prototype.clone = function () {
  62709. var newOne = new BoxParticleEmitter();
  62710. BABYLON.Tools.DeepCopy(this, newOne);
  62711. return newOne;
  62712. };
  62713. /**
  62714. * Called by the GPUParticleSystem to setup the update shader
  62715. * @param effect defines the update shader
  62716. */
  62717. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  62718. effect.setVector3("direction1", this.direction1);
  62719. effect.setVector3("direction2", this.direction2);
  62720. effect.setVector3("minEmitBox", this.minEmitBox);
  62721. effect.setVector3("maxEmitBox", this.maxEmitBox);
  62722. };
  62723. /**
  62724. * Returns a string to use to update the GPU particles update shader
  62725. * @returns a string containng the defines string
  62726. */
  62727. BoxParticleEmitter.prototype.getEffectDefines = function () {
  62728. return "#define BOXEMITTER";
  62729. };
  62730. /**
  62731. * Returns the string "BoxParticleEmitter"
  62732. * @returns a string containing the class name
  62733. */
  62734. BoxParticleEmitter.prototype.getClassName = function () {
  62735. return "BoxParticleEmitter";
  62736. };
  62737. /**
  62738. * Serializes the particle system to a JSON object.
  62739. * @returns the JSON object
  62740. */
  62741. BoxParticleEmitter.prototype.serialize = function () {
  62742. var serializationObject = {};
  62743. serializationObject.type = this.getClassName();
  62744. serializationObject.direction1 = this.direction1.asArray();
  62745. serializationObject.direction2 = this.direction2.asArray();
  62746. serializationObject.minEmitBox = this.minEmitBox.asArray();
  62747. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  62748. return serializationObject;
  62749. };
  62750. /**
  62751. * Parse properties from a JSON object
  62752. * @param serializationObject defines the JSON object
  62753. */
  62754. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  62755. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  62756. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  62757. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  62758. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  62759. };
  62760. return BoxParticleEmitter;
  62761. }());
  62762. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  62763. })(BABYLON || (BABYLON = {}));
  62764. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  62765. var BABYLON;
  62766. (function (BABYLON) {
  62767. /**
  62768. * Particle emitter emitting particles from the inside of a cylinder.
  62769. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  62770. */
  62771. var CylinderParticleEmitter = /** @class */ (function () {
  62772. /**
  62773. * Creates a new instance CylinderParticleEmitter
  62774. * @param radius the radius of the emission cylinder (1 by default)
  62775. * @param height the height of the emission cylinder (1 by default)
  62776. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62777. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  62778. */
  62779. function CylinderParticleEmitter(
  62780. /**
  62781. * The radius of the emission cylinder.
  62782. */
  62783. radius,
  62784. /**
  62785. * The height of the emission cylinder.
  62786. */
  62787. height,
  62788. /**
  62789. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  62790. */
  62791. radiusRange,
  62792. /**
  62793. * How much to randomize the particle direction [0-1].
  62794. */
  62795. directionRandomizer) {
  62796. if (radius === void 0) { radius = 1; }
  62797. if (height === void 0) { height = 1; }
  62798. if (radiusRange === void 0) { radiusRange = 1; }
  62799. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  62800. this.radius = radius;
  62801. this.height = height;
  62802. this.radiusRange = radiusRange;
  62803. this.directionRandomizer = directionRandomizer;
  62804. }
  62805. /**
  62806. * Called by the particle System when the direction is computed for the created particle.
  62807. * @param worldMatrix is the world matrix of the particle system
  62808. * @param directionToUpdate is the direction vector to update with the result
  62809. * @param particle is the particle we are computed the direction for
  62810. */
  62811. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62812. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  62813. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  62814. var angle = Math.atan2(direction.x, direction.z);
  62815. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  62816. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  62817. direction.x = Math.sin(angle);
  62818. direction.z = Math.cos(angle);
  62819. direction.normalize();
  62820. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  62821. };
  62822. /**
  62823. * Called by the particle System when the position is computed for the created particle.
  62824. * @param worldMatrix is the world matrix of the particle system
  62825. * @param positionToUpdate is the position vector to update with the result
  62826. * @param particle is the particle we are computed the position for
  62827. */
  62828. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  62829. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  62830. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  62831. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  62832. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  62833. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  62834. var xPos = positionRadius * Math.cos(angle);
  62835. var zPos = positionRadius * Math.sin(angle);
  62836. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  62837. };
  62838. /**
  62839. * Clones the current emitter and returns a copy of it
  62840. * @returns the new emitter
  62841. */
  62842. CylinderParticleEmitter.prototype.clone = function () {
  62843. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  62844. BABYLON.Tools.DeepCopy(this, newOne);
  62845. return newOne;
  62846. };
  62847. /**
  62848. * Called by the GPUParticleSystem to setup the update shader
  62849. * @param effect defines the update shader
  62850. */
  62851. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  62852. effect.setFloat("radius", this.radius);
  62853. effect.setFloat("height", this.height);
  62854. effect.setFloat("radiusRange", this.radiusRange);
  62855. effect.setFloat("directionRandomizer", this.directionRandomizer);
  62856. };
  62857. /**
  62858. * Returns a string to use to update the GPU particles update shader
  62859. * @returns a string containng the defines string
  62860. */
  62861. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  62862. return "#define CYLINDEREMITTER";
  62863. };
  62864. /**
  62865. * Returns the string "CylinderParticleEmitter"
  62866. * @returns a string containing the class name
  62867. */
  62868. CylinderParticleEmitter.prototype.getClassName = function () {
  62869. return "CylinderParticleEmitter";
  62870. };
  62871. /**
  62872. * Serializes the particle system to a JSON object.
  62873. * @returns the JSON object
  62874. */
  62875. CylinderParticleEmitter.prototype.serialize = function () {
  62876. var serializationObject = {};
  62877. serializationObject.type = this.getClassName();
  62878. serializationObject.radius = this.radius;
  62879. serializationObject.height = this.height;
  62880. serializationObject.radiusRange = this.radiusRange;
  62881. serializationObject.directionRandomizer = this.directionRandomizer;
  62882. return serializationObject;
  62883. };
  62884. /**
  62885. * Parse properties from a JSON object
  62886. * @param serializationObject defines the JSON object
  62887. */
  62888. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  62889. this.radius = serializationObject.radius;
  62890. this.height = serializationObject.height;
  62891. this.radiusRange = serializationObject.radiusRange;
  62892. this.directionRandomizer = serializationObject.directionRandomizer;
  62893. };
  62894. return CylinderParticleEmitter;
  62895. }());
  62896. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  62897. /**
  62898. * Particle emitter emitting particles from the inside of a cylinder.
  62899. * It emits the particles randomly between two vectors.
  62900. */
  62901. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  62902. __extends(CylinderDirectedParticleEmitter, _super);
  62903. /**
  62904. * Creates a new instance CylinderDirectedParticleEmitter
  62905. * @param radius the radius of the emission cylinder (1 by default)
  62906. * @param height the height of the emission cylinder (1 by default)
  62907. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  62908. * @param direction1 the min limit of the emission direction (up vector by default)
  62909. * @param direction2 the max limit of the emission direction (up vector by default)
  62910. */
  62911. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  62912. /**
  62913. * The min limit of the emission direction.
  62914. */
  62915. direction1,
  62916. /**
  62917. * The max limit of the emission direction.
  62918. */
  62919. direction2) {
  62920. if (radius === void 0) { radius = 1; }
  62921. if (height === void 0) { height = 1; }
  62922. if (radiusRange === void 0) { radiusRange = 1; }
  62923. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  62924. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  62925. var _this = _super.call(this, radius, height, radiusRange) || this;
  62926. _this.direction1 = direction1;
  62927. _this.direction2 = direction2;
  62928. return _this;
  62929. }
  62930. /**
  62931. * Called by the particle System when the direction is computed for the created particle.
  62932. * @param worldMatrix is the world matrix of the particle system
  62933. * @param directionToUpdate is the direction vector to update with the result
  62934. * @param particle is the particle we are computed the direction for
  62935. */
  62936. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  62937. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  62938. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  62939. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  62940. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  62941. };
  62942. /**
  62943. * Clones the current emitter and returns a copy of it
  62944. * @returns the new emitter
  62945. */
  62946. CylinderDirectedParticleEmitter.prototype.clone = function () {
  62947. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  62948. BABYLON.Tools.DeepCopy(this, newOne);
  62949. return newOne;
  62950. };
  62951. /**
  62952. * Called by the GPUParticleSystem to setup the update shader
  62953. * @param effect defines the update shader
  62954. */
  62955. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  62956. effect.setFloat("radius", this.radius);
  62957. effect.setFloat("height", this.height);
  62958. effect.setFloat("radiusRange", this.radiusRange);
  62959. effect.setVector3("direction1", this.direction1);
  62960. effect.setVector3("direction2", this.direction2);
  62961. };
  62962. /**
  62963. * Returns a string to use to update the GPU particles update shader
  62964. * @returns a string containng the defines string
  62965. */
  62966. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  62967. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  62968. };
  62969. /**
  62970. * Returns the string "CylinderDirectedParticleEmitter"
  62971. * @returns a string containing the class name
  62972. */
  62973. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  62974. return "CylinderDirectedParticleEmitter";
  62975. };
  62976. /**
  62977. * Serializes the particle system to a JSON object.
  62978. * @returns the JSON object
  62979. */
  62980. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  62981. var serializationObject = _super.prototype.serialize.call(this);
  62982. serializationObject.direction1 = this.direction1.asArray();
  62983. serializationObject.direction2 = this.direction2.asArray();
  62984. return serializationObject;
  62985. };
  62986. /**
  62987. * Parse properties from a JSON object
  62988. * @param serializationObject defines the JSON object
  62989. */
  62990. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  62991. _super.prototype.parse.call(this, serializationObject);
  62992. this.direction1.copyFrom(serializationObject.direction1);
  62993. this.direction2.copyFrom(serializationObject.direction2);
  62994. };
  62995. return CylinderDirectedParticleEmitter;
  62996. }(CylinderParticleEmitter));
  62997. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  62998. })(BABYLON || (BABYLON = {}));
  62999. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63000. var BABYLON;
  63001. (function (BABYLON) {
  63002. /**
  63003. * Particle emitter emitting particles from the inside of a cone.
  63004. * It emits the particles alongside the cone volume from the base to the particle.
  63005. * The emission direction might be randomized.
  63006. */
  63007. var ConeParticleEmitter = /** @class */ (function () {
  63008. /**
  63009. * Creates a new instance ConeParticleEmitter
  63010. * @param radius the radius of the emission cone (1 by default)
  63011. * @param angles the cone base angle (PI by default)
  63012. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63013. */
  63014. function ConeParticleEmitter(radius, angle,
  63015. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63016. directionRandomizer) {
  63017. if (radius === void 0) { radius = 1; }
  63018. if (angle === void 0) { angle = Math.PI; }
  63019. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63020. this.directionRandomizer = directionRandomizer;
  63021. /**
  63022. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63023. */
  63024. this.radiusRange = 1;
  63025. /**
  63026. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63027. */
  63028. this.heightRange = 1;
  63029. /**
  63030. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63031. */
  63032. this.emitFromSpawnPointOnly = false;
  63033. this.angle = angle;
  63034. this.radius = radius;
  63035. }
  63036. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63037. /**
  63038. * Gets or sets the radius of the emission cone
  63039. */
  63040. get: function () {
  63041. return this._radius;
  63042. },
  63043. set: function (value) {
  63044. this._radius = value;
  63045. this._buildHeight();
  63046. },
  63047. enumerable: true,
  63048. configurable: true
  63049. });
  63050. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63051. /**
  63052. * Gets or sets the angle of the emission cone
  63053. */
  63054. get: function () {
  63055. return this._angle;
  63056. },
  63057. set: function (value) {
  63058. this._angle = value;
  63059. this._buildHeight();
  63060. },
  63061. enumerable: true,
  63062. configurable: true
  63063. });
  63064. ConeParticleEmitter.prototype._buildHeight = function () {
  63065. if (this._angle !== 0) {
  63066. this._height = this._radius / Math.tan(this._angle / 2);
  63067. }
  63068. else {
  63069. this._height = 1;
  63070. }
  63071. };
  63072. /**
  63073. * Called by the particle System when the direction is computed for the created particle.
  63074. * @param worldMatrix is the world matrix of the particle system
  63075. * @param directionToUpdate is the direction vector to update with the result
  63076. * @param particle is the particle we are computed the direction for
  63077. */
  63078. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63079. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63080. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63081. }
  63082. else {
  63083. // measure the direction Vector from the emitter to the particle.
  63084. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63085. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63086. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63087. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63088. direction.x += randX;
  63089. direction.y += randY;
  63090. direction.z += randZ;
  63091. direction.normalize();
  63092. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63093. }
  63094. };
  63095. /**
  63096. * Called by the particle System when the position is computed for the created particle.
  63097. * @param worldMatrix is the world matrix of the particle system
  63098. * @param positionToUpdate is the position vector to update with the result
  63099. * @param particle is the particle we are computed the position for
  63100. */
  63101. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63102. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63103. var h;
  63104. if (!this.emitFromSpawnPointOnly) {
  63105. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63106. // Better distribution in a cone at normal angles.
  63107. h = 1 - h * h;
  63108. }
  63109. else {
  63110. h = 0.0001;
  63111. }
  63112. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63113. radius = radius * h;
  63114. var randX = radius * Math.sin(s);
  63115. var randZ = radius * Math.cos(s);
  63116. var randY = h * this._height;
  63117. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63118. };
  63119. /**
  63120. * Clones the current emitter and returns a copy of it
  63121. * @returns the new emitter
  63122. */
  63123. ConeParticleEmitter.prototype.clone = function () {
  63124. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63125. BABYLON.Tools.DeepCopy(this, newOne);
  63126. return newOne;
  63127. };
  63128. /**
  63129. * Called by the GPUParticleSystem to setup the update shader
  63130. * @param effect defines the update shader
  63131. */
  63132. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63133. effect.setFloat2("radius", this._radius, this.radiusRange);
  63134. effect.setFloat("coneAngle", this._angle);
  63135. effect.setFloat2("height", this._height, this.heightRange);
  63136. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63137. };
  63138. /**
  63139. * Returns a string to use to update the GPU particles update shader
  63140. * @returns a string containng the defines string
  63141. */
  63142. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63143. var defines = "#define CONEEMITTER";
  63144. if (this.emitFromSpawnPointOnly) {
  63145. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63146. }
  63147. return defines;
  63148. };
  63149. /**
  63150. * Returns the string "ConeParticleEmitter"
  63151. * @returns a string containing the class name
  63152. */
  63153. ConeParticleEmitter.prototype.getClassName = function () {
  63154. return "ConeParticleEmitter";
  63155. };
  63156. /**
  63157. * Serializes the particle system to a JSON object.
  63158. * @returns the JSON object
  63159. */
  63160. ConeParticleEmitter.prototype.serialize = function () {
  63161. var serializationObject = {};
  63162. serializationObject.type = this.getClassName();
  63163. serializationObject.radius = this._radius;
  63164. serializationObject.angle = this._angle;
  63165. serializationObject.directionRandomizer = this.directionRandomizer;
  63166. return serializationObject;
  63167. };
  63168. /**
  63169. * Parse properties from a JSON object
  63170. * @param serializationObject defines the JSON object
  63171. */
  63172. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63173. this.radius = serializationObject.radius;
  63174. this.angle = serializationObject.angle;
  63175. this.directionRandomizer = serializationObject.directionRandomizer;
  63176. };
  63177. return ConeParticleEmitter;
  63178. }());
  63179. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63180. })(BABYLON || (BABYLON = {}));
  63181. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63182. var BABYLON;
  63183. (function (BABYLON) {
  63184. /**
  63185. * Particle emitter emitting particles from the inside of a sphere.
  63186. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63187. */
  63188. var SphereParticleEmitter = /** @class */ (function () {
  63189. /**
  63190. * Creates a new instance SphereParticleEmitter
  63191. * @param radius the radius of the emission sphere (1 by default)
  63192. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63193. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63194. */
  63195. function SphereParticleEmitter(
  63196. /**
  63197. * The radius of the emission sphere.
  63198. */
  63199. radius,
  63200. /**
  63201. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63202. */
  63203. radiusRange,
  63204. /**
  63205. * How much to randomize the particle direction [0-1].
  63206. */
  63207. directionRandomizer) {
  63208. if (radius === void 0) { radius = 1; }
  63209. if (radiusRange === void 0) { radiusRange = 1; }
  63210. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63211. this.radius = radius;
  63212. this.radiusRange = radiusRange;
  63213. this.directionRandomizer = directionRandomizer;
  63214. }
  63215. /**
  63216. * Called by the particle System when the direction is computed for the created particle.
  63217. * @param worldMatrix is the world matrix of the particle system
  63218. * @param directionToUpdate is the direction vector to update with the result
  63219. * @param particle is the particle we are computed the direction for
  63220. */
  63221. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63222. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63223. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63224. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63225. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63226. direction.x += randX;
  63227. direction.y += randY;
  63228. direction.z += randZ;
  63229. direction.normalize();
  63230. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63231. };
  63232. /**
  63233. * Called by the particle System when the position is computed for the created particle.
  63234. * @param worldMatrix is the world matrix of the particle system
  63235. * @param positionToUpdate is the position vector to update with the result
  63236. * @param particle is the particle we are computed the position for
  63237. */
  63238. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63239. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63240. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63241. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63242. var theta = Math.acos(2 * v - 1);
  63243. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63244. var randY = randRadius * Math.cos(theta);
  63245. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63246. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63247. };
  63248. /**
  63249. * Clones the current emitter and returns a copy of it
  63250. * @returns the new emitter
  63251. */
  63252. SphereParticleEmitter.prototype.clone = function () {
  63253. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63254. BABYLON.Tools.DeepCopy(this, newOne);
  63255. return newOne;
  63256. };
  63257. /**
  63258. * Called by the GPUParticleSystem to setup the update shader
  63259. * @param effect defines the update shader
  63260. */
  63261. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63262. effect.setFloat("radius", this.radius);
  63263. effect.setFloat("radiusRange", this.radiusRange);
  63264. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63265. };
  63266. /**
  63267. * Returns a string to use to update the GPU particles update shader
  63268. * @returns a string containng the defines string
  63269. */
  63270. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63271. return "#define SPHEREEMITTER";
  63272. };
  63273. /**
  63274. * Returns the string "SphereParticleEmitter"
  63275. * @returns a string containing the class name
  63276. */
  63277. SphereParticleEmitter.prototype.getClassName = function () {
  63278. return "SphereParticleEmitter";
  63279. };
  63280. /**
  63281. * Serializes the particle system to a JSON object.
  63282. * @returns the JSON object
  63283. */
  63284. SphereParticleEmitter.prototype.serialize = function () {
  63285. var serializationObject = {};
  63286. serializationObject.type = this.getClassName();
  63287. serializationObject.radius = this.radius;
  63288. serializationObject.radiusRange = this.radiusRange;
  63289. serializationObject.directionRandomizer = this.directionRandomizer;
  63290. return serializationObject;
  63291. };
  63292. /**
  63293. * Parse properties from a JSON object
  63294. * @param serializationObject defines the JSON object
  63295. */
  63296. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63297. this.radius = serializationObject.radius;
  63298. this.radiusRange = serializationObject.radiusRange;
  63299. this.directionRandomizer = serializationObject.directionRandomizer;
  63300. };
  63301. return SphereParticleEmitter;
  63302. }());
  63303. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63304. /**
  63305. * Particle emitter emitting particles from the inside of a sphere.
  63306. * It emits the particles randomly between two vectors.
  63307. */
  63308. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63309. __extends(SphereDirectedParticleEmitter, _super);
  63310. /**
  63311. * Creates a new instance SphereDirectedParticleEmitter
  63312. * @param radius the radius of the emission sphere (1 by default)
  63313. * @param direction1 the min limit of the emission direction (up vector by default)
  63314. * @param direction2 the max limit of the emission direction (up vector by default)
  63315. */
  63316. function SphereDirectedParticleEmitter(radius,
  63317. /**
  63318. * The min limit of the emission direction.
  63319. */
  63320. direction1,
  63321. /**
  63322. * The max limit of the emission direction.
  63323. */
  63324. direction2) {
  63325. if (radius === void 0) { radius = 1; }
  63326. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63327. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63328. var _this = _super.call(this, radius) || this;
  63329. _this.direction1 = direction1;
  63330. _this.direction2 = direction2;
  63331. return _this;
  63332. }
  63333. /**
  63334. * Called by the particle System when the direction is computed for the created particle.
  63335. * @param worldMatrix is the world matrix of the particle system
  63336. * @param directionToUpdate is the direction vector to update with the result
  63337. * @param particle is the particle we are computed the direction for
  63338. */
  63339. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63340. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63341. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63342. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63343. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63344. };
  63345. /**
  63346. * Clones the current emitter and returns a copy of it
  63347. * @returns the new emitter
  63348. */
  63349. SphereDirectedParticleEmitter.prototype.clone = function () {
  63350. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63351. BABYLON.Tools.DeepCopy(this, newOne);
  63352. return newOne;
  63353. };
  63354. /**
  63355. * Called by the GPUParticleSystem to setup the update shader
  63356. * @param effect defines the update shader
  63357. */
  63358. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63359. effect.setFloat("radius", this.radius);
  63360. effect.setFloat("radiusRange", this.radiusRange);
  63361. effect.setVector3("direction1", this.direction1);
  63362. effect.setVector3("direction2", this.direction2);
  63363. };
  63364. /**
  63365. * Returns a string to use to update the GPU particles update shader
  63366. * @returns a string containng the defines string
  63367. */
  63368. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63369. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63370. };
  63371. /**
  63372. * Returns the string "SphereDirectedParticleEmitter"
  63373. * @returns a string containing the class name
  63374. */
  63375. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63376. return "SphereDirectedParticleEmitter";
  63377. };
  63378. /**
  63379. * Serializes the particle system to a JSON object.
  63380. * @returns the JSON object
  63381. */
  63382. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63383. var serializationObject = _super.prototype.serialize.call(this);
  63384. serializationObject.direction1 = this.direction1.asArray();
  63385. serializationObject.direction2 = this.direction2.asArray();
  63386. return serializationObject;
  63387. };
  63388. /**
  63389. * Parse properties from a JSON object
  63390. * @param serializationObject defines the JSON object
  63391. */
  63392. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63393. _super.prototype.parse.call(this, serializationObject);
  63394. this.direction1.copyFrom(serializationObject.direction1);
  63395. this.direction2.copyFrom(serializationObject.direction2);
  63396. };
  63397. return SphereDirectedParticleEmitter;
  63398. }(SphereParticleEmitter));
  63399. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63400. })(BABYLON || (BABYLON = {}));
  63401. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63402. var BABYLON;
  63403. (function (BABYLON) {
  63404. /**
  63405. * Particle emitter emitting particles from the inside of a hemisphere.
  63406. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63407. */
  63408. var HemisphericParticleEmitter = /** @class */ (function () {
  63409. /**
  63410. * Creates a new instance HemisphericParticleEmitter
  63411. * @param radius the radius of the emission hemisphere (1 by default)
  63412. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63413. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63414. */
  63415. function HemisphericParticleEmitter(
  63416. /**
  63417. * The radius of the emission hemisphere.
  63418. */
  63419. radius,
  63420. /**
  63421. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63422. */
  63423. radiusRange,
  63424. /**
  63425. * How much to randomize the particle direction [0-1].
  63426. */
  63427. directionRandomizer) {
  63428. if (radius === void 0) { radius = 1; }
  63429. if (radiusRange === void 0) { radiusRange = 1; }
  63430. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63431. this.radius = radius;
  63432. this.radiusRange = radiusRange;
  63433. this.directionRandomizer = directionRandomizer;
  63434. }
  63435. /**
  63436. * Called by the particle System when the direction is computed for the created particle.
  63437. * @param worldMatrix is the world matrix of the particle system
  63438. * @param directionToUpdate is the direction vector to update with the result
  63439. * @param particle is the particle we are computed the direction for
  63440. */
  63441. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63442. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63443. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63444. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63445. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63446. direction.x += randX;
  63447. direction.y += randY;
  63448. direction.z += randZ;
  63449. direction.normalize();
  63450. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63451. };
  63452. /**
  63453. * Called by the particle System when the position is computed for the created particle.
  63454. * @param worldMatrix is the world matrix of the particle system
  63455. * @param positionToUpdate is the position vector to update with the result
  63456. * @param particle is the particle we are computed the position for
  63457. */
  63458. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63459. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63460. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63461. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63462. var theta = Math.acos(2 * v - 1);
  63463. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63464. var randY = randRadius * Math.cos(theta);
  63465. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63466. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  63467. };
  63468. /**
  63469. * Clones the current emitter and returns a copy of it
  63470. * @returns the new emitter
  63471. */
  63472. HemisphericParticleEmitter.prototype.clone = function () {
  63473. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  63474. BABYLON.Tools.DeepCopy(this, newOne);
  63475. return newOne;
  63476. };
  63477. /**
  63478. * Called by the GPUParticleSystem to setup the update shader
  63479. * @param effect defines the update shader
  63480. */
  63481. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  63482. effect.setFloat("radius", this.radius);
  63483. effect.setFloat("radiusRange", this.radiusRange);
  63484. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63485. };
  63486. /**
  63487. * Returns a string to use to update the GPU particles update shader
  63488. * @returns a string containng the defines string
  63489. */
  63490. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  63491. return "#define HEMISPHERICEMITTER";
  63492. };
  63493. /**
  63494. * Returns the string "HemisphericParticleEmitter"
  63495. * @returns a string containing the class name
  63496. */
  63497. HemisphericParticleEmitter.prototype.getClassName = function () {
  63498. return "HemisphericParticleEmitter";
  63499. };
  63500. /**
  63501. * Serializes the particle system to a JSON object.
  63502. * @returns the JSON object
  63503. */
  63504. HemisphericParticleEmitter.prototype.serialize = function () {
  63505. var serializationObject = {};
  63506. serializationObject.type = this.getClassName();
  63507. serializationObject.radius = this.radius;
  63508. serializationObject.radiusRange = this.radiusRange;
  63509. serializationObject.directionRandomizer = this.directionRandomizer;
  63510. return serializationObject;
  63511. };
  63512. /**
  63513. * Parse properties from a JSON object
  63514. * @param serializationObject defines the JSON object
  63515. */
  63516. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  63517. this.radius = serializationObject.radius;
  63518. this.radiusRange = serializationObject.radiusRange;
  63519. this.directionRandomizer = serializationObject.directionRandomizer;
  63520. };
  63521. return HemisphericParticleEmitter;
  63522. }());
  63523. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  63524. })(BABYLON || (BABYLON = {}));
  63525. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  63526. var BABYLON;
  63527. (function (BABYLON) {
  63528. /**
  63529. * Particle emitter emitting particles from a point.
  63530. * It emits the particles randomly between 2 given directions.
  63531. */
  63532. var PointParticleEmitter = /** @class */ (function () {
  63533. /**
  63534. * Creates a new instance PointParticleEmitter
  63535. */
  63536. function PointParticleEmitter() {
  63537. /**
  63538. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63539. */
  63540. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63541. /**
  63542. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63543. */
  63544. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63545. }
  63546. /**
  63547. * Called by the particle System when the direction is computed for the created particle.
  63548. * @param worldMatrix is the world matrix of the particle system
  63549. * @param directionToUpdate is the direction vector to update with the result
  63550. * @param particle is the particle we are computed the direction for
  63551. */
  63552. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63553. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63554. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63555. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63556. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63557. };
  63558. /**
  63559. * Called by the particle System when the position is computed for the created particle.
  63560. * @param worldMatrix is the world matrix of the particle system
  63561. * @param positionToUpdate is the position vector to update with the result
  63562. * @param particle is the particle we are computed the position for
  63563. */
  63564. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63565. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  63566. };
  63567. /**
  63568. * Clones the current emitter and returns a copy of it
  63569. * @returns the new emitter
  63570. */
  63571. PointParticleEmitter.prototype.clone = function () {
  63572. var newOne = new PointParticleEmitter();
  63573. BABYLON.Tools.DeepCopy(this, newOne);
  63574. return newOne;
  63575. };
  63576. /**
  63577. * Called by the GPUParticleSystem to setup the update shader
  63578. * @param effect defines the update shader
  63579. */
  63580. PointParticleEmitter.prototype.applyToShader = function (effect) {
  63581. effect.setVector3("direction1", this.direction1);
  63582. effect.setVector3("direction2", this.direction2);
  63583. };
  63584. /**
  63585. * Returns a string to use to update the GPU particles update shader
  63586. * @returns a string containng the defines string
  63587. */
  63588. PointParticleEmitter.prototype.getEffectDefines = function () {
  63589. return "#define POINTEMITTER";
  63590. };
  63591. /**
  63592. * Returns the string "PointParticleEmitter"
  63593. * @returns a string containing the class name
  63594. */
  63595. PointParticleEmitter.prototype.getClassName = function () {
  63596. return "PointParticleEmitter";
  63597. };
  63598. /**
  63599. * Serializes the particle system to a JSON object.
  63600. * @returns the JSON object
  63601. */
  63602. PointParticleEmitter.prototype.serialize = function () {
  63603. var serializationObject = {};
  63604. serializationObject.type = this.getClassName();
  63605. serializationObject.direction1 = this.direction1.asArray();
  63606. serializationObject.direction2 = this.direction2.asArray();
  63607. return serializationObject;
  63608. };
  63609. /**
  63610. * Parse properties from a JSON object
  63611. * @param serializationObject defines the JSON object
  63612. */
  63613. PointParticleEmitter.prototype.parse = function (serializationObject) {
  63614. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63615. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63616. };
  63617. return PointParticleEmitter;
  63618. }());
  63619. BABYLON.PointParticleEmitter = PointParticleEmitter;
  63620. })(BABYLON || (BABYLON = {}));
  63621. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  63622. var BABYLON;
  63623. (function (BABYLON) {
  63624. // Adds the parsers to the scene parsers.
  63625. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  63626. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  63627. if (!individualParser) {
  63628. return;
  63629. }
  63630. // Particles Systems
  63631. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  63632. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  63633. var parsedParticleSystem = parsedData.particleSystems[index];
  63634. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  63635. }
  63636. }
  63637. });
  63638. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  63639. if (parsedParticleSystem.activeParticleCount) {
  63640. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63641. return ps;
  63642. }
  63643. else {
  63644. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  63645. return ps;
  63646. }
  63647. });
  63648. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  63649. if (uniformsNames === void 0) { uniformsNames = []; }
  63650. if (samplers === void 0) { samplers = []; }
  63651. if (defines === void 0) { defines = ""; }
  63652. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  63653. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  63654. if (defines.indexOf(" BILLBOARD") === -1) {
  63655. defines += "\n#define BILLBOARD\n";
  63656. }
  63657. if (samplers.indexOf("diffuseSampler") === -1) {
  63658. samplers.push("diffuseSampler");
  63659. }
  63660. return this.createEffect({
  63661. vertex: "particles",
  63662. fragmentElement: fragmentName
  63663. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  63664. };
  63665. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  63666. var results = new Array();
  63667. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63668. var particleSystem = this.getScene().particleSystems[index];
  63669. if (particleSystem.emitter === this) {
  63670. results.push(particleSystem);
  63671. }
  63672. }
  63673. return results;
  63674. };
  63675. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  63676. var results = new Array();
  63677. var descendants = this.getDescendants();
  63678. descendants.push(this);
  63679. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  63680. var particleSystem = this.getScene().particleSystems[index];
  63681. var emitter = particleSystem.emitter;
  63682. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  63683. results.push(particleSystem);
  63684. }
  63685. }
  63686. return results;
  63687. };
  63688. })(BABYLON || (BABYLON = {}));
  63689. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  63690. var BABYLON;
  63691. (function (BABYLON) {
  63692. /**
  63693. * Type of sub emitter
  63694. */
  63695. var SubEmitterType;
  63696. (function (SubEmitterType) {
  63697. /**
  63698. * Attached to the particle over it's lifetime
  63699. */
  63700. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  63701. /**
  63702. * Created when the particle dies
  63703. */
  63704. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  63705. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  63706. /**
  63707. * Sub emitter class used to emit particles from an existing particle
  63708. */
  63709. var SubEmitter = /** @class */ (function () {
  63710. /**
  63711. * Creates a sub emitter
  63712. * @param particleSystem the particle system to be used by the sub emitter
  63713. */
  63714. function SubEmitter(
  63715. /**
  63716. * the particle system to be used by the sub emitter
  63717. */
  63718. particleSystem) {
  63719. this.particleSystem = particleSystem;
  63720. /**
  63721. * Type of the submitter (Default: END)
  63722. */
  63723. this.type = SubEmitterType.END;
  63724. /**
  63725. * 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)
  63726. * Note: This only is supported when using an emitter of type Mesh
  63727. */
  63728. this.inheritDirection = false;
  63729. /**
  63730. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  63731. */
  63732. this.inheritedVelocityAmount = 0;
  63733. // Create mesh as emitter to support rotation
  63734. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  63735. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  63736. }
  63737. // Automatically dispose of subemitter when system is disposed
  63738. particleSystem.onDisposeObservable.add(function () {
  63739. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  63740. particleSystem.emitter.dispose();
  63741. }
  63742. });
  63743. }
  63744. /**
  63745. * Clones the sub emitter
  63746. * @returns the cloned sub emitter
  63747. */
  63748. SubEmitter.prototype.clone = function () {
  63749. // Clone particle system
  63750. var emitter = this.particleSystem.emitter;
  63751. if (!emitter) {
  63752. emitter = new BABYLON.Vector3();
  63753. }
  63754. else if (emitter instanceof BABYLON.Vector3) {
  63755. emitter = emitter.clone();
  63756. }
  63757. else if (emitter instanceof BABYLON.AbstractMesh) {
  63758. emitter = new BABYLON.Mesh("", emitter.getScene());
  63759. emitter.isVisible = false;
  63760. }
  63761. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  63762. // Clone properties
  63763. clone.type = this.type;
  63764. clone.inheritDirection = this.inheritDirection;
  63765. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63766. clone.particleSystem._disposeEmitterOnDispose = true;
  63767. clone.particleSystem.disposeOnStop = true;
  63768. return clone;
  63769. };
  63770. /**
  63771. * Serialize current object to a JSON object
  63772. * @returns the serialized object
  63773. */
  63774. SubEmitter.prototype.serialize = function () {
  63775. var serializationObject = {};
  63776. serializationObject.type = this.type;
  63777. serializationObject.inheritDirection = this.inheritDirection;
  63778. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  63779. serializationObject.particleSystem = this.particleSystem.serialize();
  63780. return serializationObject;
  63781. };
  63782. /**
  63783. * Creates a new SubEmitter from a serialized JSON version
  63784. * @param serializationObject defines the JSON object to read from
  63785. * @param scene defines the hosting scene
  63786. * @param rootUrl defines the rootUrl for data loading
  63787. * @returns a new SubEmitter
  63788. */
  63789. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  63790. var system = serializationObject.particleSystem;
  63791. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  63792. subEmitter.type = serializationObject.type;
  63793. subEmitter.inheritDirection = serializationObject.inheritDirection;
  63794. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  63795. subEmitter.particleSystem._isSubEmitter = true;
  63796. return subEmitter;
  63797. };
  63798. /** Release associated resources */
  63799. SubEmitter.prototype.dispose = function () {
  63800. this.particleSystem.dispose();
  63801. };
  63802. return SubEmitter;
  63803. }());
  63804. BABYLON.SubEmitter = SubEmitter;
  63805. })(BABYLON || (BABYLON = {}));
  63806. //# sourceMappingURL=babylon.subEmitter.js.map
  63807. var BABYLON;
  63808. (function (BABYLON) {
  63809. /**
  63810. * 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.
  63811. *
  63812. * This returned material effects how the mesh will look based on the code in the shaders.
  63813. *
  63814. * @see http://doc.babylonjs.com/how_to/shader_material
  63815. */
  63816. var ShaderMaterial = /** @class */ (function (_super) {
  63817. __extends(ShaderMaterial, _super);
  63818. /**
  63819. * Instantiate a new shader material.
  63820. * 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.
  63821. * This returned material effects how the mesh will look based on the code in the shaders.
  63822. * @see http://doc.babylonjs.com/how_to/shader_material
  63823. * @param name Define the name of the material in the scene
  63824. * @param scene Define the scene the material belongs to
  63825. * @param shaderPath Defines the route to the shader code in one of three ways:
  63826. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  63827. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  63828. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  63829. * @param options Define the options used to create the shader
  63830. */
  63831. function ShaderMaterial(name, scene, shaderPath, options) {
  63832. if (options === void 0) { options = {}; }
  63833. var _this = _super.call(this, name, scene) || this;
  63834. _this._textures = {};
  63835. _this._textureArrays = {};
  63836. _this._floats = {};
  63837. _this._ints = {};
  63838. _this._floatsArrays = {};
  63839. _this._colors3 = {};
  63840. _this._colors3Arrays = {};
  63841. _this._colors4 = {};
  63842. _this._vectors2 = {};
  63843. _this._vectors3 = {};
  63844. _this._vectors4 = {};
  63845. _this._matrices = {};
  63846. _this._matrices3x3 = {};
  63847. _this._matrices2x2 = {};
  63848. _this._vectors2Arrays = {};
  63849. _this._vectors3Arrays = {};
  63850. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  63851. _this._shaderPath = shaderPath;
  63852. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  63853. return _this;
  63854. }
  63855. /**
  63856. * Gets the current class name of the material e.g. "ShaderMaterial"
  63857. * Mainly use in serialization.
  63858. * @returns the class name
  63859. */
  63860. ShaderMaterial.prototype.getClassName = function () {
  63861. return "ShaderMaterial";
  63862. };
  63863. /**
  63864. * Specifies if the material will require alpha blending
  63865. * @returns a boolean specifying if alpha blending is needed
  63866. */
  63867. ShaderMaterial.prototype.needAlphaBlending = function () {
  63868. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  63869. };
  63870. /**
  63871. * Specifies if this material should be rendered in alpha test mode
  63872. * @returns a boolean specifying if an alpha test is needed.
  63873. */
  63874. ShaderMaterial.prototype.needAlphaTesting = function () {
  63875. return this._options.needAlphaTesting;
  63876. };
  63877. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  63878. if (this._options.uniforms.indexOf(uniformName) === -1) {
  63879. this._options.uniforms.push(uniformName);
  63880. }
  63881. };
  63882. /**
  63883. * Set a texture in the shader.
  63884. * @param name Define the name of the uniform samplers as defined in the shader
  63885. * @param texture Define the texture to bind to this sampler
  63886. * @return the material itself allowing "fluent" like uniform updates
  63887. */
  63888. ShaderMaterial.prototype.setTexture = function (name, texture) {
  63889. if (this._options.samplers.indexOf(name) === -1) {
  63890. this._options.samplers.push(name);
  63891. }
  63892. this._textures[name] = texture;
  63893. return this;
  63894. };
  63895. /**
  63896. * Set a texture array in the shader.
  63897. * @param name Define the name of the uniform sampler array as defined in the shader
  63898. * @param textures Define the list of textures to bind to this sampler
  63899. * @return the material itself allowing "fluent" like uniform updates
  63900. */
  63901. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  63902. if (this._options.samplers.indexOf(name) === -1) {
  63903. this._options.samplers.push(name);
  63904. }
  63905. this._checkUniform(name);
  63906. this._textureArrays[name] = textures;
  63907. return this;
  63908. };
  63909. /**
  63910. * Set a float in the shader.
  63911. * @param name Define the name of the uniform as defined in the shader
  63912. * @param value Define the value to give to the uniform
  63913. * @return the material itself allowing "fluent" like uniform updates
  63914. */
  63915. ShaderMaterial.prototype.setFloat = function (name, value) {
  63916. this._checkUniform(name);
  63917. this._floats[name] = value;
  63918. return this;
  63919. };
  63920. /**
  63921. * Set a int in the shader.
  63922. * @param name Define the name of the uniform as defined in the shader
  63923. * @param value Define the value to give to the uniform
  63924. * @return the material itself allowing "fluent" like uniform updates
  63925. */
  63926. ShaderMaterial.prototype.setInt = function (name, value) {
  63927. this._checkUniform(name);
  63928. this._ints[name] = value;
  63929. return this;
  63930. };
  63931. /**
  63932. * Set an array of floats in the shader.
  63933. * @param name Define the name of the uniform as defined in the shader
  63934. * @param value Define the value to give to the uniform
  63935. * @return the material itself allowing "fluent" like uniform updates
  63936. */
  63937. ShaderMaterial.prototype.setFloats = function (name, value) {
  63938. this._checkUniform(name);
  63939. this._floatsArrays[name] = value;
  63940. return this;
  63941. };
  63942. /**
  63943. * Set a vec3 in the shader from a Color3.
  63944. * @param name Define the name of the uniform as defined in the shader
  63945. * @param value Define the value to give to the uniform
  63946. * @return the material itself allowing "fluent" like uniform updates
  63947. */
  63948. ShaderMaterial.prototype.setColor3 = function (name, value) {
  63949. this._checkUniform(name);
  63950. this._colors3[name] = value;
  63951. return this;
  63952. };
  63953. /**
  63954. * Set a vec3 array in the shader from a Color3 array.
  63955. * @param name Define the name of the uniform as defined in the shader
  63956. * @param value Define the value to give to the uniform
  63957. * @return the material itself allowing "fluent" like uniform updates
  63958. */
  63959. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  63960. this._checkUniform(name);
  63961. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  63962. color.toArray(arr, arr.length);
  63963. return arr;
  63964. }, []);
  63965. return this;
  63966. };
  63967. /**
  63968. * Set a vec4 in the shader from a Color4.
  63969. * @param name Define the name of the uniform as defined in the shader
  63970. * @param value Define the value to give to the uniform
  63971. * @return the material itself allowing "fluent" like uniform updates
  63972. */
  63973. ShaderMaterial.prototype.setColor4 = function (name, value) {
  63974. this._checkUniform(name);
  63975. this._colors4[name] = value;
  63976. return this;
  63977. };
  63978. /**
  63979. * Set a vec2 in the shader from a Vector2.
  63980. * @param name Define the name of the uniform as defined in the shader
  63981. * @param value Define the value to give to the uniform
  63982. * @return the material itself allowing "fluent" like uniform updates
  63983. */
  63984. ShaderMaterial.prototype.setVector2 = function (name, value) {
  63985. this._checkUniform(name);
  63986. this._vectors2[name] = value;
  63987. return this;
  63988. };
  63989. /**
  63990. * Set a vec3 in the shader from a Vector3.
  63991. * @param name Define the name of the uniform as defined in the shader
  63992. * @param value Define the value to give to the uniform
  63993. * @return the material itself allowing "fluent" like uniform updates
  63994. */
  63995. ShaderMaterial.prototype.setVector3 = function (name, value) {
  63996. this._checkUniform(name);
  63997. this._vectors3[name] = value;
  63998. return this;
  63999. };
  64000. /**
  64001. * Set a vec4 in the shader from a Vector4.
  64002. * @param name Define the name of the uniform as defined in the shader
  64003. * @param value Define the value to give to the uniform
  64004. * @return the material itself allowing "fluent" like uniform updates
  64005. */
  64006. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64007. this._checkUniform(name);
  64008. this._vectors4[name] = value;
  64009. return this;
  64010. };
  64011. /**
  64012. * Set a mat4 in the shader from a Matrix.
  64013. * @param name Define the name of the uniform as defined in the shader
  64014. * @param value Define the value to give to the uniform
  64015. * @return the material itself allowing "fluent" like uniform updates
  64016. */
  64017. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64018. this._checkUniform(name);
  64019. this._matrices[name] = value;
  64020. return this;
  64021. };
  64022. /**
  64023. * Set a mat3 in the shader from a Float32Array.
  64024. * @param name Define the name of the uniform as defined in the shader
  64025. * @param value Define the value to give to the uniform
  64026. * @return the material itself allowing "fluent" like uniform updates
  64027. */
  64028. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64029. this._checkUniform(name);
  64030. this._matrices3x3[name] = value;
  64031. return this;
  64032. };
  64033. /**
  64034. * Set a mat2 in the shader from a Float32Array.
  64035. * @param name Define the name of the uniform as defined in the shader
  64036. * @param value Define the value to give to the uniform
  64037. * @return the material itself allowing "fluent" like uniform updates
  64038. */
  64039. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64040. this._checkUniform(name);
  64041. this._matrices2x2[name] = value;
  64042. return this;
  64043. };
  64044. /**
  64045. * Set a vec2 array in the shader from a number array.
  64046. * @param name Define the name of the uniform as defined in the shader
  64047. * @param value Define the value to give to the uniform
  64048. * @return the material itself allowing "fluent" like uniform updates
  64049. */
  64050. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64051. this._checkUniform(name);
  64052. this._vectors2Arrays[name] = value;
  64053. return this;
  64054. };
  64055. /**
  64056. * Set a vec3 array in the shader from a number array.
  64057. * @param name Define the name of the uniform as defined in the shader
  64058. * @param value Define the value to give to the uniform
  64059. * @return the material itself allowing "fluent" like uniform updates
  64060. */
  64061. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64062. this._checkUniform(name);
  64063. this._vectors3Arrays[name] = value;
  64064. return this;
  64065. };
  64066. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64067. if (!mesh) {
  64068. return true;
  64069. }
  64070. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64071. return false;
  64072. }
  64073. return false;
  64074. };
  64075. /**
  64076. * Checks if the material is ready to render the requested mesh
  64077. * @param mesh Define the mesh to render
  64078. * @param useInstances Define whether or not the material is used with instances
  64079. * @returns true if ready, otherwise false
  64080. */
  64081. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64082. var scene = this.getScene();
  64083. var engine = scene.getEngine();
  64084. if (!this.checkReadyOnEveryCall) {
  64085. if (this._renderId === scene.getRenderId()) {
  64086. if (this._checkCache(scene, mesh, useInstances)) {
  64087. return true;
  64088. }
  64089. }
  64090. }
  64091. // Instances
  64092. var defines = [];
  64093. var attribs = [];
  64094. var fallbacks = new BABYLON.EffectFallbacks();
  64095. for (var index = 0; index < this._options.defines.length; index++) {
  64096. defines.push(this._options.defines[index]);
  64097. }
  64098. for (var index = 0; index < this._options.attributes.length; index++) {
  64099. attribs.push(this._options.attributes[index]);
  64100. }
  64101. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64102. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64103. defines.push("#define VERTEXCOLOR");
  64104. }
  64105. if (useInstances) {
  64106. defines.push("#define INSTANCES");
  64107. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64108. }
  64109. // Bones
  64110. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64111. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64112. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64113. if (mesh.numBoneInfluencers > 4) {
  64114. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64115. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64116. }
  64117. var skeleton = mesh.skeleton;
  64118. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64119. fallbacks.addCPUSkinningFallback(0, mesh);
  64120. if (skeleton.isUsingTextureForMatrices) {
  64121. defines.push("#define BONETEXTURE");
  64122. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64123. this._options.uniforms.push("boneTextureWidth");
  64124. }
  64125. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64126. this._options.samplers.push("boneSampler");
  64127. }
  64128. }
  64129. else {
  64130. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64131. if (this._options.uniforms.indexOf("mBones") === -1) {
  64132. this._options.uniforms.push("mBones");
  64133. }
  64134. }
  64135. }
  64136. else {
  64137. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64138. }
  64139. // Textures
  64140. for (var name in this._textures) {
  64141. if (!this._textures[name].isReady()) {
  64142. return false;
  64143. }
  64144. }
  64145. // Alpha test
  64146. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64147. defines.push("#define ALPHATEST");
  64148. }
  64149. var previousEffect = this._effect;
  64150. var join = defines.join("\n");
  64151. this._effect = engine.createEffect(this._shaderPath, {
  64152. attributes: attribs,
  64153. uniformsNames: this._options.uniforms,
  64154. uniformBuffersNames: this._options.uniformBuffers,
  64155. samplers: this._options.samplers,
  64156. defines: join,
  64157. fallbacks: fallbacks,
  64158. onCompiled: this.onCompiled,
  64159. onError: this.onError
  64160. }, engine);
  64161. if (!this._effect.isReady()) {
  64162. return false;
  64163. }
  64164. if (previousEffect !== this._effect) {
  64165. scene.resetCachedMaterial();
  64166. }
  64167. this._renderId = scene.getRenderId();
  64168. return true;
  64169. };
  64170. /**
  64171. * Binds the world matrix to the material
  64172. * @param world defines the world transformation matrix
  64173. */
  64174. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64175. var scene = this.getScene();
  64176. if (!this._effect) {
  64177. return;
  64178. }
  64179. if (this._options.uniforms.indexOf("world") !== -1) {
  64180. this._effect.setMatrix("world", world);
  64181. }
  64182. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64183. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64184. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64185. }
  64186. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64187. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64188. }
  64189. };
  64190. /**
  64191. * Binds the material to the mesh
  64192. * @param world defines the world transformation matrix
  64193. * @param mesh defines the mesh to bind the material to
  64194. */
  64195. ShaderMaterial.prototype.bind = function (world, mesh) {
  64196. // Std values
  64197. this.bindOnlyWorldMatrix(world);
  64198. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64199. if (this._options.uniforms.indexOf("view") !== -1) {
  64200. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64201. }
  64202. if (this._options.uniforms.indexOf("projection") !== -1) {
  64203. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64204. }
  64205. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64206. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64207. }
  64208. // Bones
  64209. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64210. var name;
  64211. // Texture
  64212. for (name in this._textures) {
  64213. this._effect.setTexture(name, this._textures[name]);
  64214. }
  64215. // Texture arrays
  64216. for (name in this._textureArrays) {
  64217. this._effect.setTextureArray(name, this._textureArrays[name]);
  64218. }
  64219. // Int
  64220. for (name in this._ints) {
  64221. this._effect.setInt(name, this._ints[name]);
  64222. }
  64223. // Float
  64224. for (name in this._floats) {
  64225. this._effect.setFloat(name, this._floats[name]);
  64226. }
  64227. // Floats
  64228. for (name in this._floatsArrays) {
  64229. this._effect.setArray(name, this._floatsArrays[name]);
  64230. }
  64231. // Color3
  64232. for (name in this._colors3) {
  64233. this._effect.setColor3(name, this._colors3[name]);
  64234. }
  64235. for (name in this._colors3Arrays) {
  64236. this._effect.setArray3(name, this._colors3Arrays[name]);
  64237. }
  64238. // Color4
  64239. for (name in this._colors4) {
  64240. var color = this._colors4[name];
  64241. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64242. }
  64243. // Vector2
  64244. for (name in this._vectors2) {
  64245. this._effect.setVector2(name, this._vectors2[name]);
  64246. }
  64247. // Vector3
  64248. for (name in this._vectors3) {
  64249. this._effect.setVector3(name, this._vectors3[name]);
  64250. }
  64251. // Vector4
  64252. for (name in this._vectors4) {
  64253. this._effect.setVector4(name, this._vectors4[name]);
  64254. }
  64255. // Matrix
  64256. for (name in this._matrices) {
  64257. this._effect.setMatrix(name, this._matrices[name]);
  64258. }
  64259. // Matrix 3x3
  64260. for (name in this._matrices3x3) {
  64261. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64262. }
  64263. // Matrix 2x2
  64264. for (name in this._matrices2x2) {
  64265. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64266. }
  64267. // Vector2Array
  64268. for (name in this._vectors2Arrays) {
  64269. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64270. }
  64271. // Vector3Array
  64272. for (name in this._vectors3Arrays) {
  64273. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64274. }
  64275. }
  64276. this._afterBind(mesh);
  64277. };
  64278. /**
  64279. * Gets the active textures from the material
  64280. * @returns an array of textures
  64281. */
  64282. ShaderMaterial.prototype.getActiveTextures = function () {
  64283. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64284. for (var name in this._textures) {
  64285. activeTextures.push(this._textures[name]);
  64286. }
  64287. for (var name in this._textureArrays) {
  64288. var array = this._textureArrays[name];
  64289. for (var index = 0; index < array.length; index++) {
  64290. activeTextures.push(array[index]);
  64291. }
  64292. }
  64293. return activeTextures;
  64294. };
  64295. /**
  64296. * Specifies if the material uses a texture
  64297. * @param texture defines the texture to check against the material
  64298. * @returns a boolean specifying if the material uses the texture
  64299. */
  64300. ShaderMaterial.prototype.hasTexture = function (texture) {
  64301. if (_super.prototype.hasTexture.call(this, texture)) {
  64302. return true;
  64303. }
  64304. for (var name in this._textures) {
  64305. if (this._textures[name] === texture) {
  64306. return true;
  64307. }
  64308. }
  64309. for (var name in this._textureArrays) {
  64310. var array = this._textureArrays[name];
  64311. for (var index = 0; index < array.length; index++) {
  64312. if (array[index] === texture) {
  64313. return true;
  64314. }
  64315. }
  64316. }
  64317. return false;
  64318. };
  64319. /**
  64320. * Makes a duplicate of the material, and gives it a new name
  64321. * @param name defines the new name for the duplicated material
  64322. * @returns the cloned material
  64323. */
  64324. ShaderMaterial.prototype.clone = function (name) {
  64325. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64326. return newShaderMaterial;
  64327. };
  64328. /**
  64329. * Disposes the material
  64330. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64331. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64332. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64333. */
  64334. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64335. if (forceDisposeTextures) {
  64336. var name;
  64337. for (name in this._textures) {
  64338. this._textures[name].dispose();
  64339. }
  64340. for (name in this._textureArrays) {
  64341. var array = this._textureArrays[name];
  64342. for (var index = 0; index < array.length; index++) {
  64343. array[index].dispose();
  64344. }
  64345. }
  64346. }
  64347. this._textures = {};
  64348. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64349. };
  64350. /**
  64351. * Serializes this material in a JSON representation
  64352. * @returns the serialized material object
  64353. */
  64354. ShaderMaterial.prototype.serialize = function () {
  64355. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64356. serializationObject.customType = "BABYLON.ShaderMaterial";
  64357. serializationObject.options = this._options;
  64358. serializationObject.shaderPath = this._shaderPath;
  64359. var name;
  64360. // Texture
  64361. serializationObject.textures = {};
  64362. for (name in this._textures) {
  64363. serializationObject.textures[name] = this._textures[name].serialize();
  64364. }
  64365. // Texture arrays
  64366. serializationObject.textureArrays = {};
  64367. for (name in this._textureArrays) {
  64368. serializationObject.textureArrays[name] = [];
  64369. var array = this._textureArrays[name];
  64370. for (var index = 0; index < array.length; index++) {
  64371. serializationObject.textureArrays[name].push(array[index].serialize());
  64372. }
  64373. }
  64374. // Float
  64375. serializationObject.floats = {};
  64376. for (name in this._floats) {
  64377. serializationObject.floats[name] = this._floats[name];
  64378. }
  64379. // Float s
  64380. serializationObject.FloatArrays = {};
  64381. for (name in this._floatsArrays) {
  64382. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64383. }
  64384. // Color3
  64385. serializationObject.colors3 = {};
  64386. for (name in this._colors3) {
  64387. serializationObject.colors3[name] = this._colors3[name].asArray();
  64388. }
  64389. // Color3 array
  64390. serializationObject.colors3Arrays = {};
  64391. for (name in this._colors3Arrays) {
  64392. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64393. }
  64394. // Color4
  64395. serializationObject.colors4 = {};
  64396. for (name in this._colors4) {
  64397. serializationObject.colors4[name] = this._colors4[name].asArray();
  64398. }
  64399. // Vector2
  64400. serializationObject.vectors2 = {};
  64401. for (name in this._vectors2) {
  64402. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64403. }
  64404. // Vector3
  64405. serializationObject.vectors3 = {};
  64406. for (name in this._vectors3) {
  64407. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64408. }
  64409. // Vector4
  64410. serializationObject.vectors4 = {};
  64411. for (name in this._vectors4) {
  64412. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64413. }
  64414. // Matrix
  64415. serializationObject.matrices = {};
  64416. for (name in this._matrices) {
  64417. serializationObject.matrices[name] = this._matrices[name].asArray();
  64418. }
  64419. // Matrix 3x3
  64420. serializationObject.matrices3x3 = {};
  64421. for (name in this._matrices3x3) {
  64422. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64423. }
  64424. // Matrix 2x2
  64425. serializationObject.matrices2x2 = {};
  64426. for (name in this._matrices2x2) {
  64427. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64428. }
  64429. // Vector2Array
  64430. serializationObject.vectors2Arrays = {};
  64431. for (name in this._vectors2Arrays) {
  64432. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64433. }
  64434. // Vector3Array
  64435. serializationObject.vectors3Arrays = {};
  64436. for (name in this._vectors3Arrays) {
  64437. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64438. }
  64439. return serializationObject;
  64440. };
  64441. /**
  64442. * Creates a shader material from parsed shader material data
  64443. * @param source defines the JSON represnetation of the material
  64444. * @param scene defines the hosting scene
  64445. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64446. * @returns a new material
  64447. */
  64448. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64449. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64450. var name;
  64451. // Texture
  64452. for (name in source.textures) {
  64453. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64454. }
  64455. // Texture arrays
  64456. for (name in source.textureArrays) {
  64457. var array = source.textureArrays[name];
  64458. var textureArray = new Array();
  64459. for (var index = 0; index < array.length; index++) {
  64460. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  64461. }
  64462. material.setTextureArray(name, textureArray);
  64463. }
  64464. // Float
  64465. for (name in source.floats) {
  64466. material.setFloat(name, source.floats[name]);
  64467. }
  64468. // Float s
  64469. for (name in source.floatsArrays) {
  64470. material.setFloats(name, source.floatsArrays[name]);
  64471. }
  64472. // Color3
  64473. for (name in source.colors3) {
  64474. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  64475. }
  64476. // Color3 arrays
  64477. for (name in source.colors3Arrays) {
  64478. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  64479. if (i % 3 === 0) {
  64480. arr.push([num]);
  64481. }
  64482. else {
  64483. arr[arr.length - 1].push(num);
  64484. }
  64485. return arr;
  64486. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  64487. material.setColor3Array(name, colors);
  64488. }
  64489. // Color4
  64490. for (name in source.colors4) {
  64491. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  64492. }
  64493. // Vector2
  64494. for (name in source.vectors2) {
  64495. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  64496. }
  64497. // Vector3
  64498. for (name in source.vectors3) {
  64499. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  64500. }
  64501. // Vector4
  64502. for (name in source.vectors4) {
  64503. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  64504. }
  64505. // Matrix
  64506. for (name in source.matrices) {
  64507. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  64508. }
  64509. // Matrix 3x3
  64510. for (name in source.matrices3x3) {
  64511. material.setMatrix3x3(name, source.matrices3x3[name]);
  64512. }
  64513. // Matrix 2x2
  64514. for (name in source.matrices2x2) {
  64515. material.setMatrix2x2(name, source.matrices2x2[name]);
  64516. }
  64517. // Vector2Array
  64518. for (name in source.vectors2Arrays) {
  64519. material.setArray2(name, source.vectors2Arrays[name]);
  64520. }
  64521. // Vector3Array
  64522. for (name in source.vectors3Arrays) {
  64523. material.setArray3(name, source.vectors3Arrays[name]);
  64524. }
  64525. return material;
  64526. };
  64527. return ShaderMaterial;
  64528. }(BABYLON.Material));
  64529. BABYLON.ShaderMaterial = ShaderMaterial;
  64530. })(BABYLON || (BABYLON = {}));
  64531. //# sourceMappingURL=babylon.shaderMaterial.js.map
  64532. var BABYLON;
  64533. (function (BABYLON) {
  64534. /**
  64535. * Mesh representing the gorund
  64536. */
  64537. var GroundMesh = /** @class */ (function (_super) {
  64538. __extends(GroundMesh, _super);
  64539. function GroundMesh(name, scene) {
  64540. var _this = _super.call(this, name, scene) || this;
  64541. /** If octree should be generated */
  64542. _this.generateOctree = false;
  64543. return _this;
  64544. }
  64545. /**
  64546. * "GroundMesh"
  64547. * @returns "GroundMesh"
  64548. */
  64549. GroundMesh.prototype.getClassName = function () {
  64550. return "GroundMesh";
  64551. };
  64552. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  64553. /**
  64554. * The minimum of x and y subdivisions
  64555. */
  64556. get: function () {
  64557. return Math.min(this._subdivisionsX, this._subdivisionsY);
  64558. },
  64559. enumerable: true,
  64560. configurable: true
  64561. });
  64562. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  64563. /**
  64564. * X subdivisions
  64565. */
  64566. get: function () {
  64567. return this._subdivisionsX;
  64568. },
  64569. enumerable: true,
  64570. configurable: true
  64571. });
  64572. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  64573. /**
  64574. * Y subdivisions
  64575. */
  64576. get: function () {
  64577. return this._subdivisionsY;
  64578. },
  64579. enumerable: true,
  64580. configurable: true
  64581. });
  64582. /**
  64583. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  64584. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  64585. * @param chunksCount the number of subdivisions for x and y
  64586. * @param octreeBlocksSize (Default: 32)
  64587. */
  64588. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  64589. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  64590. this._subdivisionsX = chunksCount;
  64591. this._subdivisionsY = chunksCount;
  64592. this.subdivide(chunksCount);
  64593. // Call the octree system optimization if it is defined.
  64594. var thisAsAny = this;
  64595. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  64596. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  64597. }
  64598. };
  64599. /**
  64600. * Returns a height (y) value in the Worl system :
  64601. * the ground altitude at the coordinates (x, z) expressed in the World system.
  64602. * @param x x coordinate
  64603. * @param z z coordinate
  64604. * @returns the ground y position if (x, z) are outside the ground surface.
  64605. */
  64606. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  64607. var world = this.getWorldMatrix();
  64608. var invMat = BABYLON.Tmp.Matrix[5];
  64609. world.invertToRef(invMat);
  64610. var tmpVect = BABYLON.Tmp.Vector3[8];
  64611. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  64612. x = tmpVect.x;
  64613. z = tmpVect.z;
  64614. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64615. return this.position.y;
  64616. }
  64617. if (!this._heightQuads || this._heightQuads.length == 0) {
  64618. this._initHeightQuads();
  64619. this._computeHeightQuads();
  64620. }
  64621. var facet = this._getFacetAt(x, z);
  64622. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  64623. // return y in the World system
  64624. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  64625. return tmpVect.y;
  64626. };
  64627. /**
  64628. * Returns a normalized vector (Vector3) orthogonal to the ground
  64629. * at the ground coordinates (x, z) expressed in the World system.
  64630. * @param x x coordinate
  64631. * @param z z coordinate
  64632. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  64633. */
  64634. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  64635. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  64636. this.getNormalAtCoordinatesToRef(x, z, normal);
  64637. return normal;
  64638. };
  64639. /**
  64640. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  64641. * at the ground coordinates (x, z) expressed in the World system.
  64642. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  64643. * @param x x coordinate
  64644. * @param z z coordinate
  64645. * @param ref vector to store the result
  64646. * @returns the GroundMesh.
  64647. */
  64648. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  64649. var world = this.getWorldMatrix();
  64650. var tmpMat = BABYLON.Tmp.Matrix[5];
  64651. world.invertToRef(tmpMat);
  64652. var tmpVect = BABYLON.Tmp.Vector3[8];
  64653. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  64654. x = tmpVect.x;
  64655. z = tmpVect.z;
  64656. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  64657. return this;
  64658. }
  64659. if (!this._heightQuads || this._heightQuads.length == 0) {
  64660. this._initHeightQuads();
  64661. this._computeHeightQuads();
  64662. }
  64663. var facet = this._getFacetAt(x, z);
  64664. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  64665. return this;
  64666. };
  64667. /**
  64668. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  64669. * if the ground has been updated.
  64670. * This can be used in the render loop.
  64671. * @returns the GroundMesh.
  64672. */
  64673. GroundMesh.prototype.updateCoordinateHeights = function () {
  64674. if (!this._heightQuads || this._heightQuads.length == 0) {
  64675. this._initHeightQuads();
  64676. }
  64677. this._computeHeightQuads();
  64678. return this;
  64679. };
  64680. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  64681. GroundMesh.prototype._getFacetAt = function (x, z) {
  64682. // retrieve col and row from x, z coordinates in the ground local system
  64683. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  64684. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  64685. var quad = this._heightQuads[row * this._subdivisionsX + col];
  64686. var facet;
  64687. if (z < quad.slope.x * x + quad.slope.y) {
  64688. facet = quad.facet1;
  64689. }
  64690. else {
  64691. facet = quad.facet2;
  64692. }
  64693. return facet;
  64694. };
  64695. // Creates and populates the heightMap array with "facet" elements :
  64696. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  64697. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64698. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64699. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64700. // Returns the GroundMesh.
  64701. GroundMesh.prototype._initHeightQuads = function () {
  64702. var subdivisionsX = this._subdivisionsX;
  64703. var subdivisionsY = this._subdivisionsY;
  64704. this._heightQuads = new Array();
  64705. for (var row = 0; row < subdivisionsY; row++) {
  64706. for (var col = 0; col < subdivisionsX; col++) {
  64707. 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) };
  64708. this._heightQuads[row * subdivisionsX + col] = quad;
  64709. }
  64710. }
  64711. return this;
  64712. };
  64713. // Compute each quad element values and update the the heightMap array :
  64714. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  64715. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  64716. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  64717. // Returns the GroundMesh.
  64718. GroundMesh.prototype._computeHeightQuads = function () {
  64719. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  64720. if (!positions) {
  64721. return this;
  64722. }
  64723. var v1 = BABYLON.Tmp.Vector3[3];
  64724. var v2 = BABYLON.Tmp.Vector3[2];
  64725. var v3 = BABYLON.Tmp.Vector3[1];
  64726. var v4 = BABYLON.Tmp.Vector3[0];
  64727. var v1v2 = BABYLON.Tmp.Vector3[4];
  64728. var v1v3 = BABYLON.Tmp.Vector3[5];
  64729. var v1v4 = BABYLON.Tmp.Vector3[6];
  64730. var norm1 = BABYLON.Tmp.Vector3[7];
  64731. var norm2 = BABYLON.Tmp.Vector3[8];
  64732. var i = 0;
  64733. var j = 0;
  64734. var k = 0;
  64735. var cd = 0; // 2D slope coefficient : z = cd * x + h
  64736. var h = 0;
  64737. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  64738. var d2 = 0;
  64739. var subdivisionsX = this._subdivisionsX;
  64740. var subdivisionsY = this._subdivisionsY;
  64741. for (var row = 0; row < subdivisionsY; row++) {
  64742. for (var col = 0; col < subdivisionsX; col++) {
  64743. i = col * 3;
  64744. j = row * (subdivisionsX + 1) * 3;
  64745. k = (row + 1) * (subdivisionsX + 1) * 3;
  64746. v1.x = positions[j + i];
  64747. v1.y = positions[j + i + 1];
  64748. v1.z = positions[j + i + 2];
  64749. v2.x = positions[j + i + 3];
  64750. v2.y = positions[j + i + 4];
  64751. v2.z = positions[j + i + 5];
  64752. v3.x = positions[k + i];
  64753. v3.y = positions[k + i + 1];
  64754. v3.z = positions[k + i + 2];
  64755. v4.x = positions[k + i + 3];
  64756. v4.y = positions[k + i + 4];
  64757. v4.z = positions[k + i + 5];
  64758. // 2D slope V1V4
  64759. cd = (v4.z - v1.z) / (v4.x - v1.x);
  64760. h = v1.z - cd * v1.x; // v1 belongs to the slope
  64761. // facet equations :
  64762. // we compute each facet normal vector
  64763. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  64764. // we compute the value d by applying the equation to v1 which belongs to the plane
  64765. // then we store the facet equation in a Vector4
  64766. v2.subtractToRef(v1, v1v2);
  64767. v3.subtractToRef(v1, v1v3);
  64768. v4.subtractToRef(v1, v1v4);
  64769. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  64770. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  64771. norm1.normalize();
  64772. norm2.normalize();
  64773. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  64774. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  64775. var quad = this._heightQuads[row * subdivisionsX + col];
  64776. quad.slope.copyFromFloats(cd, h);
  64777. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  64778. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  64779. }
  64780. }
  64781. return this;
  64782. };
  64783. /**
  64784. * Serializes this ground mesh
  64785. * @param serializationObject object to write serialization to
  64786. */
  64787. GroundMesh.prototype.serialize = function (serializationObject) {
  64788. _super.prototype.serialize.call(this, serializationObject);
  64789. serializationObject.subdivisionsX = this._subdivisionsX;
  64790. serializationObject.subdivisionsY = this._subdivisionsY;
  64791. serializationObject.minX = this._minX;
  64792. serializationObject.maxX = this._maxX;
  64793. serializationObject.minZ = this._minZ;
  64794. serializationObject.maxZ = this._maxZ;
  64795. serializationObject.width = this._width;
  64796. serializationObject.height = this._height;
  64797. };
  64798. /**
  64799. * Parses a serialized ground mesh
  64800. * @param parsedMesh the serialized mesh
  64801. * @param scene the scene to create the ground mesh in
  64802. * @returns the created ground mesh
  64803. */
  64804. GroundMesh.Parse = function (parsedMesh, scene) {
  64805. var result = new GroundMesh(parsedMesh.name, scene);
  64806. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  64807. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  64808. result._minX = parsedMesh.minX;
  64809. result._maxX = parsedMesh.maxX;
  64810. result._minZ = parsedMesh.minZ;
  64811. result._maxZ = parsedMesh.maxZ;
  64812. result._width = parsedMesh.width;
  64813. result._height = parsedMesh.height;
  64814. return result;
  64815. };
  64816. return GroundMesh;
  64817. }(BABYLON.Mesh));
  64818. BABYLON.GroundMesh = GroundMesh;
  64819. })(BABYLON || (BABYLON = {}));
  64820. //# sourceMappingURL=babylon.groundMesh.js.map
  64821. var BABYLON;
  64822. (function (BABYLON) {
  64823. /**
  64824. * Creates an instance based on a source mesh.
  64825. */
  64826. var InstancedMesh = /** @class */ (function (_super) {
  64827. __extends(InstancedMesh, _super);
  64828. function InstancedMesh(name, source) {
  64829. var _this = _super.call(this, name, source.getScene()) || this;
  64830. /** @hidden */
  64831. _this._indexInSourceMeshInstanceArray = -1;
  64832. source.addInstance(_this);
  64833. _this._sourceMesh = source;
  64834. _this.position.copyFrom(source.position);
  64835. _this.rotation.copyFrom(source.rotation);
  64836. _this.scaling.copyFrom(source.scaling);
  64837. if (source.rotationQuaternion) {
  64838. _this.rotationQuaternion = source.rotationQuaternion.clone();
  64839. }
  64840. _this.infiniteDistance = source.infiniteDistance;
  64841. _this.setPivotMatrix(source.getPivotMatrix());
  64842. _this.refreshBoundingInfo();
  64843. _this._syncSubMeshes();
  64844. return _this;
  64845. }
  64846. /**
  64847. * Returns the string "InstancedMesh".
  64848. */
  64849. InstancedMesh.prototype.getClassName = function () {
  64850. return "InstancedMesh";
  64851. };
  64852. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  64853. // Methods
  64854. /**
  64855. * If the source mesh receives shadows
  64856. */
  64857. get: function () {
  64858. return this._sourceMesh.receiveShadows;
  64859. },
  64860. enumerable: true,
  64861. configurable: true
  64862. });
  64863. Object.defineProperty(InstancedMesh.prototype, "material", {
  64864. /**
  64865. * The material of the source mesh
  64866. */
  64867. get: function () {
  64868. return this._sourceMesh.material;
  64869. },
  64870. enumerable: true,
  64871. configurable: true
  64872. });
  64873. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  64874. /**
  64875. * Visibility of the source mesh
  64876. */
  64877. get: function () {
  64878. return this._sourceMesh.visibility;
  64879. },
  64880. enumerable: true,
  64881. configurable: true
  64882. });
  64883. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  64884. /**
  64885. * Skeleton of the source mesh
  64886. */
  64887. get: function () {
  64888. return this._sourceMesh.skeleton;
  64889. },
  64890. enumerable: true,
  64891. configurable: true
  64892. });
  64893. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  64894. /**
  64895. * Rendering ground id of the source mesh
  64896. */
  64897. get: function () {
  64898. return this._sourceMesh.renderingGroupId;
  64899. },
  64900. set: function (value) {
  64901. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  64902. return;
  64903. }
  64904. //no-op with warning
  64905. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  64906. },
  64907. enumerable: true,
  64908. configurable: true
  64909. });
  64910. /**
  64911. * Returns the total number of vertices (integer).
  64912. */
  64913. InstancedMesh.prototype.getTotalVertices = function () {
  64914. return this._sourceMesh.getTotalVertices();
  64915. };
  64916. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  64917. /**
  64918. * The source mesh of the instance
  64919. */
  64920. get: function () {
  64921. return this._sourceMesh;
  64922. },
  64923. enumerable: true,
  64924. configurable: true
  64925. });
  64926. /**
  64927. * Is this node ready to be used/rendered
  64928. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  64929. * @return {boolean} is it ready
  64930. */
  64931. InstancedMesh.prototype.isReady = function (completeCheck) {
  64932. if (completeCheck === void 0) { completeCheck = false; }
  64933. return this._sourceMesh.isReady(completeCheck, true);
  64934. };
  64935. /**
  64936. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  64937. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  64938. * @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.
  64939. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  64940. */
  64941. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  64942. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  64943. };
  64944. /**
  64945. * Sets the vertex data of the mesh geometry for the requested `kind`.
  64946. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  64947. * The `data` are either a numeric array either a Float32Array.
  64948. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  64949. * 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).
  64950. * Note that a new underlying VertexBuffer object is created each call.
  64951. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  64952. *
  64953. * Possible `kind` values :
  64954. * - BABYLON.VertexBuffer.PositionKind
  64955. * - BABYLON.VertexBuffer.UVKind
  64956. * - BABYLON.VertexBuffer.UV2Kind
  64957. * - BABYLON.VertexBuffer.UV3Kind
  64958. * - BABYLON.VertexBuffer.UV4Kind
  64959. * - BABYLON.VertexBuffer.UV5Kind
  64960. * - BABYLON.VertexBuffer.UV6Kind
  64961. * - BABYLON.VertexBuffer.ColorKind
  64962. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64963. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64964. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64965. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64966. *
  64967. * Returns the Mesh.
  64968. */
  64969. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  64970. if (this.sourceMesh) {
  64971. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  64972. }
  64973. return this.sourceMesh;
  64974. };
  64975. /**
  64976. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  64977. * If the mesh has no geometry, it is simply returned as it is.
  64978. * The `data` are either a numeric array either a Float32Array.
  64979. * No new underlying VertexBuffer object is created.
  64980. * 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.
  64981. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  64982. *
  64983. * Possible `kind` values :
  64984. * - BABYLON.VertexBuffer.PositionKind
  64985. * - BABYLON.VertexBuffer.UVKind
  64986. * - BABYLON.VertexBuffer.UV2Kind
  64987. * - BABYLON.VertexBuffer.UV3Kind
  64988. * - BABYLON.VertexBuffer.UV4Kind
  64989. * - BABYLON.VertexBuffer.UV5Kind
  64990. * - BABYLON.VertexBuffer.UV6Kind
  64991. * - BABYLON.VertexBuffer.ColorKind
  64992. * - BABYLON.VertexBuffer.MatricesIndicesKind
  64993. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  64994. * - BABYLON.VertexBuffer.MatricesWeightsKind
  64995. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  64996. *
  64997. * Returns the Mesh.
  64998. */
  64999. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65000. if (this.sourceMesh) {
  65001. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65002. }
  65003. return this.sourceMesh;
  65004. };
  65005. /**
  65006. * Sets the mesh indices.
  65007. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65008. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65009. * This method creates a new index buffer each call.
  65010. * Returns the Mesh.
  65011. */
  65012. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65013. if (totalVertices === void 0) { totalVertices = null; }
  65014. if (this.sourceMesh) {
  65015. this.sourceMesh.setIndices(indices, totalVertices);
  65016. }
  65017. return this.sourceMesh;
  65018. };
  65019. /**
  65020. * Boolean : True if the mesh owns the requested kind of data.
  65021. */
  65022. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65023. return this._sourceMesh.isVerticesDataPresent(kind);
  65024. };
  65025. /**
  65026. * Returns an array of indices (IndicesArray).
  65027. */
  65028. InstancedMesh.prototype.getIndices = function () {
  65029. return this._sourceMesh.getIndices();
  65030. };
  65031. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65032. get: function () {
  65033. return this._sourceMesh._positions;
  65034. },
  65035. enumerable: true,
  65036. configurable: true
  65037. });
  65038. /**
  65039. * reconstructs and updates the BoundingInfo of the mesh.
  65040. * @returns the mesh.
  65041. */
  65042. InstancedMesh.prototype.refreshBoundingInfo = function () {
  65043. var meshBB = this._sourceMesh.getBoundingInfo();
  65044. if (this._boundingInfo) {
  65045. this._boundingInfo.reConstruct(meshBB.minimum, meshBB.maximum);
  65046. }
  65047. else {
  65048. this._boundingInfo = new BABYLON.BoundingInfo(meshBB.minimum, meshBB.maximum);
  65049. }
  65050. this._updateBoundingInfo();
  65051. return this;
  65052. };
  65053. /** @hidden */
  65054. InstancedMesh.prototype._preActivate = function () {
  65055. if (this._currentLOD) {
  65056. this._currentLOD._preActivate();
  65057. }
  65058. return this;
  65059. };
  65060. /** @hidden */
  65061. InstancedMesh.prototype._activate = function (renderId) {
  65062. if (this._currentLOD) {
  65063. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65064. }
  65065. return this;
  65066. };
  65067. /**
  65068. * Returns the current associated LOD AbstractMesh.
  65069. */
  65070. InstancedMesh.prototype.getLOD = function (camera) {
  65071. if (!camera) {
  65072. return this;
  65073. }
  65074. var boundingInfo = this.getBoundingInfo();
  65075. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65076. if (this._currentLOD === this.sourceMesh) {
  65077. return this;
  65078. }
  65079. return this._currentLOD;
  65080. };
  65081. /** @hidden */
  65082. InstancedMesh.prototype._syncSubMeshes = function () {
  65083. this.releaseSubMeshes();
  65084. if (this._sourceMesh.subMeshes) {
  65085. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65086. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65087. }
  65088. }
  65089. return this;
  65090. };
  65091. /** @hidden */
  65092. InstancedMesh.prototype._generatePointsArray = function () {
  65093. return this._sourceMesh._generatePointsArray();
  65094. };
  65095. /**
  65096. * Creates a new InstancedMesh from the current mesh.
  65097. * - name (string) : the cloned mesh name
  65098. * - newParent (optional Node) : the optional Node to parent the clone to.
  65099. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65100. *
  65101. * Returns the clone.
  65102. */
  65103. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65104. var result = this._sourceMesh.createInstance(name);
  65105. // Deep copy
  65106. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65107. // Bounding info
  65108. this.refreshBoundingInfo();
  65109. // Parent
  65110. if (newParent) {
  65111. result.parent = newParent;
  65112. }
  65113. if (!doNotCloneChildren) {
  65114. // Children
  65115. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65116. var mesh = this.getScene().meshes[index];
  65117. if (mesh.parent === this) {
  65118. mesh.clone(mesh.name, result);
  65119. }
  65120. }
  65121. }
  65122. result.computeWorldMatrix(true);
  65123. return result;
  65124. };
  65125. /**
  65126. * Disposes the InstancedMesh.
  65127. * Returns nothing.
  65128. */
  65129. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65130. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65131. // Remove from mesh
  65132. this._sourceMesh.removeInstance(this);
  65133. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65134. };
  65135. return InstancedMesh;
  65136. }(BABYLON.AbstractMesh));
  65137. BABYLON.InstancedMesh = InstancedMesh;
  65138. })(BABYLON || (BABYLON = {}));
  65139. //# sourceMappingURL=babylon.instancedMesh.js.map
  65140. var BABYLON;
  65141. (function (BABYLON) {
  65142. /**
  65143. * Line mesh
  65144. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65145. */
  65146. var LinesMesh = /** @class */ (function (_super) {
  65147. __extends(LinesMesh, _super);
  65148. /**
  65149. * Creates a new LinesMesh
  65150. * @param name defines the name
  65151. * @param scene defines the hosting scene
  65152. * @param parent defines the parent mesh if any
  65153. * @param source defines the optional source LinesMesh used to clone data from
  65154. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65155. * When false, achieved by calling a clone(), also passing False.
  65156. * This will make creation of children, recursive.
  65157. * @param useVertexColor defines if this LinesMesh supports vertex color
  65158. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65159. */
  65160. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65161. /**
  65162. * If vertex color should be applied to the mesh
  65163. */
  65164. useVertexColor,
  65165. /**
  65166. * If vertex alpha should be applied to the mesh
  65167. */
  65168. useVertexAlpha) {
  65169. if (scene === void 0) { scene = null; }
  65170. if (parent === void 0) { parent = null; }
  65171. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65172. _this.useVertexColor = useVertexColor;
  65173. _this.useVertexAlpha = useVertexAlpha;
  65174. /**
  65175. * Color of the line (Default: White)
  65176. */
  65177. _this.color = new BABYLON.Color3(1, 1, 1);
  65178. /**
  65179. * Alpha of the line (Default: 1)
  65180. */
  65181. _this.alpha = 1;
  65182. if (source) {
  65183. _this.color = source.color.clone();
  65184. _this.alpha = source.alpha;
  65185. _this.useVertexColor = source.useVertexColor;
  65186. _this.useVertexAlpha = source.useVertexAlpha;
  65187. }
  65188. _this._intersectionThreshold = 0.1;
  65189. var defines = [];
  65190. var options = {
  65191. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65192. uniforms: ["world", "viewProjection"],
  65193. needAlphaBlending: true,
  65194. defines: defines
  65195. };
  65196. if (useVertexAlpha === false) {
  65197. options.needAlphaBlending = false;
  65198. }
  65199. if (!useVertexColor) {
  65200. options.uniforms.push("color");
  65201. }
  65202. else {
  65203. options.defines.push("#define VERTEXCOLOR");
  65204. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65205. }
  65206. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65207. return _this;
  65208. }
  65209. Object.defineProperty(LinesMesh.prototype, "intersectionThreshold", {
  65210. /**
  65211. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  65212. * This margin is expressed in world space coordinates, so its value may vary.
  65213. * Default value is 0.1
  65214. * @returns the intersection Threshold value.
  65215. */
  65216. get: function () {
  65217. return this._intersectionThreshold;
  65218. },
  65219. /**
  65220. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  65221. * This margin is expressed in world space coordinates, so its value may vary.
  65222. */
  65223. set: function (value) {
  65224. if (this._intersectionThreshold === value) {
  65225. return;
  65226. }
  65227. this._intersectionThreshold = value;
  65228. },
  65229. enumerable: true,
  65230. configurable: true
  65231. });
  65232. /**
  65233. * Returns the string "LineMesh"
  65234. */
  65235. LinesMesh.prototype.getClassName = function () {
  65236. return "LinesMesh";
  65237. };
  65238. Object.defineProperty(LinesMesh.prototype, "material", {
  65239. /**
  65240. * @hidden
  65241. */
  65242. get: function () {
  65243. return this._colorShader;
  65244. },
  65245. /**
  65246. * @hidden
  65247. */
  65248. set: function (value) {
  65249. // Do nothing
  65250. },
  65251. enumerable: true,
  65252. configurable: true
  65253. });
  65254. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65255. /**
  65256. * @hidden
  65257. */
  65258. get: function () {
  65259. return false;
  65260. },
  65261. enumerable: true,
  65262. configurable: true
  65263. });
  65264. /** @hidden */
  65265. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65266. if (!this._geometry) {
  65267. return this;
  65268. }
  65269. // VBOs
  65270. this._geometry._bind(this._colorShader.getEffect());
  65271. // Color
  65272. if (!this.useVertexColor) {
  65273. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65274. }
  65275. return this;
  65276. };
  65277. /** @hidden */
  65278. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65279. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65280. return this;
  65281. }
  65282. var engine = this.getScene().getEngine();
  65283. // Draw order
  65284. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65285. return this;
  65286. };
  65287. /**
  65288. * Disposes of the line mesh
  65289. * @param doNotRecurse If children should be disposed
  65290. */
  65291. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65292. this._colorShader.dispose(false, false, true);
  65293. _super.prototype.dispose.call(this, doNotRecurse);
  65294. };
  65295. /**
  65296. * Returns a new LineMesh object cloned from the current one.
  65297. */
  65298. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65299. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65300. };
  65301. return LinesMesh;
  65302. }(BABYLON.Mesh));
  65303. BABYLON.LinesMesh = LinesMesh;
  65304. })(BABYLON || (BABYLON = {}));
  65305. //# sourceMappingURL=babylon.linesMesh.js.map
  65306. var BABYLON;
  65307. (function (BABYLON) {
  65308. /**
  65309. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65310. * The underlying implementation relies on an associative array to ensure the best performances.
  65311. * The value can be anything including 'null' but except 'undefined'
  65312. */
  65313. var StringDictionary = /** @class */ (function () {
  65314. function StringDictionary() {
  65315. this._count = 0;
  65316. this._data = {};
  65317. }
  65318. /**
  65319. * This will clear this dictionary and copy the content from the 'source' one.
  65320. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65321. * @param source the dictionary to take the content from and copy to this dictionary
  65322. */
  65323. StringDictionary.prototype.copyFrom = function (source) {
  65324. var _this = this;
  65325. this.clear();
  65326. source.forEach(function (t, v) { return _this.add(t, v); });
  65327. };
  65328. /**
  65329. * Get a value based from its key
  65330. * @param key the given key to get the matching value from
  65331. * @return the value if found, otherwise undefined is returned
  65332. */
  65333. StringDictionary.prototype.get = function (key) {
  65334. var val = this._data[key];
  65335. if (val !== undefined) {
  65336. return val;
  65337. }
  65338. return undefined;
  65339. };
  65340. /**
  65341. * Get a value from its key or add it if it doesn't exist.
  65342. * This method will ensure you that a given key/data will be present in the dictionary.
  65343. * @param key the given key to get the matching value from
  65344. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65345. * The factory will only be invoked if there's no data for the given key.
  65346. * @return the value corresponding to the key.
  65347. */
  65348. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65349. var val = this.get(key);
  65350. if (val !== undefined) {
  65351. return val;
  65352. }
  65353. val = factory(key);
  65354. if (val) {
  65355. this.add(key, val);
  65356. }
  65357. return val;
  65358. };
  65359. /**
  65360. * Get a value from its key if present in the dictionary otherwise add it
  65361. * @param key the key to get the value from
  65362. * @param val if there's no such key/value pair in the dictionary add it with this value
  65363. * @return the value corresponding to the key
  65364. */
  65365. StringDictionary.prototype.getOrAdd = function (key, val) {
  65366. var curVal = this.get(key);
  65367. if (curVal !== undefined) {
  65368. return curVal;
  65369. }
  65370. this.add(key, val);
  65371. return val;
  65372. };
  65373. /**
  65374. * Check if there's a given key in the dictionary
  65375. * @param key the key to check for
  65376. * @return true if the key is present, false otherwise
  65377. */
  65378. StringDictionary.prototype.contains = function (key) {
  65379. return this._data[key] !== undefined;
  65380. };
  65381. /**
  65382. * Add a new key and its corresponding value
  65383. * @param key the key to add
  65384. * @param value the value corresponding to the key
  65385. * @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
  65386. */
  65387. StringDictionary.prototype.add = function (key, value) {
  65388. if (this._data[key] !== undefined) {
  65389. return false;
  65390. }
  65391. this._data[key] = value;
  65392. ++this._count;
  65393. return true;
  65394. };
  65395. /**
  65396. * Update a specific value associated to a key
  65397. * @param key defines the key to use
  65398. * @param value defines the value to store
  65399. * @returns true if the value was updated (or false if the key was not found)
  65400. */
  65401. StringDictionary.prototype.set = function (key, value) {
  65402. if (this._data[key] === undefined) {
  65403. return false;
  65404. }
  65405. this._data[key] = value;
  65406. return true;
  65407. };
  65408. /**
  65409. * Get the element of the given key and remove it from the dictionary
  65410. * @param key defines the key to search
  65411. * @returns the value associated with the key or null if not found
  65412. */
  65413. StringDictionary.prototype.getAndRemove = function (key) {
  65414. var val = this.get(key);
  65415. if (val !== undefined) {
  65416. delete this._data[key];
  65417. --this._count;
  65418. return val;
  65419. }
  65420. return null;
  65421. };
  65422. /**
  65423. * Remove a key/value from the dictionary.
  65424. * @param key the key to remove
  65425. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65426. */
  65427. StringDictionary.prototype.remove = function (key) {
  65428. if (this.contains(key)) {
  65429. delete this._data[key];
  65430. --this._count;
  65431. return true;
  65432. }
  65433. return false;
  65434. };
  65435. /**
  65436. * Clear the whole content of the dictionary
  65437. */
  65438. StringDictionary.prototype.clear = function () {
  65439. this._data = {};
  65440. this._count = 0;
  65441. };
  65442. Object.defineProperty(StringDictionary.prototype, "count", {
  65443. /**
  65444. * Gets the current count
  65445. */
  65446. get: function () {
  65447. return this._count;
  65448. },
  65449. enumerable: true,
  65450. configurable: true
  65451. });
  65452. /**
  65453. * Execute a callback on each key/val of the dictionary.
  65454. * Note that you can remove any element in this dictionary in the callback implementation
  65455. * @param callback the callback to execute on a given key/value pair
  65456. */
  65457. StringDictionary.prototype.forEach = function (callback) {
  65458. for (var cur in this._data) {
  65459. var val = this._data[cur];
  65460. callback(cur, val);
  65461. }
  65462. };
  65463. /**
  65464. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  65465. * If the callback returns null or undefined the method will iterate to the next key/value pair
  65466. * Note that you can remove any element in this dictionary in the callback implementation
  65467. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  65468. * @returns the first item
  65469. */
  65470. StringDictionary.prototype.first = function (callback) {
  65471. for (var cur in this._data) {
  65472. var val = this._data[cur];
  65473. var res = callback(cur, val);
  65474. if (res) {
  65475. return res;
  65476. }
  65477. }
  65478. return null;
  65479. };
  65480. return StringDictionary;
  65481. }());
  65482. BABYLON.StringDictionary = StringDictionary;
  65483. })(BABYLON || (BABYLON = {}));
  65484. //# sourceMappingURL=babylon.stringDictionary.js.map
  65485. var BABYLON;
  65486. (function (BABYLON) {
  65487. var Debug;
  65488. (function (Debug) {
  65489. /**
  65490. * Class used to render a debug view of a given skeleton
  65491. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  65492. */
  65493. var SkeletonViewer = /** @class */ (function () {
  65494. /**
  65495. * Creates a new SkeletonViewer
  65496. * @param skeleton defines the skeleton to render
  65497. * @param mesh defines the mesh attached to the skeleton
  65498. * @param scene defines the hosting scene
  65499. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  65500. * @param renderingGroupId defines the rendering group id to use with the viewer
  65501. */
  65502. function SkeletonViewer(
  65503. /** defines the skeleton to render */
  65504. skeleton,
  65505. /** defines the mesh attached to the skeleton */
  65506. mesh, scene,
  65507. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  65508. autoUpdateBonesMatrices,
  65509. /** defines the rendering group id to use with the viewer */
  65510. renderingGroupId) {
  65511. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  65512. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  65513. this.skeleton = skeleton;
  65514. this.mesh = mesh;
  65515. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  65516. this.renderingGroupId = renderingGroupId;
  65517. /** Gets or sets the color used to render the skeleton */
  65518. this.color = BABYLON.Color3.White();
  65519. this._debugLines = new Array();
  65520. this._isEnabled = false;
  65521. this._scene = scene;
  65522. this.update();
  65523. this._renderFunction = this.update.bind(this);
  65524. }
  65525. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  65526. get: function () {
  65527. return this._isEnabled;
  65528. },
  65529. /** Gets or sets a boolean indicating if the viewer is enabled */
  65530. set: function (value) {
  65531. if (this._isEnabled === value) {
  65532. return;
  65533. }
  65534. this._isEnabled = value;
  65535. if (value) {
  65536. this._scene.registerBeforeRender(this._renderFunction);
  65537. }
  65538. else {
  65539. this._scene.unregisterBeforeRender(this._renderFunction);
  65540. }
  65541. },
  65542. enumerable: true,
  65543. configurable: true
  65544. });
  65545. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  65546. if (x === void 0) { x = 0; }
  65547. if (y === void 0) { y = 0; }
  65548. if (z === void 0) { z = 0; }
  65549. var tmat = BABYLON.Tmp.Matrix[0];
  65550. var parentBone = bone.getParent();
  65551. tmat.copyFrom(bone.getLocalMatrix());
  65552. if (x !== 0 || y !== 0 || z !== 0) {
  65553. var tmat2 = BABYLON.Tmp.Matrix[1];
  65554. BABYLON.Matrix.IdentityToRef(tmat2);
  65555. tmat2.m[12] = x;
  65556. tmat2.m[13] = y;
  65557. tmat2.m[14] = z;
  65558. tmat2.multiplyToRef(tmat, tmat);
  65559. }
  65560. if (parentBone) {
  65561. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  65562. }
  65563. tmat.multiplyToRef(meshMat, tmat);
  65564. position.x = tmat.m[12];
  65565. position.y = tmat.m[13];
  65566. position.z = tmat.m[14];
  65567. };
  65568. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  65569. var len = bones.length;
  65570. var meshPos = this.mesh.position;
  65571. for (var i = 0; i < len; i++) {
  65572. var bone = bones[i];
  65573. var points = this._debugLines[i];
  65574. if (!points) {
  65575. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65576. this._debugLines[i] = points;
  65577. }
  65578. this._getBonePosition(points[0], bone, meshMat);
  65579. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  65580. points[0].subtractInPlace(meshPos);
  65581. points[1].subtractInPlace(meshPos);
  65582. }
  65583. };
  65584. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  65585. var len = bones.length;
  65586. var boneNum = 0;
  65587. var meshPos = this.mesh.position;
  65588. for (var i = len - 1; i >= 0; i--) {
  65589. var childBone = bones[i];
  65590. var parentBone = childBone.getParent();
  65591. if (!parentBone) {
  65592. continue;
  65593. }
  65594. var points = this._debugLines[boneNum];
  65595. if (!points) {
  65596. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65597. this._debugLines[boneNum] = points;
  65598. }
  65599. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  65600. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  65601. points[0].subtractInPlace(meshPos);
  65602. points[1].subtractInPlace(meshPos);
  65603. boneNum++;
  65604. }
  65605. };
  65606. /** Update the viewer to sync with current skeleton state */
  65607. SkeletonViewer.prototype.update = function () {
  65608. if (this.autoUpdateBonesMatrices) {
  65609. this.skeleton.computeAbsoluteTransforms();
  65610. }
  65611. if (this.skeleton.bones[0].length === undefined) {
  65612. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65613. }
  65614. else {
  65615. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  65616. }
  65617. if (!this._debugMesh) {
  65618. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, this._scene);
  65619. this._debugMesh.renderingGroupId = this.renderingGroupId;
  65620. }
  65621. else {
  65622. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, this._scene);
  65623. }
  65624. this._debugMesh.position.copyFrom(this.mesh.position);
  65625. this._debugMesh.color = this.color;
  65626. };
  65627. /** Release associated resources */
  65628. SkeletonViewer.prototype.dispose = function () {
  65629. if (this._debugMesh) {
  65630. this.isEnabled = false;
  65631. this._debugMesh.dispose();
  65632. this._debugMesh = null;
  65633. }
  65634. };
  65635. return SkeletonViewer;
  65636. }());
  65637. Debug.SkeletonViewer = SkeletonViewer;
  65638. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65639. })(BABYLON || (BABYLON = {}));
  65640. //# sourceMappingURL=babylon.skeletonViewer.js.map
  65641. /**
  65642. * Module Debug contains the (visual) components to debug a scene correctly
  65643. */
  65644. var BABYLON;
  65645. (function (BABYLON) {
  65646. var Debug;
  65647. (function (Debug) {
  65648. /**
  65649. * The Axes viewer will show 3 axes in a specific point in space
  65650. */
  65651. var AxesViewer = /** @class */ (function () {
  65652. /**
  65653. * Creates a new AxesViewer
  65654. * @param scene defines the hosting scene
  65655. * @param scaleLines defines a number used to scale line length (1 by default)
  65656. */
  65657. function AxesViewer(scene, scaleLines) {
  65658. if (scaleLines === void 0) { scaleLines = 1; }
  65659. this._xline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65660. this._yline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65661. this._zline = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  65662. /**
  65663. * Gets or sets a number used to scale line length
  65664. */
  65665. this.scaleLines = 1;
  65666. this.scaleLines = scaleLines;
  65667. this._xmesh = BABYLON.Mesh.CreateLines("xline", this._xline, scene, true);
  65668. this._ymesh = BABYLON.Mesh.CreateLines("yline", this._yline, scene, true);
  65669. this._zmesh = BABYLON.Mesh.CreateLines("zline", this._zline, scene, true);
  65670. this._xmesh.renderingGroupId = 2;
  65671. this._ymesh.renderingGroupId = 2;
  65672. this._zmesh.renderingGroupId = 2;
  65673. this._xmesh.material.checkReadyOnlyOnce = true;
  65674. this._xmesh.color = new BABYLON.Color3(1, 0, 0);
  65675. this._ymesh.material.checkReadyOnlyOnce = true;
  65676. this._ymesh.color = new BABYLON.Color3(0, 1, 0);
  65677. this._zmesh.material.checkReadyOnlyOnce = true;
  65678. this._zmesh.color = new BABYLON.Color3(0, 0, 1);
  65679. this.scene = scene;
  65680. }
  65681. /**
  65682. * Force the viewer to update
  65683. * @param position defines the position of the viewer
  65684. * @param xaxis defines the x axis of the viewer
  65685. * @param yaxis defines the y axis of the viewer
  65686. * @param zaxis defines the z axis of the viewer
  65687. */
  65688. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  65689. var scaleLines = this.scaleLines;
  65690. if (this._xmesh) {
  65691. this._xmesh.position.copyFrom(position);
  65692. }
  65693. if (this._ymesh) {
  65694. this._ymesh.position.copyFrom(position);
  65695. }
  65696. if (this._zmesh) {
  65697. this._zmesh.position.copyFrom(position);
  65698. }
  65699. var point2 = this._xline[1];
  65700. point2.x = xaxis.x * scaleLines;
  65701. point2.y = xaxis.y * scaleLines;
  65702. point2.z = xaxis.z * scaleLines;
  65703. BABYLON.Mesh.CreateLines("", this._xline, null, false, this._xmesh);
  65704. point2 = this._yline[1];
  65705. point2.x = yaxis.x * scaleLines;
  65706. point2.y = yaxis.y * scaleLines;
  65707. point2.z = yaxis.z * scaleLines;
  65708. BABYLON.Mesh.CreateLines("", this._yline, null, false, this._ymesh);
  65709. point2 = this._zline[1];
  65710. point2.x = zaxis.x * scaleLines;
  65711. point2.y = zaxis.y * scaleLines;
  65712. point2.z = zaxis.z * scaleLines;
  65713. BABYLON.Mesh.CreateLines("", this._zline, null, false, this._zmesh);
  65714. };
  65715. /** Releases resources */
  65716. AxesViewer.prototype.dispose = function () {
  65717. if (this._xmesh) {
  65718. this._xmesh.dispose();
  65719. }
  65720. if (this._ymesh) {
  65721. this._ymesh.dispose();
  65722. }
  65723. if (this._zmesh) {
  65724. this._zmesh.dispose();
  65725. }
  65726. this._xmesh = null;
  65727. this._ymesh = null;
  65728. this._zmesh = null;
  65729. this.scene = null;
  65730. };
  65731. return AxesViewer;
  65732. }());
  65733. Debug.AxesViewer = AxesViewer;
  65734. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65735. })(BABYLON || (BABYLON = {}));
  65736. //# sourceMappingURL=babylon.axesViewer.js.map
  65737. var BABYLON;
  65738. (function (BABYLON) {
  65739. var Debug;
  65740. (function (Debug) {
  65741. /**
  65742. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  65743. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  65744. */
  65745. var BoneAxesViewer = /** @class */ (function (_super) {
  65746. __extends(BoneAxesViewer, _super);
  65747. /**
  65748. * Creates a new BoneAxesViewer
  65749. * @param scene defines the hosting scene
  65750. * @param bone defines the target bone
  65751. * @param mesh defines the target mesh
  65752. * @param scaleLines defines a scaling factor for line length (1 by default)
  65753. */
  65754. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  65755. if (scaleLines === void 0) { scaleLines = 1; }
  65756. var _this = _super.call(this, scene, scaleLines) || this;
  65757. /** Gets current position */
  65758. _this.pos = BABYLON.Vector3.Zero();
  65759. /** Gets direction of X axis */
  65760. _this.xaxis = BABYLON.Vector3.Zero();
  65761. /** Gets direction of Y axis */
  65762. _this.yaxis = BABYLON.Vector3.Zero();
  65763. /** Gets direction of Z axis */
  65764. _this.zaxis = BABYLON.Vector3.Zero();
  65765. _this.mesh = mesh;
  65766. _this.bone = bone;
  65767. return _this;
  65768. }
  65769. /**
  65770. * Force the viewer to update
  65771. */
  65772. BoneAxesViewer.prototype.update = function () {
  65773. if (!this.mesh || !this.bone) {
  65774. return;
  65775. }
  65776. var bone = this.bone;
  65777. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  65778. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  65779. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  65780. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  65781. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  65782. };
  65783. /** Releases resources */
  65784. BoneAxesViewer.prototype.dispose = function () {
  65785. if (this.mesh) {
  65786. this.mesh = null;
  65787. this.bone = null;
  65788. _super.prototype.dispose.call(this);
  65789. }
  65790. };
  65791. return BoneAxesViewer;
  65792. }(Debug.AxesViewer));
  65793. Debug.BoneAxesViewer = BoneAxesViewer;
  65794. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  65795. })(BABYLON || (BABYLON = {}));
  65796. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  65797. var BABYLON;
  65798. (function (BABYLON) {
  65799. /**
  65800. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65801. * in order to better appreciate the issue one might have.
  65802. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65803. */
  65804. var RayHelper = /** @class */ (function () {
  65805. /**
  65806. * Instantiate a new ray helper.
  65807. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  65808. * in order to better appreciate the issue one might have.
  65809. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  65810. * @param ray Defines the ray we are currently tryin to visualize
  65811. */
  65812. function RayHelper(ray) {
  65813. this.ray = ray;
  65814. }
  65815. /**
  65816. * Helper function to create a colored helper in a scene in one line.
  65817. * @param ray Defines the ray we are currently tryin to visualize
  65818. * @param scene Defines the scene the ray is used in
  65819. * @param color Defines the color we want to see the ray in
  65820. * @returns The newly created ray helper.
  65821. */
  65822. RayHelper.CreateAndShow = function (ray, scene, color) {
  65823. var helper = new RayHelper(ray);
  65824. helper.show(scene, color);
  65825. return helper;
  65826. };
  65827. /**
  65828. * Shows the ray we are willing to debug.
  65829. * @param scene Defines the scene the ray needs to be rendered in
  65830. * @param color Defines the color the ray needs to be rendered in
  65831. */
  65832. RayHelper.prototype.show = function (scene, color) {
  65833. if (!this._renderFunction && this.ray) {
  65834. var ray = this.ray;
  65835. this._renderFunction = this._render.bind(this);
  65836. this._scene = scene;
  65837. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  65838. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  65839. if (this._renderFunction) {
  65840. this._scene.registerBeforeRender(this._renderFunction);
  65841. }
  65842. }
  65843. if (color && this._renderLine) {
  65844. this._renderLine.color.copyFrom(color);
  65845. }
  65846. };
  65847. /**
  65848. * Hides the ray we are debugging.
  65849. */
  65850. RayHelper.prototype.hide = function () {
  65851. if (this._renderFunction && this._scene) {
  65852. this._scene.unregisterBeforeRender(this._renderFunction);
  65853. this._scene = null;
  65854. this._renderFunction = null;
  65855. if (this._renderLine) {
  65856. this._renderLine.dispose();
  65857. this._renderLine = null;
  65858. }
  65859. this._renderPoints = [];
  65860. }
  65861. };
  65862. RayHelper.prototype._render = function () {
  65863. var ray = this.ray;
  65864. if (!ray) {
  65865. return;
  65866. }
  65867. var point = this._renderPoints[1];
  65868. var len = Math.min(ray.length, 1000000);
  65869. point.copyFrom(ray.direction);
  65870. point.scaleInPlace(len);
  65871. point.addInPlace(ray.origin);
  65872. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  65873. };
  65874. /**
  65875. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  65876. * @param mesh Defines the mesh we want the helper attached to
  65877. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  65878. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  65879. * @param length Defines the length of the ray
  65880. */
  65881. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  65882. this._attachedToMesh = mesh;
  65883. var ray = this.ray;
  65884. if (!ray) {
  65885. return;
  65886. }
  65887. if (!ray.direction) {
  65888. ray.direction = BABYLON.Vector3.Zero();
  65889. }
  65890. if (!ray.origin) {
  65891. ray.origin = BABYLON.Vector3.Zero();
  65892. }
  65893. if (length) {
  65894. ray.length = length;
  65895. }
  65896. if (!meshSpaceOrigin) {
  65897. meshSpaceOrigin = BABYLON.Vector3.Zero();
  65898. }
  65899. if (!meshSpaceDirection) {
  65900. // -1 so that this will work with Mesh.lookAt
  65901. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  65902. }
  65903. if (!this._meshSpaceDirection) {
  65904. this._meshSpaceDirection = meshSpaceDirection.clone();
  65905. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  65906. }
  65907. else {
  65908. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  65909. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  65910. }
  65911. if (!this._updateToMeshFunction) {
  65912. this._updateToMeshFunction = this._updateToMesh.bind(this);
  65913. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  65914. }
  65915. this._updateToMesh();
  65916. };
  65917. /**
  65918. * Detach the ray helper from the mesh it has previously been attached to.
  65919. */
  65920. RayHelper.prototype.detachFromMesh = function () {
  65921. if (this._attachedToMesh) {
  65922. if (this._updateToMeshFunction) {
  65923. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  65924. }
  65925. this._attachedToMesh = null;
  65926. this._updateToMeshFunction = null;
  65927. }
  65928. };
  65929. RayHelper.prototype._updateToMesh = function () {
  65930. var ray = this.ray;
  65931. if (!this._attachedToMesh || !ray) {
  65932. return;
  65933. }
  65934. if (this._attachedToMesh._isDisposed) {
  65935. this.detachFromMesh();
  65936. return;
  65937. }
  65938. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  65939. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  65940. };
  65941. /**
  65942. * Dispose the helper and release its associated resources.
  65943. */
  65944. RayHelper.prototype.dispose = function () {
  65945. this.hide();
  65946. this.detachFromMesh();
  65947. this.ray = null;
  65948. };
  65949. return RayHelper;
  65950. }());
  65951. BABYLON.RayHelper = RayHelper;
  65952. })(BABYLON || (BABYLON = {}));
  65953. //# sourceMappingURL=babylon.rayHelper.js.map
  65954. var BABYLON;
  65955. (function (BABYLON) {
  65956. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  65957. get: function () {
  65958. if (!this._debugLayer) {
  65959. this._debugLayer = new DebugLayer(this);
  65960. }
  65961. return this._debugLayer;
  65962. },
  65963. enumerable: true,
  65964. configurable: true
  65965. });
  65966. /**
  65967. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65968. * what is happening in your scene
  65969. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65970. */
  65971. var DebugLayer = /** @class */ (function () {
  65972. /**
  65973. * Instantiates a new debug layer.
  65974. * The debug layer (aka Inspector) is the go to tool in order to better understand
  65975. * what is happening in your scene
  65976. * @see http://doc.babylonjs.com/features/playground_debuglayer
  65977. * @param scene Defines the scene to inspect
  65978. */
  65979. function DebugLayer(scene) {
  65980. var _this = this;
  65981. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  65982. /**
  65983. * Observable triggered when a property is changed through the inspector.
  65984. */
  65985. this.onPropertyChangedObservable = new BABYLON.Observable();
  65986. this._scene = scene;
  65987. this._scene.onDisposeObservable.add(function () {
  65988. // Debug layer
  65989. if (_this._scene._debugLayer) {
  65990. _this._scene._debugLayer.hide();
  65991. }
  65992. });
  65993. }
  65994. /** Creates the inspector window. */
  65995. DebugLayer.prototype._createInspector = function (config) {
  65996. if (config === void 0) { config = {}; }
  65997. var popup = config.popup || false;
  65998. var initialTab = config.initialTab || 0;
  65999. var parentElement = config.parentElement || null;
  66000. if (!this._inspector) {
  66001. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66002. this._inspector = new this.BJSINSPECTOR.Inspector(this._scene, popup, initialTab, parentElement, config.newColors);
  66003. } // else nothing to do as instance is already created
  66004. };
  66005. /**
  66006. * Get if the inspector is visible or not.
  66007. * @returns true if visible otherwise, false
  66008. */
  66009. DebugLayer.prototype.isVisible = function () {
  66010. if (!this._inspector) {
  66011. return false;
  66012. }
  66013. return true;
  66014. };
  66015. /**
  66016. * Hide the inspector and close its window.
  66017. */
  66018. DebugLayer.prototype.hide = function () {
  66019. if (this._inspector) {
  66020. try {
  66021. this._inspector.dispose();
  66022. }
  66023. catch (e) {
  66024. // If the inspector has been removed directly from the inspector tool
  66025. }
  66026. this.onPropertyChangedObservable.clear();
  66027. this._inspector = null;
  66028. }
  66029. };
  66030. /**
  66031. *
  66032. * Launch the debugLayer.
  66033. *
  66034. * initialTab:
  66035. * | Value | Tab Name |
  66036. * | --- | --- |
  66037. * | 0 | Scene |
  66038. * | 1 | Console |
  66039. * | 2 | Stats |
  66040. * | 3 | Textures |
  66041. * | 4 | Mesh |
  66042. * | 5 | Light |
  66043. * | 6 | Material |
  66044. * | 7 | GLTF |
  66045. * | 8 | GUI |
  66046. * | 9 | Physics |
  66047. * | 10 | Camera |
  66048. * | 11 | Audio |
  66049. *
  66050. * @param config Define the configuration of the inspector
  66051. */
  66052. DebugLayer.prototype.show = function (config) {
  66053. if (config === void 0) { config = {}; }
  66054. if (typeof this.BJSINSPECTOR == 'undefined') {
  66055. // Load inspector and add it to the DOM
  66056. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66057. }
  66058. else {
  66059. // Otherwise creates the inspector
  66060. this._createInspector(config);
  66061. }
  66062. };
  66063. /**
  66064. * Gets the active tab
  66065. * @return the index of the active tab or -1 if the inspector is hidden
  66066. */
  66067. DebugLayer.prototype.getActiveTab = function () {
  66068. return this._inspector ? this._inspector.getActiveTabIndex() : -1;
  66069. };
  66070. /**
  66071. * Define the url to get the inspector script from.
  66072. * By default it uses the babylonjs CDN.
  66073. * @ignoreNaming
  66074. */
  66075. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66076. return DebugLayer;
  66077. }());
  66078. BABYLON.DebugLayer = DebugLayer;
  66079. })(BABYLON || (BABYLON = {}));
  66080. //# sourceMappingURL=babylon.debugLayer.js.map
  66081. var BABYLON;
  66082. (function (BABYLON) {
  66083. var Debug;
  66084. (function (Debug) {
  66085. /**
  66086. * Used to show the physics impostor around the specific mesh
  66087. */
  66088. var PhysicsViewer = /** @class */ (function () {
  66089. /**
  66090. * Creates a new PhysicsViewer
  66091. * @param scene defines the hosting scene
  66092. */
  66093. function PhysicsViewer(scene) {
  66094. /** @hidden */
  66095. this._impostors = [];
  66096. /** @hidden */
  66097. this._meshes = [];
  66098. /** @hidden */
  66099. this._numMeshes = 0;
  66100. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66101. var physicEngine = this._scene.getPhysicsEngine();
  66102. if (physicEngine) {
  66103. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66104. }
  66105. }
  66106. /** @hidden */
  66107. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66108. var plugin = this._physicsEnginePlugin;
  66109. for (var i = 0; i < this._numMeshes; i++) {
  66110. var impostor = this._impostors[i];
  66111. if (!impostor) {
  66112. continue;
  66113. }
  66114. if (impostor.isDisposed) {
  66115. this.hideImpostor(this._impostors[i--]);
  66116. }
  66117. else {
  66118. var mesh = this._meshes[i];
  66119. if (mesh && plugin) {
  66120. plugin.syncMeshWithImpostor(mesh, impostor);
  66121. }
  66122. }
  66123. }
  66124. };
  66125. /**
  66126. * Renders a specified physic impostor
  66127. * @param impostor defines the impostor to render
  66128. */
  66129. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66130. if (!this._scene) {
  66131. return;
  66132. }
  66133. for (var i = 0; i < this._numMeshes; i++) {
  66134. if (this._impostors[i] == impostor) {
  66135. return;
  66136. }
  66137. }
  66138. var debugMesh = this._getDebugMesh(impostor, this._scene);
  66139. if (debugMesh) {
  66140. this._impostors[this._numMeshes] = impostor;
  66141. this._meshes[this._numMeshes] = debugMesh;
  66142. if (this._numMeshes === 0) {
  66143. this._renderFunction = this._updateDebugMeshes.bind(this);
  66144. this._scene.registerBeforeRender(this._renderFunction);
  66145. }
  66146. this._numMeshes++;
  66147. }
  66148. };
  66149. /**
  66150. * Hides a specified physic impostor
  66151. * @param impostor defines the impostor to hide
  66152. */
  66153. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66154. if (!impostor || !this._scene) {
  66155. return;
  66156. }
  66157. var removed = false;
  66158. for (var i = 0; i < this._numMeshes; i++) {
  66159. if (this._impostors[i] == impostor) {
  66160. var mesh = this._meshes[i];
  66161. if (!mesh) {
  66162. continue;
  66163. }
  66164. this._scene.removeMesh(mesh);
  66165. mesh.dispose();
  66166. this._numMeshes--;
  66167. if (this._numMeshes > 0) {
  66168. this._meshes[i] = this._meshes[this._numMeshes];
  66169. this._impostors[i] = this._impostors[this._numMeshes];
  66170. this._meshes[this._numMeshes] = null;
  66171. this._impostors[this._numMeshes] = null;
  66172. }
  66173. else {
  66174. this._meshes[0] = null;
  66175. this._impostors[0] = null;
  66176. }
  66177. removed = true;
  66178. break;
  66179. }
  66180. }
  66181. if (removed && this._numMeshes === 0) {
  66182. this._scene.unregisterBeforeRender(this._renderFunction);
  66183. }
  66184. };
  66185. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66186. if (!this._debugMaterial) {
  66187. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66188. this._debugMaterial.wireframe = true;
  66189. }
  66190. return this._debugMaterial;
  66191. };
  66192. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66193. if (!this._debugBoxMesh) {
  66194. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66195. this._debugBoxMesh.renderingGroupId = 1;
  66196. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66197. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66198. scene.removeMesh(this._debugBoxMesh);
  66199. }
  66200. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66201. };
  66202. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66203. if (!this._debugSphereMesh) {
  66204. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66205. this._debugSphereMesh.renderingGroupId = 1;
  66206. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66207. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66208. scene.removeMesh(this._debugSphereMesh);
  66209. }
  66210. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66211. };
  66212. PhysicsViewer.prototype._getDebugMesh = function (impostor, scene) {
  66213. var mesh = null;
  66214. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66215. mesh = this._getDebugBoxMesh(scene);
  66216. impostor.getBoxSizeToRef(mesh.scaling);
  66217. }
  66218. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66219. mesh = this._getDebugSphereMesh(scene);
  66220. var radius = impostor.getRadius();
  66221. mesh.scaling.x = radius * 2;
  66222. mesh.scaling.y = radius * 2;
  66223. mesh.scaling.z = radius * 2;
  66224. }
  66225. return mesh;
  66226. };
  66227. /** Releases all resources */
  66228. PhysicsViewer.prototype.dispose = function () {
  66229. for (var i = 0; i < this._numMeshes; i++) {
  66230. this.hideImpostor(this._impostors[i]);
  66231. }
  66232. if (this._debugBoxMesh) {
  66233. this._debugBoxMesh.dispose();
  66234. }
  66235. if (this._debugSphereMesh) {
  66236. this._debugSphereMesh.dispose();
  66237. }
  66238. if (this._debugMaterial) {
  66239. this._debugMaterial.dispose();
  66240. }
  66241. this._impostors.length = 0;
  66242. this._scene = null;
  66243. this._physicsEnginePlugin = null;
  66244. };
  66245. return PhysicsViewer;
  66246. }());
  66247. Debug.PhysicsViewer = PhysicsViewer;
  66248. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66249. })(BABYLON || (BABYLON = {}));
  66250. //# sourceMappingURL=babylon.physicsViewer.js.map
  66251. var BABYLON;
  66252. (function (BABYLON) {
  66253. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66254. get: function () {
  66255. return this._forceShowBoundingBoxes || false;
  66256. },
  66257. set: function (value) {
  66258. this._forceShowBoundingBoxes = value;
  66259. // Lazyly creates a BB renderer if needed.
  66260. if (value) {
  66261. this.getBoundingBoxRenderer();
  66262. }
  66263. },
  66264. enumerable: true,
  66265. configurable: true
  66266. });
  66267. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66268. if (!this._boundingBoxRenderer) {
  66269. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66270. }
  66271. return this._boundingBoxRenderer;
  66272. };
  66273. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66274. get: function () {
  66275. return this._showBoundingBox || false;
  66276. },
  66277. set: function (value) {
  66278. this._showBoundingBox = value;
  66279. // Lazyly creates a BB renderer if needed.
  66280. if (value) {
  66281. this.getScene().getBoundingBoxRenderer();
  66282. }
  66283. },
  66284. enumerable: true,
  66285. configurable: true
  66286. });
  66287. /**
  66288. * Component responsible of rendering the bounding box of the meshes in a scene.
  66289. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66290. */
  66291. var BoundingBoxRenderer = /** @class */ (function () {
  66292. /**
  66293. * Instantiates a new bounding box renderer in a scene.
  66294. * @param scene the scene the renderer renders in
  66295. */
  66296. function BoundingBoxRenderer(scene) {
  66297. /**
  66298. * The component name helpfull to identify the component in the list of scene components.
  66299. */
  66300. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66301. /**
  66302. * Color of the bounding box lines placed in front of an object
  66303. */
  66304. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66305. /**
  66306. * Color of the bounding box lines placed behind an object
  66307. */
  66308. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66309. /**
  66310. * Defines if the renderer should show the back lines or not
  66311. */
  66312. this.showBackLines = true;
  66313. /**
  66314. * @hidden
  66315. */
  66316. this.renderList = new BABYLON.SmartArray(32);
  66317. this._vertexBuffers = {};
  66318. this.scene = scene;
  66319. scene._addComponent(this);
  66320. }
  66321. /**
  66322. * Registers the component in a given scene
  66323. */
  66324. BoundingBoxRenderer.prototype.register = function () {
  66325. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66326. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66327. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66328. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66329. };
  66330. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66331. if (mesh.showSubMeshesBoundingBox) {
  66332. var boundingInfo = subMesh.getBoundingInfo();
  66333. if (boundingInfo !== null && boundingInfo !== undefined) {
  66334. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66335. this.renderList.push(boundingInfo.boundingBox);
  66336. }
  66337. }
  66338. };
  66339. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66340. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66341. var boundingInfo = sourceMesh.getBoundingInfo();
  66342. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66343. this.renderList.push(boundingInfo.boundingBox);
  66344. }
  66345. };
  66346. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66347. if (this._colorShader) {
  66348. return;
  66349. }
  66350. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66351. attributes: [BABYLON.VertexBuffer.PositionKind],
  66352. uniforms: ["world", "viewProjection", "color"]
  66353. });
  66354. var engine = this.scene.getEngine();
  66355. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66356. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66357. this._createIndexBuffer();
  66358. };
  66359. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66360. var engine = this.scene.getEngine();
  66361. 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]);
  66362. };
  66363. /**
  66364. * Rebuilds the elements related to this component in case of
  66365. * context lost for instance.
  66366. */
  66367. BoundingBoxRenderer.prototype.rebuild = function () {
  66368. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66369. if (vb) {
  66370. vb._rebuild();
  66371. }
  66372. this._createIndexBuffer();
  66373. };
  66374. /**
  66375. * @hidden
  66376. */
  66377. BoundingBoxRenderer.prototype.reset = function () {
  66378. this.renderList.reset();
  66379. };
  66380. /**
  66381. * Render the bounding boxes of a specific rendering group
  66382. * @param renderingGroupId defines the rendering group to render
  66383. */
  66384. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66385. if (this.renderList.length === 0) {
  66386. return;
  66387. }
  66388. this._prepareRessources();
  66389. if (!this._colorShader.isReady()) {
  66390. return;
  66391. }
  66392. var engine = this.scene.getEngine();
  66393. engine.setDepthWrite(false);
  66394. this._colorShader._preBind();
  66395. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  66396. var boundingBox = this.renderList.data[boundingBoxIndex];
  66397. if (boundingBox._tag !== renderingGroupId) {
  66398. continue;
  66399. }
  66400. var min = boundingBox.minimum;
  66401. var max = boundingBox.maximum;
  66402. var diff = max.subtract(min);
  66403. var median = min.add(diff.scale(0.5));
  66404. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66405. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66406. .multiply(boundingBox.getWorldMatrix());
  66407. // VBOs
  66408. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66409. if (this.showBackLines) {
  66410. // Back
  66411. engine.setDepthFunctionToGreaterOrEqual();
  66412. this.scene.resetCachedMaterial();
  66413. this._colorShader.setColor4("color", this.backColor.toColor4());
  66414. this._colorShader.bind(worldMatrix);
  66415. // Draw order
  66416. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66417. }
  66418. // Front
  66419. engine.setDepthFunctionToLess();
  66420. this.scene.resetCachedMaterial();
  66421. this._colorShader.setColor4("color", this.frontColor.toColor4());
  66422. this._colorShader.bind(worldMatrix);
  66423. // Draw order
  66424. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66425. }
  66426. this._colorShader.unbind();
  66427. engine.setDepthFunctionToLessOrEqual();
  66428. engine.setDepthWrite(true);
  66429. };
  66430. /**
  66431. * In case of occlusion queries, we can render the occlusion bounding box through this method
  66432. * @param mesh Define the mesh to render the occlusion bounding box for
  66433. */
  66434. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  66435. this._prepareRessources();
  66436. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  66437. return;
  66438. }
  66439. var engine = this.scene.getEngine();
  66440. engine.setDepthWrite(false);
  66441. engine.setColorWrite(false);
  66442. this._colorShader._preBind();
  66443. var boundingBox = mesh._boundingInfo.boundingBox;
  66444. var min = boundingBox.minimum;
  66445. var max = boundingBox.maximum;
  66446. var diff = max.subtract(min);
  66447. var median = min.add(diff.scale(0.5));
  66448. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  66449. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  66450. .multiply(boundingBox.getWorldMatrix());
  66451. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  66452. engine.setDepthFunctionToLess();
  66453. this.scene.resetCachedMaterial();
  66454. this._colorShader.bind(worldMatrix);
  66455. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  66456. this._colorShader.unbind();
  66457. engine.setDepthFunctionToLessOrEqual();
  66458. engine.setDepthWrite(true);
  66459. engine.setColorWrite(true);
  66460. };
  66461. /**
  66462. * Dispose and release the resources attached to this renderer.
  66463. */
  66464. BoundingBoxRenderer.prototype.dispose = function () {
  66465. if (!this._colorShader) {
  66466. return;
  66467. }
  66468. this.renderList.dispose();
  66469. this._colorShader.dispose();
  66470. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66471. if (buffer) {
  66472. buffer.dispose();
  66473. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  66474. }
  66475. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  66476. };
  66477. return BoundingBoxRenderer;
  66478. }());
  66479. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  66480. })(BABYLON || (BABYLON = {}));
  66481. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  66482. var BABYLON;
  66483. (function (BABYLON) {
  66484. BABYLON.Engine.prototype.createTransformFeedback = function () {
  66485. return this._gl.createTransformFeedback();
  66486. };
  66487. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  66488. this._gl.deleteTransformFeedback(value);
  66489. };
  66490. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  66491. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  66492. };
  66493. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  66494. if (usePoints === void 0) { usePoints = true; }
  66495. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  66496. };
  66497. BABYLON.Engine.prototype.endTransformFeedback = function () {
  66498. this._gl.endTransformFeedback();
  66499. };
  66500. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  66501. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  66502. };
  66503. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  66504. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  66505. };
  66506. })(BABYLON || (BABYLON = {}));
  66507. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  66508. var BABYLON;
  66509. (function (BABYLON) {
  66510. /**
  66511. * This represents a GPU particle system in Babylon
  66512. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  66513. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  66514. */
  66515. var GPUParticleSystem = /** @class */ (function (_super) {
  66516. __extends(GPUParticleSystem, _super);
  66517. /**
  66518. * Instantiates a GPU particle system.
  66519. * 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.
  66520. * @param name The name of the particle system
  66521. * @param options The options used to create the system
  66522. * @param scene The scene the particle system belongs to
  66523. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  66524. */
  66525. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  66526. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  66527. var _this = _super.call(this, name) || this;
  66528. /**
  66529. * The layer mask we are rendering the particles through.
  66530. */
  66531. _this.layerMask = 0x0FFFFFFF;
  66532. _this._accumulatedCount = 0;
  66533. _this._targetIndex = 0;
  66534. _this._currentRenderId = -1;
  66535. _this._started = false;
  66536. _this._stopped = false;
  66537. _this._timeDelta = 0;
  66538. _this._attributesStrideSize = 21;
  66539. _this._actualFrame = 0;
  66540. _this._rawTextureWidth = 256;
  66541. /**
  66542. * An event triggered when the system is disposed.
  66543. */
  66544. _this.onDisposeObservable = new BABYLON.Observable();
  66545. /**
  66546. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  66547. * to override the particles.
  66548. */
  66549. _this.forceDepthWrite = false;
  66550. _this._preWarmDone = false;
  66551. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66552. // Setup the default processing configuration to the scene.
  66553. _this._attachImageProcessingConfiguration(null);
  66554. _this._engine = _this._scene.getEngine();
  66555. if (!options.randomTextureSize) {
  66556. delete options.randomTextureSize;
  66557. }
  66558. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  66559. var optionsAsNumber = options;
  66560. if (isFinite(optionsAsNumber)) {
  66561. fullOptions.capacity = optionsAsNumber;
  66562. }
  66563. _this._capacity = fullOptions.capacity;
  66564. _this._activeCount = fullOptions.capacity;
  66565. _this._currentActiveCount = 0;
  66566. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  66567. _this._scene.particleSystems.push(_this);
  66568. _this._updateEffectOptions = {
  66569. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  66570. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  66571. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  66572. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  66573. uniformBuffersNames: [],
  66574. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  66575. defines: "",
  66576. fallbacks: null,
  66577. onCompiled: null,
  66578. onError: null,
  66579. indexParameters: null,
  66580. maxSimultaneousLights: 0,
  66581. transformFeedbackVaryings: []
  66582. };
  66583. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  66584. // Random data
  66585. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  66586. var d = [];
  66587. for (var i = 0; i < maxTextureSize; ++i) {
  66588. d.push(Math.random());
  66589. d.push(Math.random());
  66590. d.push(Math.random());
  66591. d.push(Math.random());
  66592. }
  66593. _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);
  66594. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66595. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66596. d = [];
  66597. for (var i = 0; i < maxTextureSize; ++i) {
  66598. d.push(Math.random());
  66599. d.push(Math.random());
  66600. d.push(Math.random());
  66601. d.push(Math.random());
  66602. }
  66603. _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);
  66604. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  66605. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  66606. _this._randomTextureSize = maxTextureSize;
  66607. return _this;
  66608. }
  66609. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  66610. /**
  66611. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  66612. */
  66613. get: function () {
  66614. if (!BABYLON.Engine.LastCreatedEngine) {
  66615. return false;
  66616. }
  66617. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  66618. },
  66619. enumerable: true,
  66620. configurable: true
  66621. });
  66622. /**
  66623. * Gets the maximum number of particles active at the same time.
  66624. * @returns The max number of active particles.
  66625. */
  66626. GPUParticleSystem.prototype.getCapacity = function () {
  66627. return this._capacity;
  66628. };
  66629. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  66630. /**
  66631. * Gets or set the number of active particles
  66632. */
  66633. get: function () {
  66634. return this._activeCount;
  66635. },
  66636. set: function (value) {
  66637. this._activeCount = Math.min(value, this._capacity);
  66638. },
  66639. enumerable: true,
  66640. configurable: true
  66641. });
  66642. /**
  66643. * Is this system ready to be used/rendered
  66644. * @return true if the system is ready
  66645. */
  66646. GPUParticleSystem.prototype.isReady = function () {
  66647. if (!this._updateEffect) {
  66648. this._recreateUpdateEffect();
  66649. this._recreateRenderEffect();
  66650. return false;
  66651. }
  66652. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  66653. return false;
  66654. }
  66655. return true;
  66656. };
  66657. /**
  66658. * Gets if the system has been started. (Note: this will still be true after stop is called)
  66659. * @returns True if it has been started, otherwise false.
  66660. */
  66661. GPUParticleSystem.prototype.isStarted = function () {
  66662. return this._started;
  66663. };
  66664. /**
  66665. * Starts the particle system and begins to emit
  66666. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  66667. */
  66668. GPUParticleSystem.prototype.start = function (delay) {
  66669. var _this = this;
  66670. if (delay === void 0) { delay = this.startDelay; }
  66671. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  66672. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  66673. }
  66674. if (delay) {
  66675. setTimeout(function () {
  66676. _this.start(0);
  66677. }, delay);
  66678. return;
  66679. }
  66680. this._started = true;
  66681. this._stopped = false;
  66682. this._preWarmDone = false;
  66683. // Animations
  66684. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  66685. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  66686. }
  66687. };
  66688. /**
  66689. * Stops the particle system.
  66690. */
  66691. GPUParticleSystem.prototype.stop = function () {
  66692. this._stopped = true;
  66693. };
  66694. /**
  66695. * Remove all active particles
  66696. */
  66697. GPUParticleSystem.prototype.reset = function () {
  66698. this._releaseBuffers();
  66699. this._releaseVAOs();
  66700. this._currentActiveCount = 0;
  66701. this._targetIndex = 0;
  66702. };
  66703. /**
  66704. * Returns the string "GPUParticleSystem"
  66705. * @returns a string containing the class name
  66706. */
  66707. GPUParticleSystem.prototype.getClassName = function () {
  66708. return "GPUParticleSystem";
  66709. };
  66710. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  66711. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  66712. this._releaseBuffers();
  66713. return this;
  66714. };
  66715. /**
  66716. * Adds a new color gradient
  66717. * @param gradient defines the gradient to use (between 0 and 1)
  66718. * @param color1 defines the color to affect to the specified gradient
  66719. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  66720. * @returns the current particle system
  66721. */
  66722. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  66723. if (!this._colorGradients) {
  66724. this._colorGradients = [];
  66725. }
  66726. var colorGradient = new BABYLON.ColorGradient();
  66727. colorGradient.gradient = gradient;
  66728. colorGradient.color1 = color1;
  66729. this._colorGradients.push(colorGradient);
  66730. this._colorGradients.sort(function (a, b) {
  66731. if (a.gradient < b.gradient) {
  66732. return -1;
  66733. }
  66734. else if (a.gradient > b.gradient) {
  66735. return 1;
  66736. }
  66737. return 0;
  66738. });
  66739. if (this._colorGradientsTexture) {
  66740. this._colorGradientsTexture.dispose();
  66741. this._colorGradientsTexture = null;
  66742. }
  66743. this._releaseBuffers();
  66744. return this;
  66745. };
  66746. /**
  66747. * Remove a specific color gradient
  66748. * @param gradient defines the gradient to remove
  66749. * @returns the current particle system
  66750. */
  66751. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  66752. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  66753. this._colorGradientsTexture = null;
  66754. return this;
  66755. };
  66756. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  66757. var valueGradient = new BABYLON.FactorGradient();
  66758. valueGradient.gradient = gradient;
  66759. valueGradient.factor1 = factor;
  66760. factorGradients.push(valueGradient);
  66761. factorGradients.sort(function (a, b) {
  66762. if (a.gradient < b.gradient) {
  66763. return -1;
  66764. }
  66765. else if (a.gradient > b.gradient) {
  66766. return 1;
  66767. }
  66768. return 0;
  66769. });
  66770. this._releaseBuffers();
  66771. };
  66772. /**
  66773. * Adds a new size gradient
  66774. * @param gradient defines the gradient to use (between 0 and 1)
  66775. * @param factor defines the size factor to affect to the specified gradient
  66776. * @returns the current particle system
  66777. */
  66778. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  66779. if (!this._sizeGradients) {
  66780. this._sizeGradients = [];
  66781. }
  66782. this._addFactorGradient(this._sizeGradients, gradient, factor);
  66783. if (this._sizeGradientsTexture) {
  66784. this._sizeGradientsTexture.dispose();
  66785. this._sizeGradientsTexture = null;
  66786. }
  66787. this._releaseBuffers();
  66788. return this;
  66789. };
  66790. /**
  66791. * Remove a specific size gradient
  66792. * @param gradient defines the gradient to remove
  66793. * @returns the current particle system
  66794. */
  66795. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  66796. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  66797. this._sizeGradientsTexture = null;
  66798. return this;
  66799. };
  66800. /**
  66801. * Adds a new angular speed gradient
  66802. * @param gradient defines the gradient to use (between 0 and 1)
  66803. * @param factor defines the angular speed to affect to the specified gradient
  66804. * @returns the current particle system
  66805. */
  66806. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  66807. if (!this._angularSpeedGradients) {
  66808. this._angularSpeedGradients = [];
  66809. }
  66810. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  66811. if (this._angularSpeedGradientsTexture) {
  66812. this._angularSpeedGradientsTexture.dispose();
  66813. this._angularSpeedGradientsTexture = null;
  66814. }
  66815. this._releaseBuffers();
  66816. return this;
  66817. };
  66818. /**
  66819. * Remove a specific angular speed gradient
  66820. * @param gradient defines the gradient to remove
  66821. * @returns the current particle system
  66822. */
  66823. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  66824. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  66825. this._angularSpeedGradientsTexture = null;
  66826. return this;
  66827. };
  66828. /**
  66829. * Adds a new velocity gradient
  66830. * @param gradient defines the gradient to use (between 0 and 1)
  66831. * @param factor defines the velocity to affect to the specified gradient
  66832. * @returns the current particle system
  66833. */
  66834. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  66835. if (!this._velocityGradients) {
  66836. this._velocityGradients = [];
  66837. }
  66838. this._addFactorGradient(this._velocityGradients, gradient, factor);
  66839. if (this._velocityGradientsTexture) {
  66840. this._velocityGradientsTexture.dispose();
  66841. this._velocityGradientsTexture = null;
  66842. }
  66843. this._releaseBuffers();
  66844. return this;
  66845. };
  66846. /**
  66847. * Remove a specific velocity gradient
  66848. * @param gradient defines the gradient to remove
  66849. * @returns the current particle system
  66850. */
  66851. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  66852. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  66853. this._velocityGradientsTexture = null;
  66854. return this;
  66855. };
  66856. /**
  66857. * Adds a new limit velocity gradient
  66858. * @param gradient defines the gradient to use (between 0 and 1)
  66859. * @param factor defines the limit velocity value to affect to the specified gradient
  66860. * @returns the current particle system
  66861. */
  66862. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  66863. if (!this._limitVelocityGradients) {
  66864. this._limitVelocityGradients = [];
  66865. }
  66866. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  66867. if (this._limitVelocityGradientsTexture) {
  66868. this._limitVelocityGradientsTexture.dispose();
  66869. this._limitVelocityGradientsTexture = null;
  66870. }
  66871. this._releaseBuffers();
  66872. return this;
  66873. };
  66874. /**
  66875. * Remove a specific limit velocity gradient
  66876. * @param gradient defines the gradient to remove
  66877. * @returns the current particle system
  66878. */
  66879. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  66880. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  66881. this._limitVelocityGradientsTexture = null;
  66882. return this;
  66883. };
  66884. /**
  66885. * Adds a new drag gradient
  66886. * @param gradient defines the gradient to use (between 0 and 1)
  66887. * @param factor defines the drag value to affect to the specified gradient
  66888. * @returns the current particle system
  66889. */
  66890. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  66891. if (!this._dragGradients) {
  66892. this._dragGradients = [];
  66893. }
  66894. this._addFactorGradient(this._dragGradients, gradient, factor);
  66895. if (this._dragGradientsTexture) {
  66896. this._dragGradientsTexture.dispose();
  66897. this._dragGradientsTexture = null;
  66898. }
  66899. this._releaseBuffers();
  66900. return this;
  66901. };
  66902. /**
  66903. * Remove a specific drag gradient
  66904. * @param gradient defines the gradient to remove
  66905. * @returns the current particle system
  66906. */
  66907. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  66908. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  66909. this._dragGradientsTexture = null;
  66910. return this;
  66911. };
  66912. /**
  66913. * Not supported by GPUParticleSystem
  66914. * @param gradient defines the gradient to use (between 0 and 1)
  66915. * @param factor defines the emit rate value to affect to the specified gradient
  66916. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66917. * @returns the current particle system
  66918. */
  66919. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  66920. // Do nothing as emit rate is not supported by GPUParticleSystem
  66921. return this;
  66922. };
  66923. /**
  66924. * Not supported by GPUParticleSystem
  66925. * @param gradient defines the gradient to remove
  66926. * @returns the current particle system
  66927. */
  66928. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  66929. // Do nothing as emit rate is not supported by GPUParticleSystem
  66930. return this;
  66931. };
  66932. /**
  66933. * Not supported by GPUParticleSystem
  66934. * @param gradient defines the gradient to use (between 0 and 1)
  66935. * @param factor defines the start size value to affect to the specified gradient
  66936. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  66937. * @returns the current particle system
  66938. */
  66939. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  66940. // Do nothing as start size is not supported by GPUParticleSystem
  66941. return this;
  66942. };
  66943. /**
  66944. * Not supported by GPUParticleSystem
  66945. * @param gradient defines the gradient to remove
  66946. * @returns the current particle system
  66947. */
  66948. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  66949. // Do nothing as start size is not supported by GPUParticleSystem
  66950. return this;
  66951. };
  66952. /**
  66953. * Not supported by GPUParticleSystem
  66954. * @param gradient defines the gradient to use (between 0 and 1)
  66955. * @param min defines the color remap minimal range
  66956. * @param max defines the color remap maximal range
  66957. * @returns the current particle system
  66958. */
  66959. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  66960. // Do nothing as start size is not supported by GPUParticleSystem
  66961. return this;
  66962. };
  66963. /**
  66964. * Not supported by GPUParticleSystem
  66965. * @param gradient defines the gradient to remove
  66966. * @returns the current particle system
  66967. */
  66968. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  66969. // Do nothing as start size is not supported by GPUParticleSystem
  66970. return this;
  66971. };
  66972. /**
  66973. * Not supported by GPUParticleSystem
  66974. * @param gradient defines the gradient to use (between 0 and 1)
  66975. * @param min defines the alpha remap minimal range
  66976. * @param max defines the alpha remap maximal range
  66977. * @returns the current particle system
  66978. */
  66979. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  66980. // Do nothing as start size is not supported by GPUParticleSystem
  66981. return this;
  66982. };
  66983. /**
  66984. * Not supported by GPUParticleSystem
  66985. * @param gradient defines the gradient to remove
  66986. * @returns the current particle system
  66987. */
  66988. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  66989. // Do nothing as start size is not supported by GPUParticleSystem
  66990. return this;
  66991. };
  66992. /**
  66993. * Not supported by GPUParticleSystem
  66994. * @param gradient defines the gradient to use (between 0 and 1)
  66995. * @param color defines the color to affect to the specified gradient
  66996. * @returns the current particle system
  66997. */
  66998. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  66999. //Not supported by GPUParticleSystem
  67000. return this;
  67001. };
  67002. /**
  67003. * Not supported by GPUParticleSystem
  67004. * @param gradient defines the gradient to remove
  67005. * @returns the current particle system
  67006. */
  67007. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67008. //Not supported by GPUParticleSystem
  67009. return this;
  67010. };
  67011. /**
  67012. * Not supported by GPUParticleSystem
  67013. * @returns the list of ramp gradients
  67014. */
  67015. GPUParticleSystem.prototype.getRampGradients = function () {
  67016. return null;
  67017. };
  67018. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67019. /**
  67020. * Not supported by GPUParticleSystem
  67021. * Gets or sets a boolean indicating that ramp gradients must be used
  67022. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67023. */
  67024. get: function () {
  67025. //Not supported by GPUParticleSystem
  67026. return false;
  67027. },
  67028. set: function (value) {
  67029. //Not supported by GPUParticleSystem
  67030. },
  67031. enumerable: true,
  67032. configurable: true
  67033. });
  67034. /**
  67035. * Not supported by GPUParticleSystem
  67036. * @param gradient defines the gradient to use (between 0 and 1)
  67037. * @param factor defines the life time factor to affect to the specified gradient
  67038. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67039. * @returns the current particle system
  67040. */
  67041. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67042. //Not supported by GPUParticleSystem
  67043. return this;
  67044. };
  67045. /**
  67046. * Not supported by GPUParticleSystem
  67047. * @param gradient defines the gradient to remove
  67048. * @returns the current particle system
  67049. */
  67050. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67051. //Not supported by GPUParticleSystem
  67052. return this;
  67053. };
  67054. GPUParticleSystem.prototype._reset = function () {
  67055. this._releaseBuffers();
  67056. };
  67057. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67058. var updateVertexBuffers = {};
  67059. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67060. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67061. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67062. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67063. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67064. var offset = 12;
  67065. if (!this._colorGradientsTexture) {
  67066. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67067. offset += 4;
  67068. }
  67069. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67070. offset += 3;
  67071. if (!this._isBillboardBased) {
  67072. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67073. offset += 3;
  67074. }
  67075. if (this._angularSpeedGradientsTexture) {
  67076. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67077. offset += 1;
  67078. }
  67079. else {
  67080. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67081. offset += 2;
  67082. }
  67083. if (this._isAnimationSheetEnabled) {
  67084. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67085. offset += 1;
  67086. if (this.spriteRandomStartCell) {
  67087. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67088. offset += 1;
  67089. }
  67090. }
  67091. if (this.noiseTexture) {
  67092. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67093. offset += 3;
  67094. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67095. offset += 3;
  67096. }
  67097. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67098. this._engine.bindArrayBuffer(null);
  67099. return vao;
  67100. };
  67101. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67102. var renderVertexBuffers = {};
  67103. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67104. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67105. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67106. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67107. var offset = 12;
  67108. if (!this._colorGradientsTexture) {
  67109. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67110. offset += 4;
  67111. }
  67112. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67113. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67114. }
  67115. offset += 3; // Direction
  67116. if (!this._isBillboardBased) {
  67117. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67118. offset += 3;
  67119. }
  67120. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67121. if (this._angularSpeedGradientsTexture) {
  67122. offset++;
  67123. }
  67124. else {
  67125. offset += 2;
  67126. }
  67127. if (this._isAnimationSheetEnabled) {
  67128. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67129. offset += 1;
  67130. if (this.spriteRandomStartCell) {
  67131. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67132. offset += 1;
  67133. }
  67134. }
  67135. if (this.noiseTexture) {
  67136. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67137. offset += 3;
  67138. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67139. offset += 3;
  67140. }
  67141. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67142. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67143. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67144. this._engine.bindArrayBuffer(null);
  67145. return vao;
  67146. };
  67147. GPUParticleSystem.prototype._initialize = function (force) {
  67148. if (force === void 0) { force = false; }
  67149. if (this._buffer0 && !force) {
  67150. return;
  67151. }
  67152. var engine = this._scene.getEngine();
  67153. var data = new Array();
  67154. if (!this.isBillboardBased) {
  67155. this._attributesStrideSize += 3;
  67156. }
  67157. if (this._colorGradientsTexture) {
  67158. this._attributesStrideSize -= 4;
  67159. }
  67160. if (this._angularSpeedGradientsTexture) {
  67161. this._attributesStrideSize -= 1;
  67162. }
  67163. if (this._isAnimationSheetEnabled) {
  67164. this._attributesStrideSize += 1;
  67165. if (this.spriteRandomStartCell) {
  67166. this._attributesStrideSize += 1;
  67167. }
  67168. }
  67169. if (this.noiseTexture) {
  67170. this._attributesStrideSize += 6;
  67171. }
  67172. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67173. // position
  67174. data.push(0.0);
  67175. data.push(0.0);
  67176. data.push(0.0);
  67177. // Age and life
  67178. data.push(0.0); // create the particle as a dead one to create a new one at start
  67179. data.push(0.0);
  67180. // Seed
  67181. data.push(Math.random());
  67182. data.push(Math.random());
  67183. data.push(Math.random());
  67184. data.push(Math.random());
  67185. // Size
  67186. data.push(0.0);
  67187. data.push(0.0);
  67188. data.push(0.0);
  67189. if (!this._colorGradientsTexture) {
  67190. // color
  67191. data.push(0.0);
  67192. data.push(0.0);
  67193. data.push(0.0);
  67194. data.push(0.0);
  67195. }
  67196. // direction
  67197. data.push(0.0);
  67198. data.push(0.0);
  67199. data.push(0.0);
  67200. if (!this.isBillboardBased) {
  67201. // initialDirection
  67202. data.push(0.0);
  67203. data.push(0.0);
  67204. data.push(0.0);
  67205. }
  67206. // angle
  67207. data.push(0.0);
  67208. if (!this._angularSpeedGradientsTexture) {
  67209. data.push(0.0);
  67210. }
  67211. if (this._isAnimationSheetEnabled) {
  67212. data.push(0.0);
  67213. if (this.spriteRandomStartCell) {
  67214. data.push(0.0);
  67215. }
  67216. }
  67217. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67218. data.push(Math.random());
  67219. data.push(Math.random());
  67220. data.push(Math.random());
  67221. data.push(Math.random());
  67222. data.push(Math.random());
  67223. data.push(Math.random());
  67224. }
  67225. }
  67226. // Sprite data
  67227. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67228. -0.5, 0.5, 0, 1,
  67229. -0.5, -0.5, 0, 0,
  67230. 0.5, -0.5, 1, 0]);
  67231. // Buffers
  67232. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67233. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67234. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67235. // Update VAO
  67236. this._updateVAO = [];
  67237. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67238. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67239. // Render VAO
  67240. this._renderVAO = [];
  67241. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67242. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67243. // Links
  67244. this._sourceBuffer = this._buffer0;
  67245. this._targetBuffer = this._buffer1;
  67246. };
  67247. /** @hidden */
  67248. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67249. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67250. if (this._isBillboardBased) {
  67251. defines += "\n#define BILLBOARD";
  67252. }
  67253. if (this._colorGradientsTexture) {
  67254. defines += "\n#define COLORGRADIENTS";
  67255. }
  67256. if (this._sizeGradientsTexture) {
  67257. defines += "\n#define SIZEGRADIENTS";
  67258. }
  67259. if (this._angularSpeedGradientsTexture) {
  67260. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67261. }
  67262. if (this._velocityGradientsTexture) {
  67263. defines += "\n#define VELOCITYGRADIENTS";
  67264. }
  67265. if (this._limitVelocityGradientsTexture) {
  67266. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67267. }
  67268. if (this._dragGradientsTexture) {
  67269. defines += "\n#define DRAGGRADIENTS";
  67270. }
  67271. if (this.isAnimationSheetEnabled) {
  67272. defines += "\n#define ANIMATESHEET";
  67273. if (this.spriteRandomStartCell) {
  67274. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67275. }
  67276. }
  67277. if (this.noiseTexture) {
  67278. defines += "\n#define NOISE";
  67279. }
  67280. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67281. return;
  67282. }
  67283. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67284. if (!this._colorGradientsTexture) {
  67285. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67286. }
  67287. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67288. if (!this._isBillboardBased) {
  67289. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67290. }
  67291. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67292. if (this.isAnimationSheetEnabled) {
  67293. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67294. if (this.spriteRandomStartCell) {
  67295. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67296. }
  67297. }
  67298. if (this.noiseTexture) {
  67299. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67300. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67301. }
  67302. this._updateEffectOptions.defines = defines;
  67303. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67304. };
  67305. /** @hidden */
  67306. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67307. var defines = "";
  67308. if (this._scene.clipPlane) {
  67309. defines = "\n#define CLIPPLANE";
  67310. }
  67311. if (this._scene.clipPlane2) {
  67312. defines = "\n#define CLIPPLANE2";
  67313. }
  67314. if (this._scene.clipPlane3) {
  67315. defines = "\n#define CLIPPLANE3";
  67316. }
  67317. if (this._scene.clipPlane4) {
  67318. defines = "\n#define CLIPPLANE4";
  67319. }
  67320. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67321. defines = "\n#define BLENDMULTIPLYMODE";
  67322. }
  67323. if (this._isBillboardBased) {
  67324. defines += "\n#define BILLBOARD";
  67325. switch (this.billboardMode) {
  67326. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67327. defines += "\n#define BILLBOARDY";
  67328. break;
  67329. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67330. defines += "\n#define BILLBOARDSTRETCHED";
  67331. break;
  67332. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67333. default:
  67334. break;
  67335. }
  67336. }
  67337. if (this._colorGradientsTexture) {
  67338. defines += "\n#define COLORGRADIENTS";
  67339. }
  67340. if (this.isAnimationSheetEnabled) {
  67341. defines += "\n#define ANIMATESHEET";
  67342. }
  67343. if (this._imageProcessingConfiguration) {
  67344. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67345. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67346. }
  67347. if (this._renderEffect && this._renderEffect.defines === defines) {
  67348. return;
  67349. }
  67350. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67351. var samplers = ["textureSampler", "colorGradientSampler"];
  67352. if (BABYLON.ImageProcessingConfiguration) {
  67353. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67354. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67355. }
  67356. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67357. };
  67358. /**
  67359. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67360. * @param preWarm defines if we are in the pre-warmimg phase
  67361. */
  67362. GPUParticleSystem.prototype.animate = function (preWarm) {
  67363. if (preWarm === void 0) { preWarm = false; }
  67364. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67365. this._actualFrame += this._timeDelta;
  67366. if (!this._stopped) {
  67367. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67368. this.stop();
  67369. }
  67370. }
  67371. };
  67372. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67373. var texture = this[textureName];
  67374. if (!factorGradients || !factorGradients.length || texture) {
  67375. return;
  67376. }
  67377. var data = new Float32Array(this._rawTextureWidth);
  67378. for (var x = 0; x < this._rawTextureWidth; x++) {
  67379. var ratio = x / this._rawTextureWidth;
  67380. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67381. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67382. });
  67383. }
  67384. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67385. };
  67386. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67387. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  67388. };
  67389. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  67390. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  67391. };
  67392. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  67393. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  67394. };
  67395. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  67396. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  67397. };
  67398. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  67399. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  67400. };
  67401. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  67402. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  67403. return;
  67404. }
  67405. var data = new Uint8Array(this._rawTextureWidth * 4);
  67406. var tmpColor = BABYLON.Tmp.Color4[0];
  67407. for (var x = 0; x < this._rawTextureWidth; x++) {
  67408. var ratio = x / this._rawTextureWidth;
  67409. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  67410. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  67411. data[x * 4] = tmpColor.r * 255;
  67412. data[x * 4 + 1] = tmpColor.g * 255;
  67413. data[x * 4 + 2] = tmpColor.b * 255;
  67414. data[x * 4 + 3] = tmpColor.a * 255;
  67415. });
  67416. }
  67417. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67418. };
  67419. /**
  67420. * Renders the particle system in its current state
  67421. * @param preWarm defines if the system should only update the particles but not render them
  67422. * @returns the current number of particles
  67423. */
  67424. GPUParticleSystem.prototype.render = function (preWarm) {
  67425. if (preWarm === void 0) { preWarm = false; }
  67426. if (!this._started) {
  67427. return 0;
  67428. }
  67429. this._createColorGradientTexture();
  67430. this._createSizeGradientTexture();
  67431. this._createAngularSpeedGradientTexture();
  67432. this._createVelocityGradientTexture();
  67433. this._createLimitVelocityGradientTexture();
  67434. this._createDragGradientTexture();
  67435. this._recreateUpdateEffect();
  67436. this._recreateRenderEffect();
  67437. if (!this.isReady()) {
  67438. return 0;
  67439. }
  67440. if (!preWarm) {
  67441. if (!this._preWarmDone && this.preWarmCycles) {
  67442. for (var index = 0; index < this.preWarmCycles; index++) {
  67443. this.animate(true);
  67444. this.render(true);
  67445. }
  67446. this._preWarmDone = true;
  67447. }
  67448. if (this._currentRenderId === this._scene.getFrameId()) {
  67449. return 0;
  67450. }
  67451. this._currentRenderId = this._scene.getFrameId();
  67452. }
  67453. // Get everything ready to render
  67454. this._initialize();
  67455. this._accumulatedCount += this.emitRate * this._timeDelta;
  67456. if (this._accumulatedCount > 1) {
  67457. var intPart = this._accumulatedCount | 0;
  67458. this._accumulatedCount -= intPart;
  67459. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  67460. }
  67461. if (!this._currentActiveCount) {
  67462. return 0;
  67463. }
  67464. // Enable update effect
  67465. this._engine.enableEffect(this._updateEffect);
  67466. this._engine.setState(false);
  67467. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  67468. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  67469. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  67470. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  67471. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  67472. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  67473. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  67474. if (!this._colorGradientsTexture) {
  67475. this._updateEffect.setDirectColor4("color1", this.color1);
  67476. this._updateEffect.setDirectColor4("color2", this.color2);
  67477. }
  67478. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  67479. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  67480. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  67481. this._updateEffect.setVector3("gravity", this.gravity);
  67482. if (this._sizeGradientsTexture) {
  67483. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  67484. }
  67485. if (this._angularSpeedGradientsTexture) {
  67486. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  67487. }
  67488. if (this._velocityGradientsTexture) {
  67489. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  67490. }
  67491. if (this._limitVelocityGradientsTexture) {
  67492. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  67493. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  67494. }
  67495. if (this._dragGradientsTexture) {
  67496. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  67497. }
  67498. if (this.particleEmitterType) {
  67499. this.particleEmitterType.applyToShader(this._updateEffect);
  67500. }
  67501. if (this._isAnimationSheetEnabled) {
  67502. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  67503. }
  67504. if (this.noiseTexture) {
  67505. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  67506. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  67507. }
  67508. var emitterWM;
  67509. if (this.emitter.position) {
  67510. var emitterMesh = this.emitter;
  67511. emitterWM = emitterMesh.getWorldMatrix();
  67512. }
  67513. else {
  67514. var emitterPosition = this.emitter;
  67515. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  67516. }
  67517. this._updateEffect.setMatrix("emitterWM", emitterWM);
  67518. // Bind source VAO
  67519. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  67520. // Update
  67521. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  67522. this._engine.setRasterizerState(false);
  67523. this._engine.beginTransformFeedback(true);
  67524. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  67525. this._engine.endTransformFeedback();
  67526. this._engine.setRasterizerState(true);
  67527. this._engine.bindTransformFeedbackBuffer(null);
  67528. if (!preWarm) {
  67529. // Enable render effect
  67530. this._engine.enableEffect(this._renderEffect);
  67531. var viewMatrix = this._scene.getViewMatrix();
  67532. this._renderEffect.setMatrix("view", viewMatrix);
  67533. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  67534. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  67535. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  67536. if (this._colorGradientsTexture) {
  67537. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  67538. }
  67539. else {
  67540. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  67541. }
  67542. if (this._isAnimationSheetEnabled && this.particleTexture) {
  67543. var baseSize = this.particleTexture.getBaseSize();
  67544. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  67545. }
  67546. if (this._isBillboardBased) {
  67547. var camera = this._scene.activeCamera;
  67548. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  67549. }
  67550. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  67551. var invView = viewMatrix.clone();
  67552. invView.invert();
  67553. this._renderEffect.setMatrix("invView", invView);
  67554. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  67555. }
  67556. // image processing
  67557. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  67558. this._imageProcessingConfiguration.bind(this._renderEffect);
  67559. }
  67560. // Draw order
  67561. switch (this.blendMode) {
  67562. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  67563. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  67564. break;
  67565. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  67566. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  67567. break;
  67568. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  67569. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  67570. break;
  67571. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  67572. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  67573. break;
  67574. }
  67575. if (this.forceDepthWrite) {
  67576. this._engine.setDepthWrite(true);
  67577. }
  67578. // Bind source VAO
  67579. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  67580. // Render
  67581. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  67582. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  67583. }
  67584. // Switch VAOs
  67585. this._targetIndex++;
  67586. if (this._targetIndex === 2) {
  67587. this._targetIndex = 0;
  67588. }
  67589. // Switch buffers
  67590. var tmpBuffer = this._sourceBuffer;
  67591. this._sourceBuffer = this._targetBuffer;
  67592. this._targetBuffer = tmpBuffer;
  67593. return this._currentActiveCount;
  67594. };
  67595. /**
  67596. * Rebuilds the particle system
  67597. */
  67598. GPUParticleSystem.prototype.rebuild = function () {
  67599. this._initialize(true);
  67600. };
  67601. GPUParticleSystem.prototype._releaseBuffers = function () {
  67602. if (this._buffer0) {
  67603. this._buffer0.dispose();
  67604. this._buffer0 = null;
  67605. }
  67606. if (this._buffer1) {
  67607. this._buffer1.dispose();
  67608. this._buffer1 = null;
  67609. }
  67610. if (this._spriteBuffer) {
  67611. this._spriteBuffer.dispose();
  67612. this._spriteBuffer = null;
  67613. }
  67614. };
  67615. GPUParticleSystem.prototype._releaseVAOs = function () {
  67616. if (!this._updateVAO) {
  67617. return;
  67618. }
  67619. for (var index = 0; index < this._updateVAO.length; index++) {
  67620. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  67621. }
  67622. this._updateVAO = [];
  67623. for (var index = 0; index < this._renderVAO.length; index++) {
  67624. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  67625. }
  67626. this._renderVAO = [];
  67627. };
  67628. /**
  67629. * Disposes the particle system and free the associated resources
  67630. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  67631. */
  67632. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  67633. if (disposeTexture === void 0) { disposeTexture = true; }
  67634. var index = this._scene.particleSystems.indexOf(this);
  67635. if (index > -1) {
  67636. this._scene.particleSystems.splice(index, 1);
  67637. }
  67638. this._releaseBuffers();
  67639. this._releaseVAOs();
  67640. if (this._colorGradientsTexture) {
  67641. this._colorGradientsTexture.dispose();
  67642. this._colorGradientsTexture = null;
  67643. }
  67644. if (this._sizeGradientsTexture) {
  67645. this._sizeGradientsTexture.dispose();
  67646. this._sizeGradientsTexture = null;
  67647. }
  67648. if (this._angularSpeedGradientsTexture) {
  67649. this._angularSpeedGradientsTexture.dispose();
  67650. this._angularSpeedGradientsTexture = null;
  67651. }
  67652. if (this._velocityGradientsTexture) {
  67653. this._velocityGradientsTexture.dispose();
  67654. this._velocityGradientsTexture = null;
  67655. }
  67656. if (this._limitVelocityGradientsTexture) {
  67657. this._limitVelocityGradientsTexture.dispose();
  67658. this._limitVelocityGradientsTexture = null;
  67659. }
  67660. if (this._dragGradientsTexture) {
  67661. this._dragGradientsTexture.dispose();
  67662. this._dragGradientsTexture = null;
  67663. }
  67664. if (this._randomTexture) {
  67665. this._randomTexture.dispose();
  67666. this._randomTexture = null;
  67667. }
  67668. if (this._randomTexture2) {
  67669. this._randomTexture2.dispose();
  67670. this._randomTexture2 = null;
  67671. }
  67672. if (disposeTexture && this.particleTexture) {
  67673. this.particleTexture.dispose();
  67674. this.particleTexture = null;
  67675. }
  67676. if (disposeTexture && this.noiseTexture) {
  67677. this.noiseTexture.dispose();
  67678. this.noiseTexture = null;
  67679. }
  67680. // Callback
  67681. this.onDisposeObservable.notifyObservers(this);
  67682. this.onDisposeObservable.clear();
  67683. };
  67684. /**
  67685. * Clones the particle system.
  67686. * @param name The name of the cloned object
  67687. * @param newEmitter The new emitter to use
  67688. * @returns the cloned particle system
  67689. */
  67690. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  67691. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  67692. BABYLON.Tools.DeepCopy(this, result);
  67693. if (newEmitter === undefined) {
  67694. newEmitter = this.emitter;
  67695. }
  67696. result.emitter = newEmitter;
  67697. if (this.particleTexture) {
  67698. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  67699. }
  67700. return result;
  67701. };
  67702. /**
  67703. * Serializes the particle system to a JSON object.
  67704. * @returns the JSON object
  67705. */
  67706. GPUParticleSystem.prototype.serialize = function () {
  67707. var serializationObject = {};
  67708. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  67709. serializationObject.activeParticleCount = this.activeParticleCount;
  67710. return serializationObject;
  67711. };
  67712. /**
  67713. * Parses a JSON object to create a GPU particle system.
  67714. * @param parsedParticleSystem The JSON object to parse
  67715. * @param scene The scene to create the particle system in
  67716. * @param rootUrl The root url to use to load external dependencies like texture
  67717. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  67718. * @returns the parsed GPU particle system
  67719. */
  67720. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  67721. if (doNotStart === void 0) { doNotStart = false; }
  67722. var name = parsedParticleSystem.name;
  67723. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  67724. if (parsedParticleSystem.activeParticleCount) {
  67725. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  67726. }
  67727. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  67728. // Auto start
  67729. if (parsedParticleSystem.preventAutoStart) {
  67730. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  67731. }
  67732. if (!doNotStart && !particleSystem.preventAutoStart) {
  67733. particleSystem.start();
  67734. }
  67735. return particleSystem;
  67736. };
  67737. return GPUParticleSystem;
  67738. }(BABYLON.BaseParticleSystem));
  67739. BABYLON.GPUParticleSystem = GPUParticleSystem;
  67740. })(BABYLON || (BABYLON = {}));
  67741. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  67742. var BABYLON;
  67743. (function (BABYLON) {
  67744. /**
  67745. * Represents one particle of a solid particle system.
  67746. */
  67747. var SolidParticle = /** @class */ (function () {
  67748. /**
  67749. * Creates a Solid Particle object.
  67750. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  67751. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  67752. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  67753. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  67754. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  67755. * @param shapeId (integer) is the model shape identifier in the SPS.
  67756. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  67757. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  67758. */
  67759. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  67760. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  67761. /**
  67762. * particle global index
  67763. */
  67764. this.idx = 0;
  67765. /**
  67766. * The color of the particle
  67767. */
  67768. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  67769. /**
  67770. * The world space position of the particle.
  67771. */
  67772. this.position = BABYLON.Vector3.Zero();
  67773. /**
  67774. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  67775. */
  67776. this.rotation = BABYLON.Vector3.Zero();
  67777. /**
  67778. * The scaling of the particle.
  67779. */
  67780. this.scaling = BABYLON.Vector3.One();
  67781. /**
  67782. * The uvs of the particle.
  67783. */
  67784. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  67785. /**
  67786. * The current speed of the particle.
  67787. */
  67788. this.velocity = BABYLON.Vector3.Zero();
  67789. /**
  67790. * The pivot point in the particle local space.
  67791. */
  67792. this.pivot = BABYLON.Vector3.Zero();
  67793. /**
  67794. * Must the particle be translated from its pivot point in its local space ?
  67795. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  67796. * Default : false
  67797. */
  67798. this.translateFromPivot = false;
  67799. /**
  67800. * Is the particle active or not ?
  67801. */
  67802. this.alive = true;
  67803. /**
  67804. * Is the particle visible or not ?
  67805. */
  67806. this.isVisible = true;
  67807. /**
  67808. * Index of this particle in the global "positions" array (Internal use)
  67809. * @hidden
  67810. */
  67811. this._pos = 0;
  67812. /**
  67813. * @hidden Index of this particle in the global "indices" array (Internal use)
  67814. */
  67815. this._ind = 0;
  67816. /**
  67817. * ModelShape id of this particle
  67818. */
  67819. this.shapeId = 0;
  67820. /**
  67821. * Index of the particle in its shape id (Internal use)
  67822. */
  67823. this.idxInShape = 0;
  67824. /**
  67825. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  67826. */
  67827. this._stillInvisible = false;
  67828. /**
  67829. * @hidden Last computed particle rotation matrix
  67830. */
  67831. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  67832. /**
  67833. * Parent particle Id, if any.
  67834. * Default null.
  67835. */
  67836. this.parentId = null;
  67837. /**
  67838. * @hidden Internal global position in the SPS.
  67839. */
  67840. this._globalPosition = BABYLON.Vector3.Zero();
  67841. this.idx = particleIndex;
  67842. this._pos = positionIndex;
  67843. this._ind = indiceIndex;
  67844. this._model = model;
  67845. this.shapeId = shapeId;
  67846. this.idxInShape = idxInShape;
  67847. this._sps = sps;
  67848. if (modelBoundingInfo) {
  67849. this._modelBoundingInfo = modelBoundingInfo;
  67850. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  67851. }
  67852. }
  67853. Object.defineProperty(SolidParticle.prototype, "scale", {
  67854. /**
  67855. * Legacy support, changed scale to scaling
  67856. */
  67857. get: function () {
  67858. return this.scaling;
  67859. },
  67860. /**
  67861. * Legacy support, changed scale to scaling
  67862. */
  67863. set: function (scale) {
  67864. this.scaling = scale;
  67865. },
  67866. enumerable: true,
  67867. configurable: true
  67868. });
  67869. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  67870. /**
  67871. * Legacy support, changed quaternion to rotationQuaternion
  67872. */
  67873. get: function () {
  67874. return this.rotationQuaternion;
  67875. },
  67876. /**
  67877. * Legacy support, changed quaternion to rotationQuaternion
  67878. */
  67879. set: function (q) {
  67880. this.rotationQuaternion = q;
  67881. },
  67882. enumerable: true,
  67883. configurable: true
  67884. });
  67885. /**
  67886. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  67887. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  67888. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  67889. * @returns true if it intersects
  67890. */
  67891. SolidParticle.prototype.intersectsMesh = function (target) {
  67892. if (!this._boundingInfo || !target._boundingInfo) {
  67893. return false;
  67894. }
  67895. if (this._sps._bSphereOnly) {
  67896. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  67897. }
  67898. return this._boundingInfo.intersects(target._boundingInfo, false);
  67899. };
  67900. /**
  67901. * get the rotation matrix of the particle
  67902. * @hidden
  67903. */
  67904. SolidParticle.prototype.getRotationMatrix = function (m) {
  67905. var quaternion;
  67906. if (this.rotationQuaternion) {
  67907. quaternion = this.rotationQuaternion;
  67908. }
  67909. else {
  67910. quaternion = BABYLON.Tmp.Quaternion[0];
  67911. var rotation = this.rotation;
  67912. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  67913. }
  67914. quaternion.toRotationMatrix(m);
  67915. };
  67916. return SolidParticle;
  67917. }());
  67918. BABYLON.SolidParticle = SolidParticle;
  67919. /**
  67920. * Represents the shape of the model used by one particle of a solid particle system.
  67921. * SPS internal tool, don't use it manually.
  67922. */
  67923. var ModelShape = /** @class */ (function () {
  67924. /**
  67925. * 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.
  67926. * SPS internal tool, don't use it manually.
  67927. * @hidden
  67928. */
  67929. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  67930. /**
  67931. * length of the shape in the model indices array (internal use)
  67932. * @hidden
  67933. */
  67934. this._indicesLength = 0;
  67935. this.shapeID = id;
  67936. this._shape = shape;
  67937. this._indicesLength = indicesLength;
  67938. this._shapeUV = shapeUV;
  67939. this._positionFunction = posFunction;
  67940. this._vertexFunction = vtxFunction;
  67941. }
  67942. return ModelShape;
  67943. }());
  67944. BABYLON.ModelShape = ModelShape;
  67945. /**
  67946. * Represents a Depth Sorted Particle in the solid particle system.
  67947. */
  67948. var DepthSortedParticle = /** @class */ (function () {
  67949. function DepthSortedParticle() {
  67950. /**
  67951. * Index of the particle in the "indices" array
  67952. */
  67953. this.ind = 0;
  67954. /**
  67955. * Length of the particle shape in the "indices" array
  67956. */
  67957. this.indicesLength = 0;
  67958. /**
  67959. * Squared distance from the particle to the camera
  67960. */
  67961. this.sqDistance = 0.0;
  67962. }
  67963. return DepthSortedParticle;
  67964. }());
  67965. BABYLON.DepthSortedParticle = DepthSortedParticle;
  67966. })(BABYLON || (BABYLON = {}));
  67967. //# sourceMappingURL=babylon.solidParticle.js.map
  67968. var BABYLON;
  67969. (function (BABYLON) {
  67970. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  67971. /**
  67972. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  67973. *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.
  67974. * The SPS is also a particle system. It provides some methods to manage the particles.
  67975. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  67976. *
  67977. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  67978. */
  67979. var SolidParticleSystem = /** @class */ (function () {
  67980. /**
  67981. * Creates a SPS (Solid Particle System) object.
  67982. * @param name (String) is the SPS name, this will be the underlying mesh name.
  67983. * @param scene (Scene) is the scene in which the SPS is added.
  67984. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  67985. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  67986. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  67987. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  67988. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  67989. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  67990. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  67991. */
  67992. function SolidParticleSystem(name, scene, options) {
  67993. /**
  67994. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  67995. * Example : var p = SPS.particles[i];
  67996. */
  67997. this.particles = new Array();
  67998. /**
  67999. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68000. */
  68001. this.nbParticles = 0;
  68002. /**
  68003. * If the particles must ever face the camera (default false). Useful for planar particles.
  68004. */
  68005. this.billboard = false;
  68006. /**
  68007. * Recompute normals when adding a shape
  68008. */
  68009. this.recomputeNormals = true;
  68010. /**
  68011. * This a counter ofr your own usage. It's not set by any SPS functions.
  68012. */
  68013. this.counter = 0;
  68014. /**
  68015. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68016. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68017. */
  68018. this.vars = {};
  68019. /**
  68020. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68021. * @hidden
  68022. */
  68023. this._bSphereOnly = false;
  68024. /**
  68025. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68026. * @hidden
  68027. */
  68028. this._bSphereRadiusFactor = 1.0;
  68029. this._positions = new Array();
  68030. this._indices = new Array();
  68031. this._normals = new Array();
  68032. this._colors = new Array();
  68033. this._uvs = new Array();
  68034. this._index = 0; // indices index
  68035. this._updatable = true;
  68036. this._pickable = false;
  68037. this._isVisibilityBoxLocked = false;
  68038. this._alwaysVisible = false;
  68039. this._depthSort = false;
  68040. this._shapeCounter = 0;
  68041. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68042. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68043. this._computeParticleColor = true;
  68044. this._computeParticleTexture = true;
  68045. this._computeParticleRotation = true;
  68046. this._computeParticleVertex = false;
  68047. this._computeBoundingBox = false;
  68048. this._depthSortParticles = true;
  68049. this._mustUnrotateFixedNormals = false;
  68050. this._particlesIntersect = false;
  68051. this._needs32Bits = false;
  68052. this.name = name;
  68053. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68054. this._camera = scene.activeCamera;
  68055. this._pickable = options ? options.isPickable : false;
  68056. this._depthSort = options ? options.enableDepthSort : false;
  68057. this._particlesIntersect = options ? options.particleIntersection : false;
  68058. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68059. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68060. if (options && options.updatable !== undefined) {
  68061. this._updatable = options.updatable;
  68062. }
  68063. else {
  68064. this._updatable = true;
  68065. }
  68066. if (this._pickable) {
  68067. this.pickedParticles = [];
  68068. }
  68069. if (this._depthSort) {
  68070. this.depthSortedParticles = [];
  68071. }
  68072. }
  68073. /**
  68074. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68075. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68076. * @returns the created mesh
  68077. */
  68078. SolidParticleSystem.prototype.buildMesh = function () {
  68079. if (this.nbParticles === 0) {
  68080. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68081. this.addShape(triangle, 1);
  68082. triangle.dispose();
  68083. }
  68084. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68085. this._positions32 = new Float32Array(this._positions);
  68086. this._uvs32 = new Float32Array(this._uvs);
  68087. this._colors32 = new Float32Array(this._colors);
  68088. if (this.recomputeNormals) {
  68089. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68090. }
  68091. this._normals32 = new Float32Array(this._normals);
  68092. this._fixedNormal32 = new Float32Array(this._normals);
  68093. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68094. this._unrotateFixedNormals();
  68095. }
  68096. var vertexData = new BABYLON.VertexData();
  68097. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68098. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68099. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68100. if (this._uvs32.length > 0) {
  68101. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68102. }
  68103. if (this._colors32.length > 0) {
  68104. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68105. }
  68106. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68107. vertexData.applyToMesh(mesh, this._updatable);
  68108. this.mesh = mesh;
  68109. this.mesh.isPickable = this._pickable;
  68110. // free memory
  68111. if (!this._depthSort) {
  68112. this._indices = null;
  68113. }
  68114. this._positions = null;
  68115. this._normals = null;
  68116. this._uvs = null;
  68117. this._colors = null;
  68118. if (!this._updatable) {
  68119. this.particles.length = 0;
  68120. }
  68121. return mesh;
  68122. };
  68123. /**
  68124. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68125. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68126. * Thus the particles generated from `digest()` have their property `position` set yet.
  68127. * @param mesh ( Mesh ) is the mesh to be digested
  68128. * @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
  68129. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68130. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68131. * @returns the current SPS
  68132. */
  68133. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68134. var size = (options && options.facetNb) || 1;
  68135. var number = (options && options.number) || 0;
  68136. var delta = (options && options.delta) || 0;
  68137. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68138. var meshInd = mesh.getIndices();
  68139. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68140. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68141. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68142. var f = 0; // facet counter
  68143. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68144. // compute size from number
  68145. if (number) {
  68146. number = (number > totalFacets) ? totalFacets : number;
  68147. size = Math.round(totalFacets / number);
  68148. delta = 0;
  68149. }
  68150. else {
  68151. size = (size > totalFacets) ? totalFacets : size;
  68152. }
  68153. var facetPos = []; // submesh positions
  68154. var facetInd = []; // submesh indices
  68155. var facetUV = []; // submesh UV
  68156. var facetCol = []; // submesh colors
  68157. var barycenter = BABYLON.Vector3.Zero();
  68158. var sizeO = size;
  68159. while (f < totalFacets) {
  68160. size = sizeO + Math.floor((1 + delta) * Math.random());
  68161. if (f > totalFacets - size) {
  68162. size = totalFacets - f;
  68163. }
  68164. // reset temp arrays
  68165. facetPos.length = 0;
  68166. facetInd.length = 0;
  68167. facetUV.length = 0;
  68168. facetCol.length = 0;
  68169. // iterate over "size" facets
  68170. var fi = 0;
  68171. for (var j = f * 3; j < (f + size) * 3; j++) {
  68172. facetInd.push(fi);
  68173. var i = meshInd[j];
  68174. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68175. if (meshUV) {
  68176. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68177. }
  68178. if (meshCol) {
  68179. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68180. }
  68181. fi++;
  68182. }
  68183. // create a model shape for each single particle
  68184. var idx = this.nbParticles;
  68185. var shape = this._posToShape(facetPos);
  68186. var shapeUV = this._uvsToShapeUV(facetUV);
  68187. // compute the barycenter of the shape
  68188. var v;
  68189. for (v = 0; v < shape.length; v++) {
  68190. barycenter.addInPlace(shape[v]);
  68191. }
  68192. barycenter.scaleInPlace(1 / shape.length);
  68193. // shift the shape from its barycenter to the origin
  68194. for (v = 0; v < shape.length; v++) {
  68195. shape[v].subtractInPlace(barycenter);
  68196. }
  68197. var bInfo;
  68198. if (this._particlesIntersect) {
  68199. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68200. }
  68201. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68202. // add the particle in the SPS
  68203. var currentPos = this._positions.length;
  68204. var currentInd = this._indices.length;
  68205. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68206. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68207. // initialize the particle position
  68208. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68209. this._index += shape.length;
  68210. idx++;
  68211. this.nbParticles++;
  68212. this._shapeCounter++;
  68213. f += size;
  68214. }
  68215. return this;
  68216. };
  68217. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68218. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68219. var index = 0;
  68220. var idx = 0;
  68221. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68222. var quaternion = BABYLON.Tmp.Quaternion[0];
  68223. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68224. for (var p = 0; p < this.particles.length; p++) {
  68225. var particle = this.particles[p];
  68226. var shape = particle._model._shape;
  68227. // computing the inverse of the rotation matrix from the quaternion
  68228. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68229. if (particle.rotationQuaternion) {
  68230. particle.rotationQuaternion.conjugateToRef(quaternion);
  68231. }
  68232. else {
  68233. var rotation = particle.rotation;
  68234. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68235. quaternion.conjugateInPlace();
  68236. }
  68237. quaternion.toRotationMatrix(invertedRotMatrix);
  68238. for (var pt = 0; pt < shape.length; pt++) {
  68239. idx = index + pt * 3;
  68240. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68241. tmpNormal.toArray(this._fixedNormal32, idx);
  68242. }
  68243. index = idx + 3;
  68244. }
  68245. };
  68246. //reset copy
  68247. SolidParticleSystem.prototype._resetCopy = function () {
  68248. var copy = this._copy;
  68249. copy.position.setAll(0);
  68250. copy.rotation.setAll(0);
  68251. copy.rotationQuaternion = null;
  68252. copy.scaling.setAll(1);
  68253. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68254. copy.color = null;
  68255. copy.translateFromPivot = false;
  68256. };
  68257. // _meshBuilder : inserts the shape model in the global SPS mesh
  68258. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68259. var i;
  68260. var u = 0;
  68261. var c = 0;
  68262. var n = 0;
  68263. this._resetCopy();
  68264. var copy = this._copy;
  68265. if (options && options.positionFunction) { // call to custom positionFunction
  68266. options.positionFunction(copy, idx, idxInShape);
  68267. this._mustUnrotateFixedNormals = true;
  68268. }
  68269. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68270. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68271. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68272. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68273. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68274. copy.getRotationMatrix(rotMatrix);
  68275. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68276. if (copy.translateFromPivot) {
  68277. pivotBackTranslation.setAll(0.0);
  68278. }
  68279. else {
  68280. pivotBackTranslation.copyFrom(scaledPivot);
  68281. }
  68282. for (i = 0; i < shape.length; i++) {
  68283. tmpVertex.copyFrom(shape[i]);
  68284. if (options && options.vertexFunction) {
  68285. options.vertexFunction(copy, tmpVertex, i);
  68286. }
  68287. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68288. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68289. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68290. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68291. if (meshUV) {
  68292. var copyUvs = copy.uvs;
  68293. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68294. u += 2;
  68295. }
  68296. if (copy.color) {
  68297. this._color = copy.color;
  68298. }
  68299. else {
  68300. var color = this._color;
  68301. if (meshCol && meshCol[c] !== undefined) {
  68302. color.r = meshCol[c];
  68303. color.g = meshCol[c + 1];
  68304. color.b = meshCol[c + 2];
  68305. color.a = meshCol[c + 3];
  68306. }
  68307. else {
  68308. color.r = 1.0;
  68309. color.g = 1.0;
  68310. color.b = 1.0;
  68311. color.a = 1.0;
  68312. }
  68313. }
  68314. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68315. c += 4;
  68316. if (!this.recomputeNormals && meshNor) {
  68317. tmpVertex.x = meshNor[n];
  68318. tmpVertex.y = meshNor[n + 1];
  68319. tmpVertex.z = meshNor[n + 2];
  68320. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68321. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68322. n += 3;
  68323. }
  68324. }
  68325. for (i = 0; i < meshInd.length; i++) {
  68326. var current_ind = p + meshInd[i];
  68327. indices.push(current_ind);
  68328. if (current_ind > 65535) {
  68329. this._needs32Bits = true;
  68330. }
  68331. }
  68332. if (this._pickable) {
  68333. var nbfaces = meshInd.length / 3;
  68334. for (i = 0; i < nbfaces; i++) {
  68335. this.pickedParticles.push({ idx: idx, faceId: i });
  68336. }
  68337. }
  68338. if (this._depthSort) {
  68339. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68340. }
  68341. return copy;
  68342. };
  68343. // returns a shape array from positions array
  68344. SolidParticleSystem.prototype._posToShape = function (positions) {
  68345. var shape = [];
  68346. for (var i = 0; i < positions.length; i += 3) {
  68347. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68348. }
  68349. return shape;
  68350. };
  68351. // returns a shapeUV array from a Vector4 uvs
  68352. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68353. var shapeUV = [];
  68354. if (uvs) {
  68355. for (var i = 0; i < uvs.length; i++) {
  68356. shapeUV.push(uvs[i]);
  68357. }
  68358. }
  68359. return shapeUV;
  68360. };
  68361. // adds a new particle object in the particles array
  68362. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68363. if (bInfo === void 0) { bInfo = null; }
  68364. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68365. this.particles.push(sp);
  68366. return sp;
  68367. };
  68368. /**
  68369. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68370. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68371. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68372. * @param nb (positive integer) the number of particles to be created from this model
  68373. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68374. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68375. * @returns the number of shapes in the system
  68376. */
  68377. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68378. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68379. var meshInd = mesh.getIndices();
  68380. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68381. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68382. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68383. var bbInfo;
  68384. if (this._particlesIntersect) {
  68385. bbInfo = mesh.getBoundingInfo();
  68386. }
  68387. var shape = this._posToShape(meshPos);
  68388. var shapeUV = this._uvsToShapeUV(meshUV);
  68389. var posfunc = options ? options.positionFunction : null;
  68390. var vtxfunc = options ? options.vertexFunction : null;
  68391. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  68392. // particles
  68393. var sp;
  68394. var currentCopy;
  68395. var idx = this.nbParticles;
  68396. for (var i = 0; i < nb; i++) {
  68397. var currentPos = this._positions.length;
  68398. var currentInd = this._indices.length;
  68399. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  68400. if (this._updatable) {
  68401. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  68402. sp.position.copyFrom(currentCopy.position);
  68403. sp.rotation.copyFrom(currentCopy.rotation);
  68404. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  68405. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  68406. }
  68407. if (currentCopy.color && sp.color) {
  68408. sp.color.copyFrom(currentCopy.color);
  68409. }
  68410. sp.scaling.copyFrom(currentCopy.scaling);
  68411. sp.uvs.copyFrom(currentCopy.uvs);
  68412. }
  68413. this._index += shape.length;
  68414. idx++;
  68415. }
  68416. this.nbParticles += nb;
  68417. this._shapeCounter++;
  68418. return this._shapeCounter - 1;
  68419. };
  68420. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  68421. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  68422. this._resetCopy();
  68423. var copy = this._copy;
  68424. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  68425. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  68426. }
  68427. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68428. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68429. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68430. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68431. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68432. copy.getRotationMatrix(rotMatrix);
  68433. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  68434. if (copy.translateFromPivot) {
  68435. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  68436. }
  68437. else {
  68438. pivotBackTranslation.copyFrom(scaledPivot);
  68439. }
  68440. var shape = particle._model._shape;
  68441. for (var pt = 0; pt < shape.length; pt++) {
  68442. tmpVertex.copyFrom(shape[pt]);
  68443. if (particle._model._vertexFunction) {
  68444. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  68445. }
  68446. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68447. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68448. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  68449. }
  68450. particle.position.setAll(0.0);
  68451. particle.rotation.setAll(0.0);
  68452. particle.rotationQuaternion = null;
  68453. particle.scaling.setAll(1.0);
  68454. particle.uvs.setAll(0.0);
  68455. particle.pivot.setAll(0.0);
  68456. particle.translateFromPivot = false;
  68457. particle.parentId = null;
  68458. };
  68459. /**
  68460. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  68461. * @returns the SPS.
  68462. */
  68463. SolidParticleSystem.prototype.rebuildMesh = function () {
  68464. for (var p = 0; p < this.particles.length; p++) {
  68465. this._rebuildParticle(this.particles[p]);
  68466. }
  68467. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  68468. return this;
  68469. };
  68470. /**
  68471. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  68472. * This method calls `updateParticle()` for each particle of the SPS.
  68473. * For an animated SPS, it is usually called within the render loop.
  68474. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  68475. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  68476. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  68477. * @returns the SPS.
  68478. */
  68479. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  68480. if (start === void 0) { start = 0; }
  68481. if (end === void 0) { end = this.nbParticles - 1; }
  68482. if (update === void 0) { update = true; }
  68483. if (!this._updatable) {
  68484. return this;
  68485. }
  68486. // custom beforeUpdate
  68487. this.beforeUpdateParticles(start, end, update);
  68488. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68489. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  68490. var mesh = this.mesh;
  68491. var colors32 = this._colors32;
  68492. var positions32 = this._positions32;
  68493. var normals32 = this._normals32;
  68494. var uvs32 = this._uvs32;
  68495. var indices32 = this._indices32;
  68496. var indices = this._indices;
  68497. var fixedNormal32 = this._fixedNormal32;
  68498. var tempVectors = BABYLON.Tmp.Vector3;
  68499. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  68500. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  68501. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  68502. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  68503. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  68504. var camInvertedPosition = tempVectors[10].setAll(0);
  68505. // cases when the World Matrix is to be computed first
  68506. if (this.billboard || this._depthSort) {
  68507. this.mesh.computeWorldMatrix(true);
  68508. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  68509. }
  68510. // if the particles will always face the camera
  68511. if (this.billboard) {
  68512. // compute the camera position and un-rotate it by the current mesh rotation
  68513. var tmpVertex = tempVectors[0];
  68514. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  68515. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  68516. camAxisZ.normalize();
  68517. // same for camera up vector extracted from the cam view matrix
  68518. var view = this._camera.getViewMatrix(true);
  68519. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  68520. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  68521. camAxisY.normalize();
  68522. camAxisX.normalize();
  68523. }
  68524. // if depthSort, compute the camera global position in the mesh local system
  68525. if (this._depthSort) {
  68526. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  68527. }
  68528. BABYLON.Matrix.IdentityToRef(rotMatrix);
  68529. var idx = 0; // current position index in the global array positions32
  68530. var index = 0; // position start index in the global array positions32 of the current particle
  68531. var colidx = 0; // current color index in the global array colors32
  68532. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  68533. var uvidx = 0; // current uv index in the global array uvs32
  68534. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  68535. var pt = 0; // current index in the particle model shape
  68536. if (this.mesh.isFacetDataEnabled) {
  68537. this._computeBoundingBox = true;
  68538. }
  68539. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  68540. if (this._computeBoundingBox) {
  68541. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  68542. var boundingInfo = this.mesh._boundingInfo;
  68543. if (boundingInfo) {
  68544. minimum.copyFrom(boundingInfo.minimum);
  68545. maximum.copyFrom(boundingInfo.maximum);
  68546. }
  68547. }
  68548. }
  68549. // particle loop
  68550. index = this.particles[start]._pos;
  68551. var vpos = (index / 3) | 0;
  68552. colorIndex = vpos * 4;
  68553. uvIndex = vpos * 2;
  68554. for (var p = start; p <= end; p++) {
  68555. var particle = this.particles[p];
  68556. // call to custom user function to update the particle properties
  68557. this.updateParticle(particle);
  68558. var shape = particle._model._shape;
  68559. var shapeUV = particle._model._shapeUV;
  68560. var particleRotationMatrix = particle._rotationMatrix;
  68561. var particlePosition = particle.position;
  68562. var particleRotation = particle.rotation;
  68563. var particleScaling = particle.scaling;
  68564. var particleGlobalPosition = particle._globalPosition;
  68565. // camera-particle distance for depth sorting
  68566. if (this._depthSort && this._depthSortParticles) {
  68567. var dsp = this.depthSortedParticles[p];
  68568. dsp.ind = particle._ind;
  68569. dsp.indicesLength = particle._model._indicesLength;
  68570. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  68571. }
  68572. // skip the computations for inactive or already invisible particles
  68573. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  68574. // increment indexes for the next particle
  68575. pt = shape.length;
  68576. index += pt * 3;
  68577. colorIndex += pt * 4;
  68578. uvIndex += pt * 2;
  68579. continue;
  68580. }
  68581. if (particle.isVisible) {
  68582. particle._stillInvisible = false; // un-mark permanent invisibility
  68583. var scaledPivot = tempVectors[12];
  68584. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  68585. // particle rotation matrix
  68586. if (this.billboard) {
  68587. particleRotation.x = 0.0;
  68588. particleRotation.y = 0.0;
  68589. }
  68590. if (this._computeParticleRotation || this.billboard) {
  68591. particle.getRotationMatrix(rotMatrix);
  68592. }
  68593. var particleHasParent = (particle.parentId !== null);
  68594. if (particleHasParent) {
  68595. var parent_1 = this.particles[particle.parentId];
  68596. var parentRotationMatrix = parent_1._rotationMatrix;
  68597. var parentGlobalPosition = parent_1._globalPosition;
  68598. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  68599. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  68600. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  68601. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  68602. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  68603. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  68604. if (this._computeParticleRotation || this.billboard) {
  68605. var rotMatrixValues = rotMatrix.m;
  68606. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  68607. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  68608. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  68609. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  68610. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  68611. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  68612. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  68613. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  68614. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  68615. }
  68616. }
  68617. else {
  68618. particleGlobalPosition.x = particlePosition.x;
  68619. particleGlobalPosition.y = particlePosition.y;
  68620. particleGlobalPosition.z = particlePosition.z;
  68621. if (this._computeParticleRotation || this.billboard) {
  68622. var rotMatrixValues = rotMatrix.m;
  68623. particleRotationMatrix[0] = rotMatrixValues[0];
  68624. particleRotationMatrix[1] = rotMatrixValues[1];
  68625. particleRotationMatrix[2] = rotMatrixValues[2];
  68626. particleRotationMatrix[3] = rotMatrixValues[4];
  68627. particleRotationMatrix[4] = rotMatrixValues[5];
  68628. particleRotationMatrix[5] = rotMatrixValues[6];
  68629. particleRotationMatrix[6] = rotMatrixValues[8];
  68630. particleRotationMatrix[7] = rotMatrixValues[9];
  68631. particleRotationMatrix[8] = rotMatrixValues[10];
  68632. }
  68633. }
  68634. var pivotBackTranslation = tempVectors[11];
  68635. if (particle.translateFromPivot) {
  68636. pivotBackTranslation.setAll(0.0);
  68637. }
  68638. else {
  68639. pivotBackTranslation.copyFrom(scaledPivot);
  68640. }
  68641. // particle vertex loop
  68642. for (pt = 0; pt < shape.length; pt++) {
  68643. idx = index + pt * 3;
  68644. colidx = colorIndex + pt * 4;
  68645. uvidx = uvIndex + pt * 2;
  68646. var tmpVertex = tempVectors[0];
  68647. tmpVertex.copyFrom(shape[pt]);
  68648. if (this._computeParticleVertex) {
  68649. this.updateParticleVertex(particle, tmpVertex, pt);
  68650. }
  68651. // positions
  68652. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  68653. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  68654. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  68655. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  68656. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  68657. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  68658. rotatedX += pivotBackTranslation.x;
  68659. rotatedY += pivotBackTranslation.y;
  68660. rotatedZ += pivotBackTranslation.z;
  68661. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68662. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68663. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68664. if (this._computeBoundingBox) {
  68665. minimum.minimizeInPlaceFromFloats(px, py, pz);
  68666. maximum.maximizeInPlaceFromFloats(px, py, pz);
  68667. }
  68668. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  68669. if (!this._computeParticleVertex) {
  68670. var normalx = fixedNormal32[idx];
  68671. var normaly = fixedNormal32[idx + 1];
  68672. var normalz = fixedNormal32[idx + 2];
  68673. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  68674. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  68675. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  68676. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  68677. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  68678. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  68679. }
  68680. if (this._computeParticleColor && particle.color) {
  68681. var color = particle.color;
  68682. var colors32_1 = this._colors32;
  68683. colors32_1[colidx] = color.r;
  68684. colors32_1[colidx + 1] = color.g;
  68685. colors32_1[colidx + 2] = color.b;
  68686. colors32_1[colidx + 3] = color.a;
  68687. }
  68688. if (this._computeParticleTexture) {
  68689. var uvs = particle.uvs;
  68690. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68691. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68692. }
  68693. }
  68694. }
  68695. // particle just set invisible : scaled to zero and positioned at the origin
  68696. else {
  68697. particle._stillInvisible = true; // mark the particle as invisible
  68698. for (pt = 0; pt < shape.length; pt++) {
  68699. idx = index + pt * 3;
  68700. colidx = colorIndex + pt * 4;
  68701. uvidx = uvIndex + pt * 2;
  68702. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  68703. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  68704. if (this._computeParticleColor && particle.color) {
  68705. var color = particle.color;
  68706. colors32[colidx] = color.r;
  68707. colors32[colidx + 1] = color.g;
  68708. colors32[colidx + 2] = color.b;
  68709. colors32[colidx + 3] = color.a;
  68710. }
  68711. if (this._computeParticleTexture) {
  68712. var uvs = particle.uvs;
  68713. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  68714. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  68715. }
  68716. }
  68717. }
  68718. // if the particle intersections must be computed : update the bbInfo
  68719. if (this._particlesIntersect) {
  68720. var bInfo = particle._boundingInfo;
  68721. var bBox = bInfo.boundingBox;
  68722. var bSphere = bInfo.boundingSphere;
  68723. var modelBoundingInfo = particle._modelBoundingInfo;
  68724. if (!this._bSphereOnly) {
  68725. // place, scale and rotate the particle bbox within the SPS local system, then update it
  68726. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  68727. var tempMin = tempVectors[1];
  68728. var tempMax = tempVectors[2];
  68729. tempMin.setAll(Number.MAX_VALUE);
  68730. tempMax.setAll(-Number.MAX_VALUE);
  68731. for (var b = 0; b < 8; b++) {
  68732. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  68733. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  68734. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  68735. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  68736. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  68737. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  68738. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  68739. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  68740. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  68741. tempMin.minimizeInPlaceFromFloats(x, y, z);
  68742. tempMax.maximizeInPlaceFromFloats(x, y, z);
  68743. }
  68744. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  68745. }
  68746. // place and scale the particle bouding sphere in the SPS local system, then update it
  68747. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  68748. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  68749. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5);
  68750. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  68751. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  68752. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  68753. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  68754. }
  68755. // increment indexes for the next particle
  68756. index = idx + 3;
  68757. colorIndex = colidx + 4;
  68758. uvIndex = uvidx + 2;
  68759. }
  68760. // if the VBO must be updated
  68761. if (update) {
  68762. if (this._computeParticleColor) {
  68763. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  68764. }
  68765. if (this._computeParticleTexture) {
  68766. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  68767. }
  68768. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  68769. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  68770. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  68771. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  68772. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  68773. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  68774. for (var i = 0; i < normals32.length; i++) {
  68775. fixedNormal32[i] = normals32[i];
  68776. }
  68777. }
  68778. if (!mesh.areNormalsFrozen) {
  68779. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  68780. }
  68781. }
  68782. if (this._depthSort && this._depthSortParticles) {
  68783. var depthSortedParticles = this.depthSortedParticles;
  68784. depthSortedParticles.sort(depthSortFunction);
  68785. var dspl = depthSortedParticles.length;
  68786. var sid = 0;
  68787. for (var sorted = 0; sorted < dspl; sorted++) {
  68788. var lind = depthSortedParticles[sorted].indicesLength;
  68789. var sind = depthSortedParticles[sorted].ind;
  68790. for (var i = 0; i < lind; i++) {
  68791. indices32[sid] = indices[sind + i];
  68792. sid++;
  68793. }
  68794. }
  68795. mesh.updateIndices(indices32);
  68796. }
  68797. }
  68798. if (this._computeBoundingBox) {
  68799. if (mesh._boundingInfo) {
  68800. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  68801. }
  68802. else {
  68803. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  68804. }
  68805. }
  68806. this.afterUpdateParticles(start, end, update);
  68807. return this;
  68808. };
  68809. /**
  68810. * Disposes the SPS.
  68811. */
  68812. SolidParticleSystem.prototype.dispose = function () {
  68813. this.mesh.dispose();
  68814. this.vars = null;
  68815. // drop references to internal big arrays for the GC
  68816. this._positions = null;
  68817. this._indices = null;
  68818. this._normals = null;
  68819. this._uvs = null;
  68820. this._colors = null;
  68821. this._indices32 = null;
  68822. this._positions32 = null;
  68823. this._normals32 = null;
  68824. this._fixedNormal32 = null;
  68825. this._uvs32 = null;
  68826. this._colors32 = null;
  68827. this.pickedParticles = null;
  68828. };
  68829. /**
  68830. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  68831. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68832. * @returns the SPS.
  68833. */
  68834. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  68835. if (!this._isVisibilityBoxLocked) {
  68836. this.mesh.refreshBoundingInfo();
  68837. }
  68838. return this;
  68839. };
  68840. /**
  68841. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  68842. * @param size the size (float) of the visibility box
  68843. * note : this doesn't lock the SPS mesh bounding box.
  68844. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68845. */
  68846. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  68847. var vis = size / 2;
  68848. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  68849. };
  68850. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  68851. /**
  68852. * Gets whether the SPS as always visible or not
  68853. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68854. */
  68855. get: function () {
  68856. return this._alwaysVisible;
  68857. },
  68858. /**
  68859. * Sets the SPS as always visible or not
  68860. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68861. */
  68862. set: function (val) {
  68863. this._alwaysVisible = val;
  68864. this.mesh.alwaysSelectAsActiveMesh = val;
  68865. },
  68866. enumerable: true,
  68867. configurable: true
  68868. });
  68869. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  68870. /**
  68871. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68872. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68873. */
  68874. get: function () {
  68875. return this._isVisibilityBoxLocked;
  68876. },
  68877. /**
  68878. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  68879. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  68880. */
  68881. set: function (val) {
  68882. this._isVisibilityBoxLocked = val;
  68883. var boundingInfo = this.mesh.getBoundingInfo();
  68884. boundingInfo.isLocked = val;
  68885. },
  68886. enumerable: true,
  68887. configurable: true
  68888. });
  68889. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  68890. /**
  68891. * Gets if `setParticles()` computes the particle rotations or not.
  68892. * Default value : true. The SPS is faster when it's set to false.
  68893. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68894. */
  68895. get: function () {
  68896. return this._computeParticleRotation;
  68897. },
  68898. /**
  68899. * Tells to `setParticles()` to compute the particle rotations or not.
  68900. * Default value : true. The SPS is faster when it's set to false.
  68901. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  68902. */
  68903. set: function (val) {
  68904. this._computeParticleRotation = val;
  68905. },
  68906. enumerable: true,
  68907. configurable: true
  68908. });
  68909. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  68910. /**
  68911. * Gets if `setParticles()` computes the particle colors or not.
  68912. * Default value : true. The SPS is faster when it's set to false.
  68913. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68914. */
  68915. get: function () {
  68916. return this._computeParticleColor;
  68917. },
  68918. /**
  68919. * Tells to `setParticles()` to compute the particle colors or not.
  68920. * Default value : true. The SPS is faster when it's set to false.
  68921. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  68922. */
  68923. set: function (val) {
  68924. this._computeParticleColor = val;
  68925. },
  68926. enumerable: true,
  68927. configurable: true
  68928. });
  68929. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  68930. /**
  68931. * Gets if `setParticles()` computes the particle textures or not.
  68932. * Default value : true. The SPS is faster when it's set to false.
  68933. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  68934. */
  68935. get: function () {
  68936. return this._computeParticleTexture;
  68937. },
  68938. set: function (val) {
  68939. this._computeParticleTexture = val;
  68940. },
  68941. enumerable: true,
  68942. configurable: true
  68943. });
  68944. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  68945. /**
  68946. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  68947. * Default value : false. The SPS is faster when it's set to false.
  68948. * Note : the particle custom vertex positions aren't stored values.
  68949. */
  68950. get: function () {
  68951. return this._computeParticleVertex;
  68952. },
  68953. /**
  68954. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  68955. * Default value : false. The SPS is faster when it's set to false.
  68956. * Note : the particle custom vertex positions aren't stored values.
  68957. */
  68958. set: function (val) {
  68959. this._computeParticleVertex = val;
  68960. },
  68961. enumerable: true,
  68962. configurable: true
  68963. });
  68964. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  68965. /**
  68966. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  68967. */
  68968. get: function () {
  68969. return this._computeBoundingBox;
  68970. },
  68971. /**
  68972. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  68973. */
  68974. set: function (val) {
  68975. this._computeBoundingBox = val;
  68976. },
  68977. enumerable: true,
  68978. configurable: true
  68979. });
  68980. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  68981. /**
  68982. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  68983. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68984. * Default : `true`
  68985. */
  68986. get: function () {
  68987. return this._depthSortParticles;
  68988. },
  68989. /**
  68990. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  68991. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  68992. * Default : `true`
  68993. */
  68994. set: function (val) {
  68995. this._depthSortParticles = val;
  68996. },
  68997. enumerable: true,
  68998. configurable: true
  68999. });
  69000. // =======================================================================
  69001. // Particle behavior logic
  69002. // these following methods may be overwritten by the user to fit his needs
  69003. /**
  69004. * This function does nothing. It may be overwritten to set all the particle first values.
  69005. * The SPS doesn't call this function, you may have to call it by your own.
  69006. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69007. */
  69008. SolidParticleSystem.prototype.initParticles = function () {
  69009. };
  69010. /**
  69011. * This function does nothing. It may be overwritten to recycle a particle.
  69012. * The SPS doesn't call this function, you may have to call it by your own.
  69013. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69014. * @param particle The particle to recycle
  69015. * @returns the recycled particle
  69016. */
  69017. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69018. return particle;
  69019. };
  69020. /**
  69021. * Updates a particle : this function should be overwritten by the user.
  69022. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69023. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69024. * @example : just set a particle position or velocity and recycle conditions
  69025. * @param particle The particle to update
  69026. * @returns the updated particle
  69027. */
  69028. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69029. return particle;
  69030. };
  69031. /**
  69032. * Updates a vertex of a particle : it can be overwritten by the user.
  69033. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69034. * @param particle the current particle
  69035. * @param vertex the current index of the current particle
  69036. * @param pt the index of the current vertex in the particle shape
  69037. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69038. * @example : just set a vertex particle position
  69039. * @returns the updated vertex
  69040. */
  69041. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69042. return vertex;
  69043. };
  69044. /**
  69045. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69046. * This does nothing and may be overwritten by the user.
  69047. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69048. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69049. * @param update the boolean update value actually passed to setParticles()
  69050. */
  69051. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69052. };
  69053. /**
  69054. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69055. * This will be passed three parameters.
  69056. * This does nothing and may be overwritten by the user.
  69057. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69058. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69059. * @param update the boolean update value actually passed to setParticles()
  69060. */
  69061. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69062. };
  69063. return SolidParticleSystem;
  69064. }());
  69065. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69066. })(BABYLON || (BABYLON = {}));
  69067. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69068. var BABYLON;
  69069. (function (BABYLON) {
  69070. /**
  69071. * Class containing static functions to help procedurally build meshes
  69072. */
  69073. var MeshBuilder = /** @class */ (function () {
  69074. function MeshBuilder() {
  69075. }
  69076. MeshBuilder.updateSideOrientation = function (orientation) {
  69077. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69078. return BABYLON.Mesh.DOUBLESIDE;
  69079. }
  69080. if (orientation === undefined || orientation === null) {
  69081. return BABYLON.Mesh.FRONTSIDE;
  69082. }
  69083. return orientation;
  69084. };
  69085. /**
  69086. * Creates a box mesh
  69087. * * The parameter `size` sets the size (float) of each box side (default 1)
  69088. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69089. * * 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)
  69090. * * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69092. * * 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
  69093. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69094. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
  69095. * @param name defines the name of the mesh
  69096. * @param options defines the options used to create the mesh
  69097. * @param scene defines the hosting scene
  69098. * @returns the box mesh
  69099. */
  69100. MeshBuilder.CreateBox = function (name, options, scene) {
  69101. if (scene === void 0) { scene = null; }
  69102. var box = new BABYLON.Mesh(name, scene);
  69103. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69104. box._originalBuilderSideOrientation = options.sideOrientation;
  69105. var vertexData = BABYLON.VertexData.CreateBox(options);
  69106. vertexData.applyToMesh(box, options.updatable);
  69107. return box;
  69108. };
  69109. /**
  69110. * Creates a sphere mesh
  69111. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69112. * * 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`)
  69113. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69114. * * 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
  69115. * * 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)
  69116. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69117. * * 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
  69118. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69119. * @param name defines the name of the mesh
  69120. * @param options defines the options used to create the mesh
  69121. * @param scene defines the hosting scene
  69122. * @returns the sphere mesh
  69123. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#sphere
  69124. */
  69125. MeshBuilder.CreateSphere = function (name, options, scene) {
  69126. var sphere = new BABYLON.Mesh(name, scene);
  69127. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69128. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69129. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69130. vertexData.applyToMesh(sphere, options.updatable);
  69131. return sphere;
  69132. };
  69133. /**
  69134. * Creates a plane polygonal mesh. By default, this is a disc
  69135. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69136. * * 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
  69137. * * 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
  69138. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69139. * * 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
  69140. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69141. * @param name defines the name of the mesh
  69142. * @param options defines the options used to create the mesh
  69143. * @param scene defines the hosting scene
  69144. * @returns the plane polygonal mesh
  69145. * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69146. */
  69147. MeshBuilder.CreateDisc = function (name, options, scene) {
  69148. if (scene === void 0) { scene = null; }
  69149. var disc = new BABYLON.Mesh(name, scene);
  69150. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69151. disc._originalBuilderSideOrientation = options.sideOrientation;
  69152. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69153. vertexData.applyToMesh(disc, options.updatable);
  69154. return disc;
  69155. };
  69156. /**
  69157. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69158. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69159. * * 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`)
  69160. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69161. * * 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
  69162. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69163. * * 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
  69164. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69165. * @param name defines the name of the mesh
  69166. * @param options defines the options used to create the mesh
  69167. * @param scene defines the hosting scene
  69168. * @returns the icosahedron mesh
  69169. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69170. */
  69171. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69172. var sphere = new BABYLON.Mesh(name, scene);
  69173. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69174. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69175. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69176. vertexData.applyToMesh(sphere, options.updatable);
  69177. return sphere;
  69178. };
  69179. /**
  69180. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69181. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69182. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69183. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69184. * * 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
  69185. * * 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
  69186. * * 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
  69187. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69188. * * 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
  69189. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69190. * * 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
  69191. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69192. * * 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
  69193. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69194. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69195. * @param name defines the name of the mesh
  69196. * @param options defines the options used to create the mesh
  69197. * @param scene defines the hosting scene
  69198. * @returns the ribbon mesh
  69199. * @see http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
  69200. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69201. */
  69202. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69203. if (scene === void 0) { scene = null; }
  69204. var pathArray = options.pathArray;
  69205. var closeArray = options.closeArray;
  69206. var closePath = options.closePath;
  69207. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69208. var instance = options.instance;
  69209. var updatable = options.updatable;
  69210. if (instance) { // existing ribbon instance update
  69211. // positionFunction : ribbon case
  69212. // only pathArray and sideOrientation parameters are taken into account for positions update
  69213. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69214. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69215. var positionFunction = function (positions) {
  69216. var minlg = pathArray[0].length;
  69217. var mesh = instance;
  69218. var i = 0;
  69219. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69220. for (var si = 1; si <= ns; ++si) {
  69221. for (var p = 0; p < pathArray.length; ++p) {
  69222. var path = pathArray[p];
  69223. var l = path.length;
  69224. minlg = (minlg < l) ? minlg : l;
  69225. for (var j = 0; j < minlg; ++j) {
  69226. var pathPoint = path[j];
  69227. positions[i] = pathPoint.x;
  69228. positions[i + 1] = pathPoint.y;
  69229. positions[i + 2] = pathPoint.z;
  69230. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69231. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69232. i += 3;
  69233. }
  69234. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69235. var pathPoint = path[0];
  69236. positions[i] = pathPoint.x;
  69237. positions[i + 1] = pathPoint.y;
  69238. positions[i + 2] = pathPoint.z;
  69239. i += 3;
  69240. }
  69241. }
  69242. }
  69243. };
  69244. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69245. positionFunction(positions);
  69246. if (instance._boundingInfo) {
  69247. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69248. }
  69249. else {
  69250. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69251. }
  69252. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69253. if (options.colors) {
  69254. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69255. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69256. var color = options.colors[c];
  69257. colors[colorIndex] = color.r;
  69258. colors[colorIndex + 1] = color.g;
  69259. colors[colorIndex + 2] = color.b;
  69260. colors[colorIndex + 3] = color.a;
  69261. }
  69262. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69263. }
  69264. if (options.uvs) {
  69265. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69266. for (var i = 0; i < options.uvs.length; i++) {
  69267. uvs[i * 2] = options.uvs[i].x;
  69268. uvs[i * 2 + 1] = options.uvs[i].y;
  69269. }
  69270. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69271. }
  69272. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69273. var indices = instance.getIndices();
  69274. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69275. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69276. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69277. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69278. var indexFirst = 0;
  69279. var indexLast = 0;
  69280. for (var p = 0; p < pathArray.length; p++) {
  69281. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69282. if (p + 1 < pathArray.length) {
  69283. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69284. }
  69285. else {
  69286. indexLast = normals.length - 3;
  69287. }
  69288. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69289. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69290. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69291. normals[indexLast] = normals[indexFirst];
  69292. normals[indexLast + 1] = normals[indexFirst + 1];
  69293. normals[indexLast + 2] = normals[indexFirst + 2];
  69294. }
  69295. }
  69296. if (!(instance.areNormalsFrozen)) {
  69297. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69298. }
  69299. }
  69300. return instance;
  69301. }
  69302. else { // new ribbon creation
  69303. var ribbon = new BABYLON.Mesh(name, scene);
  69304. ribbon._originalBuilderSideOrientation = sideOrientation;
  69305. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69306. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69307. if (closePath) {
  69308. ribbon._creationDataStorage.idx = vertexData._idx;
  69309. }
  69310. ribbon._creationDataStorage.closePath = closePath;
  69311. ribbon._creationDataStorage.closeArray = closeArray;
  69312. vertexData.applyToMesh(ribbon, updatable);
  69313. return ribbon;
  69314. }
  69315. };
  69316. /**
  69317. * Creates a cylinder or a cone mesh
  69318. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69319. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69320. * * 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.
  69321. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69322. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69323. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69324. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69325. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69326. * * 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).
  69327. * * 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
  69328. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69329. * * 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
  69330. * * 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.
  69331. * * If `enclose` is false, a ring surface is one element.
  69332. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69333. * * 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
  69334. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69335. * * 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
  69336. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69337. * @param name defines the name of the mesh
  69338. * @param options defines the options used to create the mesh
  69339. * @param scene defines the hosting scene
  69340. * @returns the cylinder mesh
  69341. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#cylinder-or-cone
  69342. */
  69343. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69344. var cylinder = new BABYLON.Mesh(name, scene);
  69345. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69346. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69347. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69348. vertexData.applyToMesh(cylinder, options.updatable);
  69349. return cylinder;
  69350. };
  69351. /**
  69352. * Creates a torus mesh
  69353. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69354. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69355. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69356. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69357. * * 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
  69358. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69359. * @param name defines the name of the mesh
  69360. * @param options defines the options used to create the mesh
  69361. * @param scene defines the hosting scene
  69362. * @returns the torus mesh
  69363. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus
  69364. */
  69365. MeshBuilder.CreateTorus = function (name, options, scene) {
  69366. var torus = new BABYLON.Mesh(name, scene);
  69367. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69368. torus._originalBuilderSideOrientation = options.sideOrientation;
  69369. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69370. vertexData.applyToMesh(torus, options.updatable);
  69371. return torus;
  69372. };
  69373. /**
  69374. * Creates a torus knot mesh
  69375. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69376. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69377. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69378. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69379. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69380. * * 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
  69381. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69382. * @param name defines the name of the mesh
  69383. * @param options defines the options used to create the mesh
  69384. * @param scene defines the hosting scene
  69385. * @returns the torus knot mesh
  69386. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#torus-knot
  69387. */
  69388. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  69389. var torusKnot = new BABYLON.Mesh(name, scene);
  69390. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69391. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  69392. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  69393. vertexData.applyToMesh(torusKnot, options.updatable);
  69394. return torusKnot;
  69395. };
  69396. /**
  69397. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  69398. * * 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
  69399. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  69400. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  69401. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  69402. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  69403. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  69404. * * 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
  69405. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  69406. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69407. * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
  69408. * @param name defines the name of the new line system
  69409. * @param options defines the options used to create the line system
  69410. * @param scene defines the hosting scene
  69411. * @returns a new line system mesh
  69412. */
  69413. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  69414. var instance = options.instance;
  69415. var lines = options.lines;
  69416. var colors = options.colors;
  69417. if (instance) { // lines update
  69418. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69419. var vertexColor;
  69420. var lineColors;
  69421. if (colors) {
  69422. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69423. }
  69424. var i = 0;
  69425. var c = 0;
  69426. for (var l = 0; l < lines.length; l++) {
  69427. var points = lines[l];
  69428. for (var p = 0; p < points.length; p++) {
  69429. positions[i] = points[p].x;
  69430. positions[i + 1] = points[p].y;
  69431. positions[i + 2] = points[p].z;
  69432. if (colors && vertexColor) {
  69433. lineColors = colors[l];
  69434. vertexColor[c] = lineColors[p].r;
  69435. vertexColor[c + 1] = lineColors[p].g;
  69436. vertexColor[c + 2] = lineColors[p].b;
  69437. vertexColor[c + 3] = lineColors[p].a;
  69438. c += 4;
  69439. }
  69440. i += 3;
  69441. }
  69442. }
  69443. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69444. if (colors && vertexColor) {
  69445. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  69446. }
  69447. return instance;
  69448. }
  69449. // line system creation
  69450. var useVertexColor = (colors) ? true : false;
  69451. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  69452. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  69453. vertexData.applyToMesh(lineSystem, options.updatable);
  69454. return lineSystem;
  69455. };
  69456. /**
  69457. * Creates a line mesh
  69458. * 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
  69459. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69460. * * The parameter `points` is an array successive Vector3
  69461. * * 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
  69462. * * The optional parameter `colors` is an array of successive Color4, one per line point
  69463. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  69464. * * When updating an instance, remember that only point positions can change, not the number of points
  69465. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69466. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
  69467. * @param name defines the name of the new line system
  69468. * @param options defines the options used to create the line system
  69469. * @param scene defines the hosting scene
  69470. * @returns a new line mesh
  69471. */
  69472. MeshBuilder.CreateLines = function (name, options, scene) {
  69473. if (scene === void 0) { scene = null; }
  69474. var colors = (options.colors) ? [options.colors] : null;
  69475. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  69476. return lines;
  69477. };
  69478. /**
  69479. * Creates a dashed line mesh
  69480. * * 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
  69481. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  69482. * * The parameter `points` is an array successive Vector3
  69483. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  69484. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  69485. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  69486. * * 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
  69487. * * When updating an instance, remember that only point positions can change, not the number of points
  69488. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69489. * @param name defines the name of the mesh
  69490. * @param options defines the options used to create the mesh
  69491. * @param scene defines the hosting scene
  69492. * @returns the dashed line mesh
  69493. * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  69494. */
  69495. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  69496. if (scene === void 0) { scene = null; }
  69497. var points = options.points;
  69498. var instance = options.instance;
  69499. var gapSize = options.gapSize || 1;
  69500. var dashSize = options.dashSize || 3;
  69501. if (instance) { // dashed lines update
  69502. var positionFunction = function (positions) {
  69503. var curvect = BABYLON.Vector3.Zero();
  69504. var nbSeg = positions.length / 6;
  69505. var lg = 0;
  69506. var nb = 0;
  69507. var shft = 0;
  69508. var dashshft = 0;
  69509. var curshft = 0;
  69510. var p = 0;
  69511. var i = 0;
  69512. var j = 0;
  69513. for (i = 0; i < points.length - 1; i++) {
  69514. points[i + 1].subtractToRef(points[i], curvect);
  69515. lg += curvect.length();
  69516. }
  69517. shft = lg / nbSeg;
  69518. var dashSize = instance._creationDataStorage.dashSize;
  69519. var gapSize = instance._creationDataStorage.gapSize;
  69520. dashshft = dashSize * shft / (dashSize + gapSize);
  69521. for (i = 0; i < points.length - 1; i++) {
  69522. points[i + 1].subtractToRef(points[i], curvect);
  69523. nb = Math.floor(curvect.length() / shft);
  69524. curvect.normalize();
  69525. j = 0;
  69526. while (j < nb && p < positions.length) {
  69527. curshft = shft * j;
  69528. positions[p] = points[i].x + curshft * curvect.x;
  69529. positions[p + 1] = points[i].y + curshft * curvect.y;
  69530. positions[p + 2] = points[i].z + curshft * curvect.z;
  69531. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  69532. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  69533. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  69534. p += 6;
  69535. j++;
  69536. }
  69537. }
  69538. while (p < positions.length) {
  69539. positions[p] = points[i].x;
  69540. positions[p + 1] = points[i].y;
  69541. positions[p + 2] = points[i].z;
  69542. p += 3;
  69543. }
  69544. };
  69545. instance.updateMeshPositions(positionFunction, false);
  69546. return instance;
  69547. }
  69548. // dashed lines creation
  69549. var dashedLines = new BABYLON.LinesMesh(name, scene);
  69550. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  69551. vertexData.applyToMesh(dashedLines, options.updatable);
  69552. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  69553. dashedLines._creationDataStorage.dashSize = dashSize;
  69554. dashedLines._creationDataStorage.gapSize = gapSize;
  69555. return dashedLines;
  69556. };
  69557. /**
  69558. * 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.
  69559. * * 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.
  69560. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69561. * * 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.
  69562. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  69563. * * 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
  69564. * * 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
  69565. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  69566. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69567. * * 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
  69568. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  69569. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69570. * @param name defines the name of the mesh
  69571. * @param options defines the options used to create the mesh
  69572. * @param scene defines the hosting scene
  69573. * @returns the extruded shape mesh
  69574. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69575. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69576. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69577. */
  69578. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  69579. if (scene === void 0) { scene = null; }
  69580. var path = options.path;
  69581. var shape = options.shape;
  69582. var scale = options.scale || 1;
  69583. var rotation = options.rotation || 0;
  69584. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69585. var updatable = options.updatable;
  69586. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69587. var instance = options.instance || null;
  69588. var invertUV = options.invertUV || false;
  69589. 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);
  69590. };
  69591. /**
  69592. * Creates an custom extruded shape mesh.
  69593. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  69594. * * 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.
  69595. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  69596. * * 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
  69597. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  69598. * * 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
  69599. * * It must returns a float value that will be the scale value applied to the shape on each path point
  69600. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  69601. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  69602. * * 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
  69603. * * 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
  69604. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  69605. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69606. * * 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
  69607. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69608. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69609. * @param name defines the name of the mesh
  69610. * @param options defines the options used to create the mesh
  69611. * @param scene defines the hosting scene
  69612. * @returns the custom extruded shape mesh
  69613. * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  69614. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69615. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  69616. */
  69617. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  69618. var path = options.path;
  69619. var shape = options.shape;
  69620. var scaleFunction = options.scaleFunction || (function () { return 1; });
  69621. var rotationFunction = options.rotationFunction || (function () { return 0; });
  69622. var ribbonCloseArray = options.ribbonCloseArray || false;
  69623. var ribbonClosePath = options.ribbonClosePath || false;
  69624. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  69625. var updatable = options.updatable;
  69626. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69627. var instance = options.instance;
  69628. var invertUV = options.invertUV || false;
  69629. 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);
  69630. };
  69631. /**
  69632. * Creates lathe mesh.
  69633. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  69634. * * 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
  69635. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  69636. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  69637. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  69638. * * 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
  69639. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  69640. * * 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
  69641. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69642. * * 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
  69643. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69644. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69645. * @param name defines the name of the mesh
  69646. * @param options defines the options used to create the mesh
  69647. * @param scene defines the hosting scene
  69648. * @returns the lathe mesh
  69649. * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
  69650. */
  69651. MeshBuilder.CreateLathe = function (name, options, scene) {
  69652. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  69653. var closed = (options.closed === undefined) ? true : options.closed;
  69654. var shape = options.shape;
  69655. var radius = options.radius || 1;
  69656. var tessellation = options.tessellation || 64;
  69657. var clip = options.clip || 0;
  69658. var updatable = options.updatable;
  69659. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69660. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69661. var pi2 = Math.PI * 2;
  69662. var paths = new Array();
  69663. var invertUV = options.invertUV || false;
  69664. var i = 0;
  69665. var p = 0;
  69666. var step = pi2 / tessellation * arc;
  69667. var rotated;
  69668. var path = new Array();
  69669. for (i = 0; i <= tessellation - clip; i++) {
  69670. var path = [];
  69671. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  69672. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  69673. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  69674. }
  69675. for (p = 0; p < shape.length; p++) {
  69676. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  69677. path.push(rotated);
  69678. }
  69679. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  69680. 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));
  69681. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  69682. }
  69683. paths.push(path);
  69684. }
  69685. // lathe ribbon
  69686. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  69687. return lathe;
  69688. };
  69689. /**
  69690. * Creates a plane mesh
  69691. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  69692. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  69693. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  69694. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69695. * * 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
  69696. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69697. * @param name defines the name of the mesh
  69698. * @param options defines the options used to create the mesh
  69699. * @param scene defines the hosting scene
  69700. * @returns the plane mesh
  69701. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69702. */
  69703. MeshBuilder.CreatePlane = function (name, options, scene) {
  69704. var plane = new BABYLON.Mesh(name, scene);
  69705. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69706. plane._originalBuilderSideOrientation = options.sideOrientation;
  69707. var vertexData = BABYLON.VertexData.CreatePlane(options);
  69708. vertexData.applyToMesh(plane, options.updatable);
  69709. if (options.sourcePlane) {
  69710. plane.translate(options.sourcePlane.normal, options.sourcePlane.d);
  69711. var product = Math.acos(BABYLON.Vector3.Dot(options.sourcePlane.normal, BABYLON.Axis.Z));
  69712. var vectorProduct = BABYLON.Vector3.Cross(BABYLON.Axis.Z, options.sourcePlane.normal);
  69713. if (vectorProduct.lengthSquared() > BABYLON.Epsilon) {
  69714. plane.rotate(vectorProduct, product);
  69715. }
  69716. }
  69717. return plane;
  69718. };
  69719. /**
  69720. * Creates a ground mesh
  69721. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  69722. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  69723. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69724. * @param name defines the name of the mesh
  69725. * @param options defines the options used to create the mesh
  69726. * @param scene defines the hosting scene
  69727. * @returns the ground mesh
  69728. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#plane
  69729. */
  69730. MeshBuilder.CreateGround = function (name, options, scene) {
  69731. var ground = new BABYLON.GroundMesh(name, scene);
  69732. ground._setReady(false);
  69733. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  69734. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  69735. ground._width = options.width || 1;
  69736. ground._height = options.height || 1;
  69737. ground._maxX = ground._width / 2;
  69738. ground._maxZ = ground._height / 2;
  69739. ground._minX = -ground._maxX;
  69740. ground._minZ = -ground._maxZ;
  69741. var vertexData = BABYLON.VertexData.CreateGround(options);
  69742. vertexData.applyToMesh(ground, options.updatable);
  69743. ground._setReady(true);
  69744. return ground;
  69745. };
  69746. /**
  69747. * Creates a tiled ground mesh
  69748. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  69749. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  69750. * * 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
  69751. * * 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
  69752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69753. * @param name defines the name of the mesh
  69754. * @param options defines the options used to create the mesh
  69755. * @param scene defines the hosting scene
  69756. * @returns the tiled ground mesh
  69757. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tiled-ground
  69758. */
  69759. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  69760. var tiledGround = new BABYLON.Mesh(name, scene);
  69761. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  69762. vertexData.applyToMesh(tiledGround, options.updatable);
  69763. return tiledGround;
  69764. };
  69765. /**
  69766. * Creates a ground mesh from a height map
  69767. * * The parameter `url` sets the URL of the height map image resource.
  69768. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  69769. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  69770. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  69771. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  69772. * * 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.
  69773. * * 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).
  69774. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  69775. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69776. * @param name defines the name of the mesh
  69777. * @param url defines the url to the height map
  69778. * @param options defines the options used to create the mesh
  69779. * @param scene defines the hosting scene
  69780. * @returns the ground mesh
  69781. * @see http://doc.babylonjs.com/babylon101/height_map
  69782. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
  69783. */
  69784. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  69785. var width = options.width || 10.0;
  69786. var height = options.height || 10.0;
  69787. var subdivisions = options.subdivisions || 1 | 0;
  69788. var minHeight = options.minHeight || 0.0;
  69789. var maxHeight = options.maxHeight || 1.0;
  69790. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  69791. var alphaFilter = options.alphaFilter || 0.0;
  69792. var updatable = options.updatable;
  69793. var onReady = options.onReady;
  69794. var ground = new BABYLON.GroundMesh(name, scene);
  69795. ground._subdivisionsX = subdivisions;
  69796. ground._subdivisionsY = subdivisions;
  69797. ground._width = width;
  69798. ground._height = height;
  69799. ground._maxX = ground._width / 2.0;
  69800. ground._maxZ = ground._height / 2.0;
  69801. ground._minX = -ground._maxX;
  69802. ground._minZ = -ground._maxZ;
  69803. ground._setReady(false);
  69804. var onload = function (img) {
  69805. // Getting height map data
  69806. var canvas = document.createElement("canvas");
  69807. var context = canvas.getContext("2d");
  69808. if (!context) {
  69809. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  69810. }
  69811. if (scene.isDisposed) {
  69812. return;
  69813. }
  69814. var bufferWidth = img.width;
  69815. var bufferHeight = img.height;
  69816. canvas.width = bufferWidth;
  69817. canvas.height = bufferHeight;
  69818. context.drawImage(img, 0, 0);
  69819. // Create VertexData from map data
  69820. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  69821. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  69822. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  69823. width: width, height: height,
  69824. subdivisions: subdivisions,
  69825. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  69826. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  69827. alphaFilter: alphaFilter
  69828. });
  69829. vertexData.applyToMesh(ground, updatable);
  69830. //execute ready callback, if set
  69831. if (onReady) {
  69832. onReady(ground);
  69833. }
  69834. ground._setReady(true);
  69835. };
  69836. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  69837. return ground;
  69838. };
  69839. /**
  69840. * Creates a polygon mesh
  69841. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  69842. * * 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
  69843. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69844. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69845. * * 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)
  69846. * * Remember you can only change the shape positions, not their number when updating a polygon
  69847. * @param name defines the name of the mesh
  69848. * @param options defines the options used to create the mesh
  69849. * @param scene defines the hosting scene
  69850. * @returns the polygon mesh
  69851. */
  69852. MeshBuilder.CreatePolygon = function (name, options, scene) {
  69853. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69854. var shape = options.shape;
  69855. var holes = options.holes || [];
  69856. var depth = options.depth || 0;
  69857. var contours = [];
  69858. var hole = [];
  69859. for (var i = 0; i < shape.length; i++) {
  69860. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  69861. }
  69862. var epsilon = 0.00000001;
  69863. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  69864. contours.pop();
  69865. }
  69866. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  69867. for (var hNb = 0; hNb < holes.length; hNb++) {
  69868. hole = [];
  69869. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  69870. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  69871. }
  69872. polygonTriangulation.addHole(hole);
  69873. }
  69874. var polygon = polygonTriangulation.build(options.updatable, depth);
  69875. polygon._originalBuilderSideOrientation = options.sideOrientation;
  69876. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  69877. vertexData.applyToMesh(polygon, options.updatable);
  69878. return polygon;
  69879. };
  69880. /**
  69881. * Creates an extruded polygon mesh, with depth in the Y direction.
  69882. * * 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)
  69883. * @see http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
  69884. * @param name defines the name of the mesh
  69885. * @param options defines the options used to create the mesh
  69886. * @param scene defines the hosting scene
  69887. * @returns the polygon mesh
  69888. */
  69889. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  69890. return MeshBuilder.CreatePolygon(name, options, scene);
  69891. };
  69892. /**
  69893. * Creates a tube mesh.
  69894. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69895. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  69896. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  69897. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  69898. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  69899. * * 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)
  69900. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  69901. * * 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
  69902. * * 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
  69903. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69904. * * 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
  69905. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69906. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69907. * @param name defines the name of the mesh
  69908. * @param options defines the options used to create the mesh
  69909. * @param scene defines the hosting scene
  69910. * @returns the tube mesh
  69911. * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
  69912. * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#tube
  69913. */
  69914. MeshBuilder.CreateTube = function (name, options, scene) {
  69915. var path = options.path;
  69916. var instance = options.instance;
  69917. var radius = 1.0;
  69918. if (options.radius !== undefined) {
  69919. radius = options.radius;
  69920. }
  69921. else if (instance) {
  69922. radius = instance._creationDataStorage.radius;
  69923. }
  69924. var tessellation = options.tessellation || 64 | 0;
  69925. var radiusFunction = options.radiusFunction || null;
  69926. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  69927. var invertUV = options.invertUV || false;
  69928. var updatable = options.updatable;
  69929. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69930. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  69931. // tube geometry
  69932. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  69933. var tangents = path3D.getTangents();
  69934. var normals = path3D.getNormals();
  69935. var distances = path3D.getDistances();
  69936. var pi2 = Math.PI * 2;
  69937. var step = pi2 / tessellation * arc;
  69938. var returnRadius = function () { return radius; };
  69939. var radiusFunctionFinal = radiusFunction || returnRadius;
  69940. var circlePath;
  69941. var rad;
  69942. var normal;
  69943. var rotated;
  69944. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  69945. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  69946. for (var i = 0; i < path.length; i++) {
  69947. rad = radiusFunctionFinal(i, distances[i]); // current radius
  69948. circlePath = Array(); // current circle array
  69949. normal = normals[i]; // current normal
  69950. for (var t = 0; t < tessellation; t++) {
  69951. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  69952. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  69953. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  69954. rotated.scaleInPlace(rad).addInPlace(path[i]);
  69955. circlePath[t] = rotated;
  69956. }
  69957. circlePaths[index] = circlePath;
  69958. index++;
  69959. }
  69960. // cap
  69961. var capPath = function (nbPoints, pathIndex) {
  69962. var pointCap = Array();
  69963. for (var i = 0; i < nbPoints; i++) {
  69964. pointCap.push(path[pathIndex]);
  69965. }
  69966. return pointCap;
  69967. };
  69968. switch (cap) {
  69969. case BABYLON.Mesh.NO_CAP:
  69970. break;
  69971. case BABYLON.Mesh.CAP_START:
  69972. circlePaths[0] = capPath(tessellation, 0);
  69973. circlePaths[1] = circlePaths[2].slice(0);
  69974. break;
  69975. case BABYLON.Mesh.CAP_END:
  69976. circlePaths[index] = circlePaths[index - 1].slice(0);
  69977. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69978. break;
  69979. case BABYLON.Mesh.CAP_ALL:
  69980. circlePaths[0] = capPath(tessellation, 0);
  69981. circlePaths[1] = circlePaths[2].slice(0);
  69982. circlePaths[index] = circlePaths[index - 1].slice(0);
  69983. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  69984. break;
  69985. default:
  69986. break;
  69987. }
  69988. return circlePaths;
  69989. };
  69990. var path3D;
  69991. var pathArray;
  69992. if (instance) { // tube update
  69993. var storage = instance._creationDataStorage;
  69994. var arc = options.arc || storage.arc;
  69995. path3D = storage.path3D.update(path);
  69996. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  69997. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  69998. // Update mode, no need to recreate the storage.
  69999. storage.path3D = path3D;
  70000. storage.pathArray = pathArray;
  70001. storage.arc = arc;
  70002. storage.radius = radius;
  70003. return instance;
  70004. }
  70005. // tube creation
  70006. path3D = new BABYLON.Path3D(path);
  70007. var newPathArray = new Array();
  70008. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70009. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70010. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70011. tube._creationDataStorage.pathArray = pathArray;
  70012. tube._creationDataStorage.path3D = path3D;
  70013. tube._creationDataStorage.tessellation = tessellation;
  70014. tube._creationDataStorage.cap = cap;
  70015. tube._creationDataStorage.arc = options.arc;
  70016. tube._creationDataStorage.radius = radius;
  70017. return tube;
  70018. };
  70019. /**
  70020. * Creates a polyhedron mesh
  70021. * * 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
  70022. * * The parameter `size` (positive float, default 1) sets the polygon size
  70023. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70024. * * 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`
  70025. * * 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
  70026. * * 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)`)
  70027. * * 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
  70028. * * 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
  70029. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70030. * * 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
  70031. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70032. * @param name defines the name of the mesh
  70033. * @param options defines the options used to create the mesh
  70034. * @param scene defines the hosting scene
  70035. * @returns the polyhedron mesh
  70036. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
  70037. */
  70038. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70039. var polyhedron = new BABYLON.Mesh(name, scene);
  70040. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70041. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70042. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70043. vertexData.applyToMesh(polyhedron, options.updatable);
  70044. return polyhedron;
  70045. };
  70046. /**
  70047. * Creates a decal mesh.
  70048. * 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
  70049. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70050. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70051. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70052. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70053. * @param name defines the name of the mesh
  70054. * @param sourceMesh defines the mesh where the decal must be applied
  70055. * @param options defines the options used to create the mesh
  70056. * @param scene defines the hosting scene
  70057. * @returns the decal mesh
  70058. * @see http://doc.babylonjs.com/how_to/decals
  70059. */
  70060. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70061. var indices = sourceMesh.getIndices();
  70062. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70063. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70064. var position = options.position || BABYLON.Vector3.Zero();
  70065. var normal = options.normal || BABYLON.Vector3.Up();
  70066. var size = options.size || BABYLON.Vector3.One();
  70067. var angle = options.angle || 0;
  70068. // Getting correct rotation
  70069. if (!normal) {
  70070. var target = new BABYLON.Vector3(0, 0, 1);
  70071. var camera = sourceMesh.getScene().activeCamera;
  70072. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70073. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70074. }
  70075. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70076. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70077. var pitch = Math.atan2(normal.y, len);
  70078. // Matrix
  70079. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70080. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70081. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70082. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70083. var vertexData = new BABYLON.VertexData();
  70084. vertexData.indices = [];
  70085. vertexData.positions = [];
  70086. vertexData.normals = [];
  70087. vertexData.uvs = [];
  70088. var currentVertexDataIndex = 0;
  70089. var extractDecalVector3 = function (indexId) {
  70090. var result = new BABYLON.PositionNormalVertex();
  70091. if (!indices || !positions || !normals) {
  70092. return result;
  70093. }
  70094. var vertexId = indices[indexId];
  70095. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70096. // Send vector to decal local world
  70097. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70098. // Get normal
  70099. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70100. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70101. return result;
  70102. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70103. var clip = function (vertices, axis) {
  70104. if (vertices.length === 0) {
  70105. return vertices;
  70106. }
  70107. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70108. var clipVertices = function (v0, v1) {
  70109. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70110. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70111. };
  70112. var result = new Array();
  70113. for (var index = 0; index < vertices.length; index += 3) {
  70114. var v1Out;
  70115. var v2Out;
  70116. var v3Out;
  70117. var total = 0;
  70118. var nV1 = null;
  70119. var nV2 = null;
  70120. var nV3 = null;
  70121. var nV4 = null;
  70122. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70123. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70124. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70125. v1Out = d1 > 0;
  70126. v2Out = d2 > 0;
  70127. v3Out = d3 > 0;
  70128. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70129. switch (total) {
  70130. case 0:
  70131. result.push(vertices[index]);
  70132. result.push(vertices[index + 1]);
  70133. result.push(vertices[index + 2]);
  70134. break;
  70135. case 1:
  70136. if (v1Out) {
  70137. nV1 = vertices[index + 1];
  70138. nV2 = vertices[index + 2];
  70139. nV3 = clipVertices(vertices[index], nV1);
  70140. nV4 = clipVertices(vertices[index], nV2);
  70141. }
  70142. if (v2Out) {
  70143. nV1 = vertices[index];
  70144. nV2 = vertices[index + 2];
  70145. nV3 = clipVertices(vertices[index + 1], nV1);
  70146. nV4 = clipVertices(vertices[index + 1], nV2);
  70147. result.push(nV3);
  70148. result.push(nV2.clone());
  70149. result.push(nV1.clone());
  70150. result.push(nV2.clone());
  70151. result.push(nV3.clone());
  70152. result.push(nV4);
  70153. break;
  70154. }
  70155. if (v3Out) {
  70156. nV1 = vertices[index];
  70157. nV2 = vertices[index + 1];
  70158. nV3 = clipVertices(vertices[index + 2], nV1);
  70159. nV4 = clipVertices(vertices[index + 2], nV2);
  70160. }
  70161. if (nV1 && nV2 && nV3 && nV4) {
  70162. result.push(nV1.clone());
  70163. result.push(nV2.clone());
  70164. result.push(nV3);
  70165. result.push(nV4);
  70166. result.push(nV3.clone());
  70167. result.push(nV2.clone());
  70168. }
  70169. break;
  70170. case 2:
  70171. if (!v1Out) {
  70172. nV1 = vertices[index].clone();
  70173. nV2 = clipVertices(nV1, vertices[index + 1]);
  70174. nV3 = clipVertices(nV1, vertices[index + 2]);
  70175. result.push(nV1);
  70176. result.push(nV2);
  70177. result.push(nV3);
  70178. }
  70179. if (!v2Out) {
  70180. nV1 = vertices[index + 1].clone();
  70181. nV2 = clipVertices(nV1, vertices[index + 2]);
  70182. nV3 = clipVertices(nV1, vertices[index]);
  70183. result.push(nV1);
  70184. result.push(nV2);
  70185. result.push(nV3);
  70186. }
  70187. if (!v3Out) {
  70188. nV1 = vertices[index + 2].clone();
  70189. nV2 = clipVertices(nV1, vertices[index]);
  70190. nV3 = clipVertices(nV1, vertices[index + 1]);
  70191. result.push(nV1);
  70192. result.push(nV2);
  70193. result.push(nV3);
  70194. }
  70195. break;
  70196. case 3:
  70197. break;
  70198. }
  70199. }
  70200. return result;
  70201. };
  70202. for (var index = 0; index < indices.length; index += 3) {
  70203. var faceVertices = new Array();
  70204. faceVertices.push(extractDecalVector3(index));
  70205. faceVertices.push(extractDecalVector3(index + 1));
  70206. faceVertices.push(extractDecalVector3(index + 2));
  70207. // Clip
  70208. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70209. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70210. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70211. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70212. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70213. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70214. if (faceVertices.length === 0) {
  70215. continue;
  70216. }
  70217. // Add UVs and get back to world
  70218. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70219. var vertex = faceVertices[vIndex];
  70220. //TODO check for Int32Array | Uint32Array | Uint16Array
  70221. vertexData.indices.push(currentVertexDataIndex);
  70222. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70223. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70224. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70225. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70226. currentVertexDataIndex++;
  70227. }
  70228. }
  70229. // Return mesh
  70230. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70231. vertexData.applyToMesh(decal);
  70232. decal.position = position.clone();
  70233. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70234. return decal;
  70235. };
  70236. // Privates
  70237. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70238. // extrusion geometry
  70239. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70240. var tangents = path3D.getTangents();
  70241. var normals = path3D.getNormals();
  70242. var binormals = path3D.getBinormals();
  70243. var distances = path3D.getDistances();
  70244. var angle = 0;
  70245. var returnScale = function () { return scale !== null ? scale : 1; };
  70246. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70247. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70248. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70249. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70250. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70251. for (var i = 0; i < curve.length; i++) {
  70252. var shapePath = new Array();
  70253. var angleStep = rotate(i, distances[i]);
  70254. var scaleRatio = scl(i, distances[i]);
  70255. for (var p = 0; p < shape.length; p++) {
  70256. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70257. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70258. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70259. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70260. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70261. shapePath[p] = rotated;
  70262. }
  70263. shapePaths[index] = shapePath;
  70264. angle += angleStep;
  70265. index++;
  70266. }
  70267. // cap
  70268. var capPath = function (shapePath) {
  70269. var pointCap = Array();
  70270. var barycenter = BABYLON.Vector3.Zero();
  70271. var i;
  70272. for (i = 0; i < shapePath.length; i++) {
  70273. barycenter.addInPlace(shapePath[i]);
  70274. }
  70275. barycenter.scaleInPlace(1.0 / shapePath.length);
  70276. for (i = 0; i < shapePath.length; i++) {
  70277. pointCap.push(barycenter);
  70278. }
  70279. return pointCap;
  70280. };
  70281. switch (cap) {
  70282. case BABYLON.Mesh.NO_CAP:
  70283. break;
  70284. case BABYLON.Mesh.CAP_START:
  70285. shapePaths[0] = capPath(shapePaths[2]);
  70286. shapePaths[1] = shapePaths[2];
  70287. break;
  70288. case BABYLON.Mesh.CAP_END:
  70289. shapePaths[index] = shapePaths[index - 1];
  70290. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70291. break;
  70292. case BABYLON.Mesh.CAP_ALL:
  70293. shapePaths[0] = capPath(shapePaths[2]);
  70294. shapePaths[1] = shapePaths[2];
  70295. shapePaths[index] = shapePaths[index - 1];
  70296. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70297. break;
  70298. default:
  70299. break;
  70300. }
  70301. return shapePaths;
  70302. };
  70303. var path3D;
  70304. var pathArray;
  70305. if (instance) { // instance update
  70306. var storage = instance._creationDataStorage;
  70307. path3D = storage.path3D.update(curve);
  70308. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70309. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70310. return instance;
  70311. }
  70312. // extruded shape creation
  70313. path3D = new BABYLON.Path3D(curve);
  70314. var newShapePaths = new Array();
  70315. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70316. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70317. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70318. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70319. extrudedGeneric._creationDataStorage.path3D = path3D;
  70320. extrudedGeneric._creationDataStorage.cap = cap;
  70321. return extrudedGeneric;
  70322. };
  70323. return MeshBuilder;
  70324. }());
  70325. BABYLON.MeshBuilder = MeshBuilder;
  70326. })(BABYLON || (BABYLON = {}));
  70327. //# sourceMappingURL=babylon.meshBuilder.js.map
  70328. var BABYLON;
  70329. (function (BABYLON) {
  70330. /**
  70331. * Draco compression (https://google.github.io/draco/)
  70332. *
  70333. * This class wraps the Draco module.
  70334. *
  70335. * **Encoder**
  70336. *
  70337. * The encoder is not currently implemented.
  70338. *
  70339. * **Decoder**
  70340. *
  70341. * 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.
  70342. *
  70343. * To update the configuration, use the following code:
  70344. * ```javascript
  70345. * BABYLON.DracoCompression.Configuration = {
  70346. * decoder: {
  70347. * wasmUrl: "<url to the WebAssembly library>",
  70348. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70349. * fallbackUrl: "<url to the fallback JavaScript library>",
  70350. * }
  70351. * };
  70352. * ```
  70353. *
  70354. * 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.
  70355. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70356. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70357. *
  70358. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70359. * ```javascript
  70360. * var dracoCompression = new BABYLON.DracoCompression();
  70361. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70362. * [BABYLON.VertexBuffer.PositionKind]: 0
  70363. * });
  70364. * ```
  70365. *
  70366. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70367. */
  70368. var DracoCompression = /** @class */ (function () {
  70369. /**
  70370. * Constructor
  70371. */
  70372. function DracoCompression() {
  70373. }
  70374. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70375. /**
  70376. * Returns true if the decoder is available.
  70377. */
  70378. get: function () {
  70379. if (typeof DracoDecoderModule !== "undefined") {
  70380. return true;
  70381. }
  70382. var decoder = DracoCompression.Configuration.decoder;
  70383. if (decoder) {
  70384. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70385. return true;
  70386. }
  70387. if (decoder.fallbackUrl) {
  70388. return true;
  70389. }
  70390. }
  70391. return false;
  70392. },
  70393. enumerable: true,
  70394. configurable: true
  70395. });
  70396. /**
  70397. * Stop all async operations and release resources.
  70398. */
  70399. DracoCompression.prototype.dispose = function () {
  70400. };
  70401. /**
  70402. * Decode Draco compressed mesh data to vertex data.
  70403. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  70404. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  70405. * @returns A promise that resolves with the decoded vertex data
  70406. */
  70407. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  70408. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  70409. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  70410. var module = wrappedModule.module;
  70411. var vertexData = new BABYLON.VertexData();
  70412. var buffer = new module.DecoderBuffer();
  70413. buffer.Init(dataView, dataView.byteLength);
  70414. var decoder = new module.Decoder();
  70415. var geometry;
  70416. var status;
  70417. try {
  70418. var type = decoder.GetEncodedGeometryType(buffer);
  70419. switch (type) {
  70420. case module.TRIANGULAR_MESH:
  70421. geometry = new module.Mesh();
  70422. status = decoder.DecodeBufferToMesh(buffer, geometry);
  70423. break;
  70424. case module.POINT_CLOUD:
  70425. geometry = new module.PointCloud();
  70426. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  70427. break;
  70428. default:
  70429. throw new Error("Invalid geometry type " + type);
  70430. }
  70431. if (!status.ok() || !geometry.ptr) {
  70432. throw new Error(status.error_msg());
  70433. }
  70434. var numPoints = geometry.num_points();
  70435. if (type === module.TRIANGULAR_MESH) {
  70436. var numFaces = geometry.num_faces();
  70437. var faceIndices = new module.DracoInt32Array();
  70438. try {
  70439. var indices = new Uint32Array(numFaces * 3);
  70440. for (var i = 0; i < numFaces; i++) {
  70441. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  70442. var offset = i * 3;
  70443. indices[offset + 0] = faceIndices.GetValue(0);
  70444. indices[offset + 1] = faceIndices.GetValue(1);
  70445. indices[offset + 2] = faceIndices.GetValue(2);
  70446. }
  70447. vertexData.indices = indices;
  70448. }
  70449. finally {
  70450. module.destroy(faceIndices);
  70451. }
  70452. }
  70453. for (var kind in attributes) {
  70454. var uniqueId = attributes[kind];
  70455. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  70456. var dracoData = new module.DracoFloat32Array();
  70457. try {
  70458. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  70459. var babylonData = new Float32Array(numPoints * attribute.num_components());
  70460. for (var i = 0; i < babylonData.length; i++) {
  70461. babylonData[i] = dracoData.GetValue(i);
  70462. }
  70463. vertexData.set(babylonData, kind);
  70464. }
  70465. finally {
  70466. module.destroy(dracoData);
  70467. }
  70468. }
  70469. }
  70470. finally {
  70471. if (geometry) {
  70472. module.destroy(geometry);
  70473. }
  70474. module.destroy(decoder);
  70475. module.destroy(buffer);
  70476. }
  70477. return vertexData;
  70478. });
  70479. };
  70480. DracoCompression._GetDecoderModule = function () {
  70481. if (!DracoCompression._DecoderModulePromise) {
  70482. var promise = null;
  70483. var config_1 = {};
  70484. if (typeof DracoDecoderModule !== "undefined") {
  70485. promise = Promise.resolve();
  70486. }
  70487. else {
  70488. var decoder = DracoCompression.Configuration.decoder;
  70489. if (decoder) {
  70490. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70491. promise = Promise.all([
  70492. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  70493. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  70494. config_1.wasmBinary = data;
  70495. })
  70496. ]);
  70497. }
  70498. else if (decoder.fallbackUrl) {
  70499. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  70500. }
  70501. }
  70502. }
  70503. if (!promise) {
  70504. throw new Error("Draco decoder module is not available");
  70505. }
  70506. DracoCompression._DecoderModulePromise = promise.then(function () {
  70507. return new Promise(function (resolve) {
  70508. config_1.onModuleLoaded = function (decoderModule) {
  70509. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  70510. resolve({ module: decoderModule });
  70511. };
  70512. DracoDecoderModule(config_1);
  70513. });
  70514. });
  70515. }
  70516. return DracoCompression._DecoderModulePromise;
  70517. };
  70518. DracoCompression._LoadScriptAsync = function (url) {
  70519. return new Promise(function (resolve, reject) {
  70520. BABYLON.Tools.LoadScript(url, function () {
  70521. resolve();
  70522. }, function (message) {
  70523. reject(new Error(message));
  70524. });
  70525. });
  70526. };
  70527. DracoCompression._LoadFileAsync = function (url) {
  70528. return new Promise(function (resolve, reject) {
  70529. BABYLON.Tools.LoadFile(url, function (data) {
  70530. resolve(data);
  70531. }, undefined, undefined, true, function (request, exception) {
  70532. reject(exception);
  70533. });
  70534. });
  70535. };
  70536. /**
  70537. * The configuration. Defaults to the following urls:
  70538. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  70539. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  70540. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70541. */
  70542. DracoCompression.Configuration = {
  70543. decoder: {
  70544. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  70545. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  70546. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  70547. }
  70548. };
  70549. return DracoCompression;
  70550. }());
  70551. BABYLON.DracoCompression = DracoCompression;
  70552. })(BABYLON || (BABYLON = {}));
  70553. //# sourceMappingURL=babylon.dracoCompression.js.map
  70554. var BABYLON;
  70555. (function (BABYLON) {
  70556. // Sets the default audio engine to Babylon.js
  70557. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  70558. /**
  70559. * This represents the default audio engine used in babylon.
  70560. * It is responsible to play, synchronize and analyse sounds throughout the application.
  70561. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70562. */
  70563. var AudioEngine = /** @class */ (function () {
  70564. /**
  70565. * Instantiates a new audio engine.
  70566. *
  70567. * There should be only one per page as some browsers restrict the number
  70568. * of audio contexts you can create.
  70569. * @param hostElement defines the host element where to display the mute icon if necessary
  70570. */
  70571. function AudioEngine(hostElement) {
  70572. if (hostElement === void 0) { hostElement = null; }
  70573. var _this = this;
  70574. this._audioContext = null;
  70575. this._audioContextInitialized = false;
  70576. this._muteButton = null;
  70577. /**
  70578. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  70579. */
  70580. this.canUseWebAudio = false;
  70581. /**
  70582. * Defines if Babylon should emit a warning if WebAudio is not supported.
  70583. * @ignoreNaming
  70584. */
  70585. this.WarnedWebAudioUnsupported = false;
  70586. /**
  70587. * Gets whether or not mp3 are supported by your browser.
  70588. */
  70589. this.isMP3supported = false;
  70590. /**
  70591. * Gets whether or not ogg are supported by your browser.
  70592. */
  70593. this.isOGGsupported = false;
  70594. /**
  70595. * Gets whether audio has been unlocked on the device.
  70596. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  70597. * a user interaction has happened.
  70598. */
  70599. this.unlocked = true;
  70600. /**
  70601. * Defines if the audio engine relies on a custom unlocked button.
  70602. * In this case, the embedded button will not be displayed.
  70603. */
  70604. this.useCustomUnlockedButton = false;
  70605. /**
  70606. * Event raised when audio has been unlocked on the browser.
  70607. */
  70608. this.onAudioUnlockedObservable = new BABYLON.Observable();
  70609. /**
  70610. * Event raised when audio has been locked on the browser.
  70611. */
  70612. this.onAudioLockedObservable = new BABYLON.Observable();
  70613. this._tryToRun = false;
  70614. this._onResize = function () {
  70615. _this._moveButtonToTopLeft();
  70616. };
  70617. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  70618. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  70619. this.canUseWebAudio = true;
  70620. }
  70621. var audioElem = document.createElement('audio');
  70622. this._hostElement = hostElement;
  70623. try {
  70624. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  70625. this.isMP3supported = true;
  70626. }
  70627. }
  70628. catch (e) {
  70629. // protect error during capability check.
  70630. }
  70631. try {
  70632. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  70633. this.isOGGsupported = true;
  70634. }
  70635. }
  70636. catch (e) {
  70637. // protect error during capability check.
  70638. }
  70639. }
  70640. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  70641. /**
  70642. * Gets the current AudioContext if available.
  70643. */
  70644. get: function () {
  70645. if (!this._audioContextInitialized) {
  70646. this._initializeAudioContext();
  70647. }
  70648. else {
  70649. if (!this.unlocked && !this._muteButton) {
  70650. this._displayMuteButton();
  70651. }
  70652. }
  70653. return this._audioContext;
  70654. },
  70655. enumerable: true,
  70656. configurable: true
  70657. });
  70658. /**
  70659. * Flags the audio engine in Locked state.
  70660. * This happens due to new browser policies preventing audio to autoplay.
  70661. */
  70662. AudioEngine.prototype.lock = function () {
  70663. this._triggerSuspendedState();
  70664. };
  70665. /**
  70666. * Unlocks the audio engine once a user action has been done on the dom.
  70667. * This is helpful to resume play once browser policies have been satisfied.
  70668. */
  70669. AudioEngine.prototype.unlock = function () {
  70670. this._triggerRunningState();
  70671. };
  70672. AudioEngine.prototype._resumeAudioContext = function () {
  70673. var result;
  70674. if (this._audioContext.resume) {
  70675. result = this._audioContext.resume();
  70676. }
  70677. return result || Promise.resolve();
  70678. };
  70679. AudioEngine.prototype._initializeAudioContext = function () {
  70680. try {
  70681. if (this.canUseWebAudio) {
  70682. this._audioContext = new AudioContext();
  70683. // create a global volume gain node
  70684. this.masterGain = this._audioContext.createGain();
  70685. this.masterGain.gain.value = 1;
  70686. this.masterGain.connect(this._audioContext.destination);
  70687. this._audioContextInitialized = true;
  70688. if (this._audioContext.state === "running") {
  70689. // Do not wait for the promise to unlock.
  70690. this._triggerRunningState();
  70691. }
  70692. }
  70693. }
  70694. catch (e) {
  70695. this.canUseWebAudio = false;
  70696. BABYLON.Tools.Error("Web Audio: " + e.message);
  70697. }
  70698. };
  70699. AudioEngine.prototype._triggerRunningState = function () {
  70700. var _this = this;
  70701. if (this._tryToRun) {
  70702. return;
  70703. }
  70704. this._tryToRun = true;
  70705. this._resumeAudioContext()
  70706. .then(function () {
  70707. _this._tryToRun = false;
  70708. if (_this._muteButton) {
  70709. _this._hideMuteButton();
  70710. }
  70711. }).catch(function () {
  70712. _this._tryToRun = false;
  70713. _this.unlocked = false;
  70714. });
  70715. // Notify users that the audio stack is unlocked/unmuted
  70716. this.unlocked = true;
  70717. this.onAudioUnlockedObservable.notifyObservers(this);
  70718. };
  70719. AudioEngine.prototype._triggerSuspendedState = function () {
  70720. this.unlocked = false;
  70721. this.onAudioLockedObservable.notifyObservers(this);
  70722. this._displayMuteButton();
  70723. };
  70724. AudioEngine.prototype._displayMuteButton = function () {
  70725. var _this = this;
  70726. if (this.useCustomUnlockedButton) {
  70727. return;
  70728. }
  70729. this._muteButton = document.createElement("BUTTON");
  70730. this._muteButton.className = "babylonUnmuteIcon";
  70731. this._muteButton.id = "babylonUnmuteIconBtn";
  70732. this._muteButton.title = "Unmute";
  70733. 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) }";
  70734. var style = document.createElement('style');
  70735. style.appendChild(document.createTextNode(css));
  70736. document.getElementsByTagName('head')[0].appendChild(style);
  70737. document.body.appendChild(this._muteButton);
  70738. this._moveButtonToTopLeft();
  70739. this._muteButton.addEventListener('touchend', function () {
  70740. _this._triggerRunningState();
  70741. }, true);
  70742. this._muteButton.addEventListener('click', function () {
  70743. _this._triggerRunningState();
  70744. }, true);
  70745. window.addEventListener("resize", this._onResize);
  70746. };
  70747. AudioEngine.prototype._moveButtonToTopLeft = function () {
  70748. if (this._hostElement && this._muteButton) {
  70749. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  70750. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  70751. }
  70752. };
  70753. AudioEngine.prototype._hideMuteButton = function () {
  70754. if (this._muteButton) {
  70755. document.body.removeChild(this._muteButton);
  70756. this._muteButton = null;
  70757. }
  70758. };
  70759. /**
  70760. * Destroy and release the resources associated with the audio ccontext.
  70761. */
  70762. AudioEngine.prototype.dispose = function () {
  70763. if (this.canUseWebAudio && this._audioContextInitialized) {
  70764. if (this._connectedAnalyser && this._audioContext) {
  70765. this._connectedAnalyser.stopDebugCanvas();
  70766. this._connectedAnalyser.dispose();
  70767. this.masterGain.disconnect();
  70768. this.masterGain.connect(this._audioContext.destination);
  70769. this._connectedAnalyser = null;
  70770. }
  70771. this.masterGain.gain.value = 1;
  70772. }
  70773. this.WarnedWebAudioUnsupported = false;
  70774. this._hideMuteButton();
  70775. window.removeEventListener("resize", this._onResize);
  70776. this.onAudioUnlockedObservable.clear();
  70777. this.onAudioLockedObservable.clear();
  70778. };
  70779. /**
  70780. * Gets the global volume sets on the master gain.
  70781. * @returns the global volume if set or -1 otherwise
  70782. */
  70783. AudioEngine.prototype.getGlobalVolume = function () {
  70784. if (this.canUseWebAudio && this._audioContextInitialized) {
  70785. return this.masterGain.gain.value;
  70786. }
  70787. else {
  70788. return -1;
  70789. }
  70790. };
  70791. /**
  70792. * Sets the global volume of your experience (sets on the master gain).
  70793. * @param newVolume Defines the new global volume of the application
  70794. */
  70795. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  70796. if (this.canUseWebAudio && this._audioContextInitialized) {
  70797. this.masterGain.gain.value = newVolume;
  70798. }
  70799. };
  70800. /**
  70801. * Connect the audio engine to an audio analyser allowing some amazing
  70802. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  70803. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  70804. * @param analyser The analyser to connect to the engine
  70805. */
  70806. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  70807. if (this._connectedAnalyser) {
  70808. this._connectedAnalyser.stopDebugCanvas();
  70809. }
  70810. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  70811. this._connectedAnalyser = analyser;
  70812. this.masterGain.disconnect();
  70813. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  70814. }
  70815. };
  70816. return AudioEngine;
  70817. }());
  70818. BABYLON.AudioEngine = AudioEngine;
  70819. })(BABYLON || (BABYLON = {}));
  70820. //# sourceMappingURL=babylon.audioEngine.js.map
  70821. var BABYLON;
  70822. (function (BABYLON) {
  70823. /**
  70824. * Defines a sound that can be played in the application.
  70825. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  70826. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  70827. */
  70828. var Sound = /** @class */ (function () {
  70829. /**
  70830. * Create a sound and attach it to a scene
  70831. * @param name Name of your sound
  70832. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  70833. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  70834. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  70835. */
  70836. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  70837. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  70838. var _this = this;
  70839. /**
  70840. * Does the sound autoplay once loaded.
  70841. */
  70842. this.autoplay = false;
  70843. /**
  70844. * Does the sound loop after it finishes playing once.
  70845. */
  70846. this.loop = false;
  70847. /**
  70848. * Does the sound use a custom attenuation curve to simulate the falloff
  70849. * happening when the source gets further away from the camera.
  70850. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  70851. */
  70852. this.useCustomAttenuation = false;
  70853. /**
  70854. * Is this sound currently played.
  70855. */
  70856. this.isPlaying = false;
  70857. /**
  70858. * Is this sound currently paused.
  70859. */
  70860. this.isPaused = false;
  70861. /**
  70862. * Does this sound enables spatial sound.
  70863. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70864. */
  70865. this.spatialSound = false;
  70866. /**
  70867. * Define the reference distance the sound should be heard perfectly.
  70868. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70869. */
  70870. this.refDistance = 1;
  70871. /**
  70872. * Define the roll off factor of spatial sounds.
  70873. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70874. */
  70875. this.rolloffFactor = 1;
  70876. /**
  70877. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  70878. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70879. */
  70880. this.maxDistance = 100;
  70881. /**
  70882. * Define the distance attenuation model the sound will follow.
  70883. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  70884. */
  70885. this.distanceModel = "linear";
  70886. /**
  70887. * Observable event when the current playing sound finishes.
  70888. */
  70889. this.onEndedObservable = new BABYLON.Observable();
  70890. this._panningModel = "equalpower";
  70891. this._playbackRate = 1;
  70892. this._streaming = false;
  70893. this._startTime = 0;
  70894. this._startOffset = 0;
  70895. this._position = BABYLON.Vector3.Zero();
  70896. /** @hidden */
  70897. this._positionInEmitterSpace = false;
  70898. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  70899. this._volume = 1;
  70900. this._isReadyToPlay = false;
  70901. this._isDirectional = false;
  70902. // Used if you'd like to create a directional sound.
  70903. // If not set, the sound will be omnidirectional
  70904. this._coneInnerAngle = 360;
  70905. this._coneOuterAngle = 360;
  70906. this._coneOuterGain = 0;
  70907. this._isOutputConnected = false;
  70908. this._urlType = "Unknown";
  70909. this.name = name;
  70910. this._scene = scene;
  70911. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  70912. if (!compo) {
  70913. compo = new BABYLON.AudioSceneComponent(scene);
  70914. scene._addComponent(compo);
  70915. }
  70916. this._readyToPlayCallback = readyToPlayCallback;
  70917. // Default custom attenuation function is a linear attenuation
  70918. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  70919. if (currentDistance < maxDistance) {
  70920. return currentVolume * (1 - currentDistance / maxDistance);
  70921. }
  70922. else {
  70923. return 0;
  70924. }
  70925. };
  70926. if (options) {
  70927. this.autoplay = options.autoplay || false;
  70928. this.loop = options.loop || false;
  70929. // if volume === 0, we need another way to check this option
  70930. if (options.volume !== undefined) {
  70931. this._volume = options.volume;
  70932. }
  70933. this.spatialSound = options.spatialSound || false;
  70934. this.maxDistance = options.maxDistance || 100;
  70935. this.useCustomAttenuation = options.useCustomAttenuation || false;
  70936. this.rolloffFactor = options.rolloffFactor || 1;
  70937. this.refDistance = options.refDistance || 1;
  70938. this.distanceModel = options.distanceModel || "linear";
  70939. this._playbackRate = options.playbackRate || 1;
  70940. this._streaming = options.streaming || false;
  70941. }
  70942. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  70943. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  70944. this._soundGain.gain.value = this._volume;
  70945. this._inputAudioNode = this._soundGain;
  70946. this._outputAudioNode = this._soundGain;
  70947. if (this.spatialSound) {
  70948. this._createSpatialParameters();
  70949. }
  70950. this._scene.mainSoundTrack.AddSound(this);
  70951. var validParameter = true;
  70952. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  70953. if (urlOrArrayBuffer) {
  70954. try {
  70955. if (typeof (urlOrArrayBuffer) === "string") {
  70956. this._urlType = "String";
  70957. }
  70958. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  70959. this._urlType = "ArrayBuffer";
  70960. }
  70961. else if (urlOrArrayBuffer instanceof MediaStream) {
  70962. this._urlType = "MediaStream";
  70963. }
  70964. else if (Array.isArray(urlOrArrayBuffer)) {
  70965. this._urlType = "Array";
  70966. }
  70967. var urls = [];
  70968. var codecSupportedFound = false;
  70969. switch (this._urlType) {
  70970. case "MediaStream":
  70971. this._streaming = true;
  70972. this._isReadyToPlay = true;
  70973. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  70974. if (this.autoplay) {
  70975. this.play();
  70976. }
  70977. if (this._readyToPlayCallback) {
  70978. this._readyToPlayCallback();
  70979. }
  70980. break;
  70981. case "ArrayBuffer":
  70982. if (urlOrArrayBuffer.byteLength > 0) {
  70983. codecSupportedFound = true;
  70984. this._soundLoaded(urlOrArrayBuffer);
  70985. }
  70986. break;
  70987. case "String":
  70988. urls.push(urlOrArrayBuffer);
  70989. case "Array":
  70990. if (urls.length === 0) {
  70991. urls = urlOrArrayBuffer;
  70992. }
  70993. // If we found a supported format, we load it immediately and stop the loop
  70994. for (var i = 0; i < urls.length; i++) {
  70995. var url = urls[i];
  70996. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  70997. codecSupportedFound = true;
  70998. }
  70999. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71000. codecSupportedFound = true;
  71001. }
  71002. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71003. codecSupportedFound = true;
  71004. }
  71005. if (url.indexOf("blob:") !== -1) {
  71006. codecSupportedFound = true;
  71007. }
  71008. if (codecSupportedFound) {
  71009. // Loading sound using XHR2
  71010. if (!this._streaming) {
  71011. this._scene._loadFile(url, function (data) {
  71012. _this._soundLoaded(data);
  71013. }, undefined, true, true, function (exception) {
  71014. if (exception) {
  71015. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71016. }
  71017. BABYLON.Tools.Error("Sound creation aborted.");
  71018. _this._scene.mainSoundTrack.RemoveSound(_this);
  71019. });
  71020. }
  71021. // Streaming sound using HTML5 Audio tag
  71022. else {
  71023. this._htmlAudioElement = new Audio(url);
  71024. this._htmlAudioElement.controls = false;
  71025. this._htmlAudioElement.loop = this.loop;
  71026. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71027. this._htmlAudioElement.preload = "auto";
  71028. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71029. _this._isReadyToPlay = true;
  71030. if (_this.autoplay) {
  71031. _this.play();
  71032. }
  71033. if (_this._readyToPlayCallback) {
  71034. _this._readyToPlayCallback();
  71035. }
  71036. });
  71037. document.body.appendChild(this._htmlAudioElement);
  71038. this._htmlAudioElement.load();
  71039. }
  71040. break;
  71041. }
  71042. }
  71043. break;
  71044. default:
  71045. validParameter = false;
  71046. break;
  71047. }
  71048. if (!validParameter) {
  71049. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71050. }
  71051. else {
  71052. if (!codecSupportedFound) {
  71053. this._isReadyToPlay = true;
  71054. // Simulating a ready to play event to avoid breaking code path
  71055. if (this._readyToPlayCallback) {
  71056. window.setTimeout(function () {
  71057. if (_this._readyToPlayCallback) {
  71058. _this._readyToPlayCallback();
  71059. }
  71060. }, 1000);
  71061. }
  71062. }
  71063. }
  71064. }
  71065. catch (ex) {
  71066. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71067. this._scene.mainSoundTrack.RemoveSound(this);
  71068. }
  71069. }
  71070. }
  71071. else {
  71072. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71073. this._scene.mainSoundTrack.AddSound(this);
  71074. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71075. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71076. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71077. }
  71078. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71079. if (this._readyToPlayCallback) {
  71080. window.setTimeout(function () {
  71081. if (_this._readyToPlayCallback) {
  71082. _this._readyToPlayCallback();
  71083. }
  71084. }, 1000);
  71085. }
  71086. }
  71087. }
  71088. /**
  71089. * Release the sound and its associated resources
  71090. */
  71091. Sound.prototype.dispose = function () {
  71092. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71093. if (this.isPlaying) {
  71094. this.stop();
  71095. }
  71096. this._isReadyToPlay = false;
  71097. if (this.soundTrackId === -1) {
  71098. this._scene.mainSoundTrack.RemoveSound(this);
  71099. }
  71100. else if (this._scene.soundTracks) {
  71101. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71102. }
  71103. if (this._soundGain) {
  71104. this._soundGain.disconnect();
  71105. this._soundGain = null;
  71106. }
  71107. if (this._soundPanner) {
  71108. this._soundPanner.disconnect();
  71109. this._soundPanner = null;
  71110. }
  71111. if (this._soundSource) {
  71112. this._soundSource.disconnect();
  71113. this._soundSource = null;
  71114. }
  71115. this._audioBuffer = null;
  71116. if (this._htmlAudioElement) {
  71117. this._htmlAudioElement.pause();
  71118. this._htmlAudioElement.src = "";
  71119. document.body.removeChild(this._htmlAudioElement);
  71120. }
  71121. if (this._streamingSource) {
  71122. this._streamingSource.disconnect();
  71123. }
  71124. if (this._connectedMesh && this._registerFunc) {
  71125. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71126. this._connectedMesh = null;
  71127. }
  71128. }
  71129. };
  71130. /**
  71131. * Gets if the sounds is ready to be played or not.
  71132. * @returns true if ready, otherwise false
  71133. */
  71134. Sound.prototype.isReady = function () {
  71135. return this._isReadyToPlay;
  71136. };
  71137. Sound.prototype._soundLoaded = function (audioData) {
  71138. var _this = this;
  71139. if (!BABYLON.Engine.audioEngine.audioContext) {
  71140. return;
  71141. }
  71142. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71143. _this._audioBuffer = buffer;
  71144. _this._isReadyToPlay = true;
  71145. if (_this.autoplay) {
  71146. _this.play();
  71147. }
  71148. if (_this._readyToPlayCallback) {
  71149. _this._readyToPlayCallback();
  71150. }
  71151. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71152. };
  71153. /**
  71154. * Sets the data of the sound from an audiobuffer
  71155. * @param audioBuffer The audioBuffer containing the data
  71156. */
  71157. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71158. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71159. this._audioBuffer = audioBuffer;
  71160. this._isReadyToPlay = true;
  71161. }
  71162. };
  71163. /**
  71164. * Updates the current sounds options such as maxdistance, loop...
  71165. * @param options A JSON object containing values named as the object properties
  71166. */
  71167. Sound.prototype.updateOptions = function (options) {
  71168. if (options) {
  71169. this.loop = options.loop || this.loop;
  71170. this.maxDistance = options.maxDistance || this.maxDistance;
  71171. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71172. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71173. this.refDistance = options.refDistance || this.refDistance;
  71174. this.distanceModel = options.distanceModel || this.distanceModel;
  71175. this._playbackRate = options.playbackRate || this._playbackRate;
  71176. this._updateSpatialParameters();
  71177. if (this.isPlaying) {
  71178. if (this._streaming && this._htmlAudioElement) {
  71179. this._htmlAudioElement.playbackRate = this._playbackRate;
  71180. }
  71181. else {
  71182. if (this._soundSource) {
  71183. this._soundSource.playbackRate.value = this._playbackRate;
  71184. }
  71185. }
  71186. }
  71187. }
  71188. };
  71189. Sound.prototype._createSpatialParameters = function () {
  71190. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71191. if (this._scene.headphone) {
  71192. this._panningModel = "HRTF";
  71193. }
  71194. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71195. this._updateSpatialParameters();
  71196. this._soundPanner.connect(this._outputAudioNode);
  71197. this._inputAudioNode = this._soundPanner;
  71198. }
  71199. };
  71200. Sound.prototype._updateSpatialParameters = function () {
  71201. if (this.spatialSound && this._soundPanner) {
  71202. if (this.useCustomAttenuation) {
  71203. // Tricks to disable in a way embedded Web Audio attenuation
  71204. this._soundPanner.distanceModel = "linear";
  71205. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71206. this._soundPanner.refDistance = 1;
  71207. this._soundPanner.rolloffFactor = 1;
  71208. this._soundPanner.panningModel = this._panningModel;
  71209. }
  71210. else {
  71211. this._soundPanner.distanceModel = this.distanceModel;
  71212. this._soundPanner.maxDistance = this.maxDistance;
  71213. this._soundPanner.refDistance = this.refDistance;
  71214. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71215. this._soundPanner.panningModel = this._panningModel;
  71216. }
  71217. }
  71218. };
  71219. /**
  71220. * Switch the panning model to HRTF:
  71221. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71222. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71223. */
  71224. Sound.prototype.switchPanningModelToHRTF = function () {
  71225. this._panningModel = "HRTF";
  71226. this._switchPanningModel();
  71227. };
  71228. /**
  71229. * Switch the panning model to Equal Power:
  71230. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71231. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71232. */
  71233. Sound.prototype.switchPanningModelToEqualPower = function () {
  71234. this._panningModel = "equalpower";
  71235. this._switchPanningModel();
  71236. };
  71237. Sound.prototype._switchPanningModel = function () {
  71238. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71239. this._soundPanner.panningModel = this._panningModel;
  71240. }
  71241. };
  71242. /**
  71243. * Connect this sound to a sound track audio node like gain...
  71244. * @param soundTrackAudioNode the sound track audio node to connect to
  71245. */
  71246. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71247. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71248. if (this._isOutputConnected) {
  71249. this._outputAudioNode.disconnect();
  71250. }
  71251. this._outputAudioNode.connect(soundTrackAudioNode);
  71252. this._isOutputConnected = true;
  71253. }
  71254. };
  71255. /**
  71256. * Transform this sound into a directional source
  71257. * @param coneInnerAngle Size of the inner cone in degree
  71258. * @param coneOuterAngle Size of the outer cone in degree
  71259. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71260. */
  71261. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71262. if (coneOuterAngle < coneInnerAngle) {
  71263. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71264. return;
  71265. }
  71266. this._coneInnerAngle = coneInnerAngle;
  71267. this._coneOuterAngle = coneOuterAngle;
  71268. this._coneOuterGain = coneOuterGain;
  71269. this._isDirectional = true;
  71270. if (this.isPlaying && this.loop) {
  71271. this.stop();
  71272. this.play();
  71273. }
  71274. };
  71275. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71276. /**
  71277. * Gets or sets the inner angle for the directional cone.
  71278. */
  71279. get: function () {
  71280. return this._coneInnerAngle;
  71281. },
  71282. /**
  71283. * Gets or sets the inner angle for the directional cone.
  71284. */
  71285. set: function (value) {
  71286. if (value != this._coneInnerAngle) {
  71287. if (this._coneOuterAngle < value) {
  71288. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71289. return;
  71290. }
  71291. this._coneInnerAngle = value;
  71292. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71293. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71294. }
  71295. }
  71296. },
  71297. enumerable: true,
  71298. configurable: true
  71299. });
  71300. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71301. /**
  71302. * Gets or sets the outer angle for the directional cone.
  71303. */
  71304. get: function () {
  71305. return this._coneOuterAngle;
  71306. },
  71307. /**
  71308. * Gets or sets the outer angle for the directional cone.
  71309. */
  71310. set: function (value) {
  71311. if (value != this._coneOuterAngle) {
  71312. if (value < this._coneInnerAngle) {
  71313. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71314. return;
  71315. }
  71316. this._coneOuterAngle = value;
  71317. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71318. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71319. }
  71320. }
  71321. },
  71322. enumerable: true,
  71323. configurable: true
  71324. });
  71325. /**
  71326. * Sets the position of the emitter if spatial sound is enabled
  71327. * @param newPosition Defines the new posisiton
  71328. */
  71329. Sound.prototype.setPosition = function (newPosition) {
  71330. this._position = newPosition;
  71331. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71332. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71333. }
  71334. };
  71335. /**
  71336. * Sets the local direction of the emitter if spatial sound is enabled
  71337. * @param newLocalDirection Defines the new local direction
  71338. */
  71339. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71340. this._localDirection = newLocalDirection;
  71341. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.isPlaying) {
  71342. this._updateDirection();
  71343. }
  71344. };
  71345. Sound.prototype._updateDirection = function () {
  71346. if (!this._connectedMesh || !this._soundPanner) {
  71347. return;
  71348. }
  71349. var mat = this._connectedMesh.getWorldMatrix();
  71350. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71351. direction.normalize();
  71352. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71353. };
  71354. /** @hidden */
  71355. Sound.prototype.updateDistanceFromListener = function () {
  71356. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedMesh && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71357. var distance = this._connectedMesh.getDistanceToCamera(this._scene.activeCamera);
  71358. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71359. }
  71360. };
  71361. /**
  71362. * Sets a new custom attenuation function for the sound.
  71363. * @param callback Defines the function used for the attenuation
  71364. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71365. */
  71366. Sound.prototype.setAttenuationFunction = function (callback) {
  71367. this._customAttenuationFunction = callback;
  71368. };
  71369. /**
  71370. * Play the sound
  71371. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71372. * @param offset (optional) Start the sound setting it at a specific time
  71373. */
  71374. Sound.prototype.play = function (time, offset) {
  71375. var _this = this;
  71376. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71377. try {
  71378. if (this._startOffset < 0) {
  71379. time = -this._startOffset;
  71380. this._startOffset = 0;
  71381. }
  71382. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71383. if (!this._soundSource || !this._streamingSource) {
  71384. if (this.spatialSound && this._soundPanner) {
  71385. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71386. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71387. }
  71388. if (this._isDirectional) {
  71389. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71390. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71391. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71392. if (this._connectedMesh) {
  71393. this._updateDirection();
  71394. }
  71395. else {
  71396. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  71397. }
  71398. }
  71399. }
  71400. }
  71401. if (this._streaming) {
  71402. if (!this._streamingSource) {
  71403. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  71404. this._htmlAudioElement.onended = function () { _this._onended(); };
  71405. this._htmlAudioElement.playbackRate = this._playbackRate;
  71406. }
  71407. this._streamingSource.disconnect();
  71408. this._streamingSource.connect(this._inputAudioNode);
  71409. if (this._htmlAudioElement) {
  71410. // required to manage properly the new suspended default state of Chrome
  71411. // When the option 'streaming: true' is used, we need first to wait for
  71412. // the audio engine to be unlocked by a user gesture before trying to play
  71413. // an HTML Audio elememt
  71414. var tryToPlay = function () {
  71415. if (BABYLON.Engine.audioEngine.unlocked) {
  71416. var playPromise = _this._htmlAudioElement.play();
  71417. // In browsers that don’t yet support this functionality,
  71418. // playPromise won’t be defined.
  71419. if (playPromise !== undefined) {
  71420. playPromise.catch(function (error) {
  71421. // Automatic playback failed.
  71422. // Waiting for the audio engine to be unlocked by user click on unmute
  71423. BABYLON.Engine.audioEngine.lock();
  71424. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71425. });
  71426. }
  71427. }
  71428. else {
  71429. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  71430. }
  71431. };
  71432. tryToPlay();
  71433. }
  71434. }
  71435. else {
  71436. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  71437. this._soundSource.buffer = this._audioBuffer;
  71438. this._soundSource.connect(this._inputAudioNode);
  71439. this._soundSource.loop = this.loop;
  71440. this._soundSource.playbackRate.value = this._playbackRate;
  71441. this._soundSource.onended = function () { _this._onended(); };
  71442. if (this._soundSource.buffer) {
  71443. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  71444. }
  71445. }
  71446. this._startTime = startTime;
  71447. this.isPlaying = true;
  71448. this.isPaused = false;
  71449. }
  71450. catch (ex) {
  71451. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  71452. }
  71453. }
  71454. };
  71455. Sound.prototype._onended = function () {
  71456. this.isPlaying = false;
  71457. if (this.onended) {
  71458. this.onended();
  71459. }
  71460. this.onEndedObservable.notifyObservers(this);
  71461. };
  71462. /**
  71463. * Stop the sound
  71464. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  71465. */
  71466. Sound.prototype.stop = function (time) {
  71467. if (this.isPlaying) {
  71468. if (this._streaming) {
  71469. if (this._htmlAudioElement) {
  71470. this._htmlAudioElement.pause();
  71471. // Test needed for Firefox or it will generate an Invalid State Error
  71472. if (this._htmlAudioElement.currentTime > 0) {
  71473. this._htmlAudioElement.currentTime = 0;
  71474. }
  71475. }
  71476. else {
  71477. this._streamingSource.disconnect();
  71478. }
  71479. }
  71480. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  71481. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71482. this._soundSource.stop(stopTime);
  71483. this._soundSource.onended = function () { };
  71484. if (!this.isPaused) {
  71485. this._startOffset = 0;
  71486. }
  71487. }
  71488. this.isPlaying = false;
  71489. }
  71490. };
  71491. /**
  71492. * Put the sound in pause
  71493. */
  71494. Sound.prototype.pause = function () {
  71495. if (this.isPlaying) {
  71496. this.isPaused = true;
  71497. if (this._streaming) {
  71498. if (this._htmlAudioElement) {
  71499. this._htmlAudioElement.pause();
  71500. }
  71501. else {
  71502. this._streamingSource.disconnect();
  71503. }
  71504. }
  71505. else if (BABYLON.Engine.audioEngine.audioContext) {
  71506. this.stop(0);
  71507. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  71508. }
  71509. }
  71510. };
  71511. /**
  71512. * Sets a dedicated volume for this sounds
  71513. * @param newVolume Define the new volume of the sound
  71514. * @param time Define in how long the sound should be at this value
  71515. */
  71516. Sound.prototype.setVolume = function (newVolume, time) {
  71517. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  71518. if (time && BABYLON.Engine.audioEngine.audioContext) {
  71519. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  71520. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  71521. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  71522. }
  71523. else {
  71524. this._soundGain.gain.value = newVolume;
  71525. }
  71526. }
  71527. this._volume = newVolume;
  71528. };
  71529. /**
  71530. * Set the sound play back rate
  71531. * @param newPlaybackRate Define the playback rate the sound should be played at
  71532. */
  71533. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  71534. this._playbackRate = newPlaybackRate;
  71535. if (this.isPlaying) {
  71536. if (this._streaming && this._htmlAudioElement) {
  71537. this._htmlAudioElement.playbackRate = this._playbackRate;
  71538. }
  71539. else if (this._soundSource) {
  71540. this._soundSource.playbackRate.value = this._playbackRate;
  71541. }
  71542. }
  71543. };
  71544. /**
  71545. * Gets the volume of the sound.
  71546. * @returns the volume of the sound
  71547. */
  71548. Sound.prototype.getVolume = function () {
  71549. return this._volume;
  71550. };
  71551. /**
  71552. * Attach the sound to a dedicated mesh
  71553. * @param meshToConnectTo The mesh to connect the sound with
  71554. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71555. */
  71556. Sound.prototype.attachToMesh = function (meshToConnectTo) {
  71557. var _this = this;
  71558. if (this._connectedMesh && this._registerFunc) {
  71559. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71560. this._registerFunc = null;
  71561. }
  71562. this._connectedMesh = meshToConnectTo;
  71563. if (!this.spatialSound) {
  71564. this.spatialSound = true;
  71565. this._createSpatialParameters();
  71566. if (this.isPlaying && this.loop) {
  71567. this.stop();
  71568. this.play();
  71569. }
  71570. }
  71571. this._onRegisterAfterWorldMatrixUpdate(this._connectedMesh);
  71572. this._registerFunc = function (connectedMesh) { return _this._onRegisterAfterWorldMatrixUpdate(connectedMesh); };
  71573. meshToConnectTo.registerAfterWorldMatrixUpdate(this._registerFunc);
  71574. };
  71575. /**
  71576. * Detach the sound from the previously attached mesh
  71577. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  71578. */
  71579. Sound.prototype.detachFromMesh = function () {
  71580. if (this._connectedMesh && this._registerFunc) {
  71581. this._connectedMesh.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71582. this._registerFunc = null;
  71583. this._connectedMesh = null;
  71584. }
  71585. };
  71586. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  71587. if (!node.getBoundingInfo) {
  71588. return;
  71589. }
  71590. var mesh = node;
  71591. if (this._positionInEmitterSpace) {
  71592. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  71593. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  71594. }
  71595. else {
  71596. var boundingInfo = mesh.getBoundingInfo();
  71597. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  71598. }
  71599. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  71600. this._updateDirection();
  71601. }
  71602. };
  71603. /**
  71604. * Clone the current sound in the scene.
  71605. * @returns the new sound clone
  71606. */
  71607. Sound.prototype.clone = function () {
  71608. var _this = this;
  71609. if (!this._streaming) {
  71610. var setBufferAndRun = function () {
  71611. if (_this._isReadyToPlay) {
  71612. clonedSound._audioBuffer = _this.getAudioBuffer();
  71613. clonedSound._isReadyToPlay = true;
  71614. if (clonedSound.autoplay) {
  71615. clonedSound.play();
  71616. }
  71617. }
  71618. else {
  71619. window.setTimeout(setBufferAndRun, 300);
  71620. }
  71621. };
  71622. var currentOptions = {
  71623. autoplay: this.autoplay, loop: this.loop,
  71624. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  71625. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  71626. refDistance: this.refDistance, distanceModel: this.distanceModel
  71627. };
  71628. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  71629. if (this.useCustomAttenuation) {
  71630. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  71631. }
  71632. clonedSound.setPosition(this._position);
  71633. clonedSound.setPlaybackRate(this._playbackRate);
  71634. setBufferAndRun();
  71635. return clonedSound;
  71636. }
  71637. // Can't clone a streaming sound
  71638. else {
  71639. return null;
  71640. }
  71641. };
  71642. /**
  71643. * Gets the current underlying audio buffer containing the data
  71644. * @returns the audio buffer
  71645. */
  71646. Sound.prototype.getAudioBuffer = function () {
  71647. return this._audioBuffer;
  71648. };
  71649. /**
  71650. * Serializes the Sound in a JSON representation
  71651. * @returns the JSON representation of the sound
  71652. */
  71653. Sound.prototype.serialize = function () {
  71654. var serializationObject = {
  71655. name: this.name,
  71656. url: this.name,
  71657. autoplay: this.autoplay,
  71658. loop: this.loop,
  71659. volume: this._volume,
  71660. spatialSound: this.spatialSound,
  71661. maxDistance: this.maxDistance,
  71662. rolloffFactor: this.rolloffFactor,
  71663. refDistance: this.refDistance,
  71664. distanceModel: this.distanceModel,
  71665. playbackRate: this._playbackRate,
  71666. panningModel: this._panningModel,
  71667. soundTrackId: this.soundTrackId
  71668. };
  71669. if (this.spatialSound) {
  71670. if (this._connectedMesh) {
  71671. serializationObject.connectedMeshId = this._connectedMesh.id;
  71672. }
  71673. serializationObject.position = this._position.asArray();
  71674. serializationObject.refDistance = this.refDistance;
  71675. serializationObject.distanceModel = this.distanceModel;
  71676. serializationObject.isDirectional = this._isDirectional;
  71677. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  71678. serializationObject.coneInnerAngle = this._coneInnerAngle;
  71679. serializationObject.coneOuterAngle = this._coneOuterAngle;
  71680. serializationObject.coneOuterGain = this._coneOuterGain;
  71681. }
  71682. return serializationObject;
  71683. };
  71684. /**
  71685. * Parse a JSON representation of a sound to innstantiate in a given scene
  71686. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  71687. * @param scene Define the scene the new parsed sound should be created in
  71688. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  71689. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  71690. * @returns the newly parsed sound
  71691. */
  71692. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  71693. var soundName = parsedSound.name;
  71694. var soundUrl;
  71695. if (parsedSound.url) {
  71696. soundUrl = rootUrl + parsedSound.url;
  71697. }
  71698. else {
  71699. soundUrl = rootUrl + soundName;
  71700. }
  71701. var options = {
  71702. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  71703. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  71704. rolloffFactor: parsedSound.rolloffFactor,
  71705. refDistance: parsedSound.refDistance,
  71706. distanceModel: parsedSound.distanceModel,
  71707. playbackRate: parsedSound.playbackRate
  71708. };
  71709. var newSound;
  71710. if (!sourceSound) {
  71711. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  71712. scene._addPendingData(newSound);
  71713. }
  71714. else {
  71715. var setBufferAndRun = function () {
  71716. if (sourceSound._isReadyToPlay) {
  71717. newSound._audioBuffer = sourceSound.getAudioBuffer();
  71718. newSound._isReadyToPlay = true;
  71719. if (newSound.autoplay) {
  71720. newSound.play();
  71721. }
  71722. }
  71723. else {
  71724. window.setTimeout(setBufferAndRun, 300);
  71725. }
  71726. };
  71727. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  71728. setBufferAndRun();
  71729. }
  71730. if (parsedSound.position) {
  71731. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  71732. newSound.setPosition(soundPosition);
  71733. }
  71734. if (parsedSound.isDirectional) {
  71735. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  71736. if (parsedSound.localDirectionToMesh) {
  71737. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  71738. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  71739. }
  71740. }
  71741. if (parsedSound.connectedMeshId) {
  71742. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  71743. if (connectedMesh) {
  71744. newSound.attachToMesh(connectedMesh);
  71745. }
  71746. }
  71747. return newSound;
  71748. };
  71749. return Sound;
  71750. }());
  71751. BABYLON.Sound = Sound;
  71752. })(BABYLON || (BABYLON = {}));
  71753. //# sourceMappingURL=babylon.sound.js.map
  71754. var BABYLON;
  71755. (function (BABYLON) {
  71756. /**
  71757. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  71758. * It will be also used in a future release to apply effects on a specific track.
  71759. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71760. */
  71761. var SoundTrack = /** @class */ (function () {
  71762. /**
  71763. * Creates a new sound track.
  71764. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  71765. * @param scene Define the scene the sound track belongs to
  71766. * @param options
  71767. */
  71768. function SoundTrack(scene, options) {
  71769. if (options === void 0) { options = {}; }
  71770. /**
  71771. * The unique identifier of the sound track in the scene.
  71772. */
  71773. this.id = -1;
  71774. this._isMainTrack = false;
  71775. this._isInitialized = false;
  71776. this._scene = scene;
  71777. this.soundCollection = new Array();
  71778. this._options = options;
  71779. if (!this._isMainTrack && this._scene.soundTracks) {
  71780. this._scene.soundTracks.push(this);
  71781. this.id = this._scene.soundTracks.length - 1;
  71782. }
  71783. }
  71784. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  71785. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71786. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  71787. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  71788. if (this._options) {
  71789. if (this._options.volume) {
  71790. this._outputAudioNode.gain.value = this._options.volume;
  71791. }
  71792. if (this._options.mainTrack) {
  71793. this._isMainTrack = this._options.mainTrack;
  71794. }
  71795. }
  71796. this._isInitialized = true;
  71797. }
  71798. };
  71799. /**
  71800. * Release the sound track and its associated resources
  71801. */
  71802. SoundTrack.prototype.dispose = function () {
  71803. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  71804. if (this._connectedAnalyser) {
  71805. this._connectedAnalyser.stopDebugCanvas();
  71806. }
  71807. while (this.soundCollection.length) {
  71808. this.soundCollection[0].dispose();
  71809. }
  71810. if (this._outputAudioNode) {
  71811. this._outputAudioNode.disconnect();
  71812. }
  71813. this._outputAudioNode = null;
  71814. }
  71815. };
  71816. /**
  71817. * Adds a sound to this sound track
  71818. * @param sound define the cound to add
  71819. * @ignoreNaming
  71820. */
  71821. SoundTrack.prototype.AddSound = function (sound) {
  71822. if (!this._isInitialized) {
  71823. this._initializeSoundTrackAudioGraph();
  71824. }
  71825. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71826. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  71827. }
  71828. if (sound.soundTrackId) {
  71829. if (sound.soundTrackId === -1) {
  71830. this._scene.mainSoundTrack.RemoveSound(sound);
  71831. }
  71832. else if (this._scene.soundTracks) {
  71833. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  71834. }
  71835. }
  71836. this.soundCollection.push(sound);
  71837. sound.soundTrackId = this.id;
  71838. };
  71839. /**
  71840. * Removes a sound to this sound track
  71841. * @param sound define the cound to remove
  71842. * @ignoreNaming
  71843. */
  71844. SoundTrack.prototype.RemoveSound = function (sound) {
  71845. var index = this.soundCollection.indexOf(sound);
  71846. if (index !== -1) {
  71847. this.soundCollection.splice(index, 1);
  71848. }
  71849. };
  71850. /**
  71851. * Set a global volume for the full sound track.
  71852. * @param newVolume Define the new volume of the sound track
  71853. */
  71854. SoundTrack.prototype.setVolume = function (newVolume) {
  71855. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71856. this._outputAudioNode.gain.value = newVolume;
  71857. }
  71858. };
  71859. /**
  71860. * Switch the panning model to HRTF:
  71861. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71862. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71863. */
  71864. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  71865. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71866. for (var i = 0; i < this.soundCollection.length; i++) {
  71867. this.soundCollection[i].switchPanningModelToHRTF();
  71868. }
  71869. }
  71870. };
  71871. /**
  71872. * Switch the panning model to Equal Power:
  71873. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71874. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71875. */
  71876. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  71877. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71878. for (var i = 0; i < this.soundCollection.length; i++) {
  71879. this.soundCollection[i].switchPanningModelToEqualPower();
  71880. }
  71881. }
  71882. };
  71883. /**
  71884. * Connect the sound track to an audio analyser allowing some amazing
  71885. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71886. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71887. * @param analyser The analyser to connect to the engine
  71888. */
  71889. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  71890. if (this._connectedAnalyser) {
  71891. this._connectedAnalyser.stopDebugCanvas();
  71892. }
  71893. this._connectedAnalyser = analyser;
  71894. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  71895. this._outputAudioNode.disconnect();
  71896. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  71897. }
  71898. };
  71899. return SoundTrack;
  71900. }());
  71901. BABYLON.SoundTrack = SoundTrack;
  71902. })(BABYLON || (BABYLON = {}));
  71903. //# sourceMappingURL=babylon.soundtrack.js.map
  71904. var BABYLON;
  71905. (function (BABYLON) {
  71906. /**
  71907. * Class used to work with sound analyzer using fast fourier transform (FFT)
  71908. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71909. */
  71910. var Analyser = /** @class */ (function () {
  71911. /**
  71912. * Creates a new analyser
  71913. * @param scene defines hosting scene
  71914. */
  71915. function Analyser(scene) {
  71916. /**
  71917. * Gets or sets the smoothing
  71918. * @ignorenaming
  71919. */
  71920. this.SMOOTHING = 0.75;
  71921. /**
  71922. * Gets or sets the FFT table size
  71923. * @ignorenaming
  71924. */
  71925. this.FFT_SIZE = 512;
  71926. /**
  71927. * Gets or sets the bar graph amplitude
  71928. * @ignorenaming
  71929. */
  71930. this.BARGRAPHAMPLITUDE = 256;
  71931. /**
  71932. * Gets or sets the position of the debug canvas
  71933. * @ignorenaming
  71934. */
  71935. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  71936. /**
  71937. * Gets or sets the debug canvas size
  71938. * @ignorenaming
  71939. */
  71940. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  71941. this._scene = scene;
  71942. this._audioEngine = BABYLON.Engine.audioEngine;
  71943. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  71944. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  71945. this._webAudioAnalyser.minDecibels = -140;
  71946. this._webAudioAnalyser.maxDecibels = 0;
  71947. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71948. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  71949. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  71950. }
  71951. }
  71952. /**
  71953. * Get the number of data values you will have to play with for the visualization
  71954. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  71955. * @returns a number
  71956. */
  71957. Analyser.prototype.getFrequencyBinCount = function () {
  71958. if (this._audioEngine.canUseWebAudio) {
  71959. return this._webAudioAnalyser.frequencyBinCount;
  71960. }
  71961. else {
  71962. return 0;
  71963. }
  71964. };
  71965. /**
  71966. * Gets the current frequency data as a byte array
  71967. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71968. * @returns a Uint8Array
  71969. */
  71970. Analyser.prototype.getByteFrequencyData = function () {
  71971. if (this._audioEngine.canUseWebAudio) {
  71972. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71973. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71974. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  71975. }
  71976. return this._byteFreqs;
  71977. };
  71978. /**
  71979. * Gets the current waveform as a byte array
  71980. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  71981. * @returns a Uint8Array
  71982. */
  71983. Analyser.prototype.getByteTimeDomainData = function () {
  71984. if (this._audioEngine.canUseWebAudio) {
  71985. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71986. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  71987. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  71988. }
  71989. return this._byteTime;
  71990. };
  71991. /**
  71992. * Gets the current frequency data as a float array
  71993. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  71994. * @returns a Float32Array
  71995. */
  71996. Analyser.prototype.getFloatFrequencyData = function () {
  71997. if (this._audioEngine.canUseWebAudio) {
  71998. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  71999. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72000. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72001. }
  72002. return this._floatFreqs;
  72003. };
  72004. /**
  72005. * Renders the debug canvas
  72006. */
  72007. Analyser.prototype.drawDebugCanvas = function () {
  72008. var _this = this;
  72009. if (this._audioEngine.canUseWebAudio) {
  72010. if (!this._debugCanvas) {
  72011. this._debugCanvas = document.createElement("canvas");
  72012. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72013. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72014. this._debugCanvas.style.position = "absolute";
  72015. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72016. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72017. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72018. document.body.appendChild(this._debugCanvas);
  72019. this._registerFunc = function () {
  72020. _this.drawDebugCanvas();
  72021. };
  72022. this._scene.registerBeforeRender(this._registerFunc);
  72023. }
  72024. if (this._registerFunc && this._debugCanvasContext) {
  72025. var workingArray = this.getByteFrequencyData();
  72026. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72027. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72028. // Draw the frequency domain chart.
  72029. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72030. var value = workingArray[i];
  72031. var percent = value / this.BARGRAPHAMPLITUDE;
  72032. var height = this.DEBUGCANVASSIZE.height * percent;
  72033. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72034. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72035. var hue = i / this.getFrequencyBinCount() * 360;
  72036. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72037. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72038. }
  72039. }
  72040. }
  72041. };
  72042. /**
  72043. * Stops rendering the debug canvas and removes it
  72044. */
  72045. Analyser.prototype.stopDebugCanvas = function () {
  72046. if (this._debugCanvas) {
  72047. if (this._registerFunc) {
  72048. this._scene.unregisterBeforeRender(this._registerFunc);
  72049. this._registerFunc = null;
  72050. }
  72051. document.body.removeChild(this._debugCanvas);
  72052. this._debugCanvas = null;
  72053. this._debugCanvasContext = null;
  72054. }
  72055. };
  72056. /**
  72057. * Connects two audio nodes
  72058. * @param inputAudioNode defines first node to connect
  72059. * @param outputAudioNode defines second node to connect
  72060. */
  72061. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72062. if (this._audioEngine.canUseWebAudio) {
  72063. inputAudioNode.connect(this._webAudioAnalyser);
  72064. this._webAudioAnalyser.connect(outputAudioNode);
  72065. }
  72066. };
  72067. /**
  72068. * Releases all associated resources
  72069. */
  72070. Analyser.prototype.dispose = function () {
  72071. if (this._audioEngine.canUseWebAudio) {
  72072. this._webAudioAnalyser.disconnect();
  72073. }
  72074. };
  72075. return Analyser;
  72076. }());
  72077. BABYLON.Analyser = Analyser;
  72078. })(BABYLON || (BABYLON = {}));
  72079. //# sourceMappingURL=babylon.analyser.js.map
  72080. var BABYLON;
  72081. (function (BABYLON) {
  72082. /**
  72083. * Wraps one or more Sound objects and selects one with random weight for playback.
  72084. */
  72085. var WeightedSound = /** @class */ (function () {
  72086. /**
  72087. * Creates a new WeightedSound from the list of sounds given.
  72088. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72089. * @param sounds Array of Sounds that will be selected from.
  72090. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72091. */
  72092. function WeightedSound(loop, sounds, weights) {
  72093. var _this = this;
  72094. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72095. this.loop = false;
  72096. this._coneInnerAngle = 360;
  72097. this._coneOuterAngle = 360;
  72098. this._volume = 1;
  72099. /** A Sound is currently playing. */
  72100. this.isPlaying = false;
  72101. /** A Sound is currently paused. */
  72102. this.isPaused = false;
  72103. this._sounds = [];
  72104. this._weights = [];
  72105. if (sounds.length !== weights.length) {
  72106. throw new Error('Sounds length does not equal weights length');
  72107. }
  72108. this.loop = loop;
  72109. this._weights = weights;
  72110. // Normalize the weights
  72111. var weightSum = 0;
  72112. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72113. var weight = weights_1[_i];
  72114. weightSum += weight;
  72115. }
  72116. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72117. for (var i = 0; i < this._weights.length; i++) {
  72118. this._weights[i] *= invWeightSum;
  72119. }
  72120. this._sounds = sounds;
  72121. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72122. var sound = _b[_a];
  72123. sound.onEndedObservable.add(function () { _this._onended(); });
  72124. }
  72125. }
  72126. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72127. /**
  72128. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72129. */
  72130. get: function () {
  72131. return this._coneInnerAngle;
  72132. },
  72133. /**
  72134. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72135. */
  72136. set: function (value) {
  72137. if (value !== this._coneInnerAngle) {
  72138. if (this._coneOuterAngle < value) {
  72139. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72140. return;
  72141. }
  72142. this._coneInnerAngle = value;
  72143. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72144. var sound = _a[_i];
  72145. sound.directionalConeInnerAngle = value;
  72146. }
  72147. }
  72148. },
  72149. enumerable: true,
  72150. configurable: true
  72151. });
  72152. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72153. /**
  72154. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72155. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72156. */
  72157. get: function () {
  72158. return this._coneOuterAngle;
  72159. },
  72160. /**
  72161. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72162. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72163. */
  72164. set: function (value) {
  72165. if (value !== this._coneOuterAngle) {
  72166. if (value < this._coneInnerAngle) {
  72167. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72168. return;
  72169. }
  72170. this._coneOuterAngle = value;
  72171. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72172. var sound = _a[_i];
  72173. sound.directionalConeOuterAngle = value;
  72174. }
  72175. }
  72176. },
  72177. enumerable: true,
  72178. configurable: true
  72179. });
  72180. Object.defineProperty(WeightedSound.prototype, "volume", {
  72181. /**
  72182. * Playback volume.
  72183. */
  72184. get: function () {
  72185. return this._volume;
  72186. },
  72187. /**
  72188. * Playback volume.
  72189. */
  72190. set: function (value) {
  72191. if (value !== this._volume) {
  72192. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72193. var sound = _a[_i];
  72194. sound.setVolume(value);
  72195. }
  72196. }
  72197. },
  72198. enumerable: true,
  72199. configurable: true
  72200. });
  72201. WeightedSound.prototype._onended = function () {
  72202. if (this._currentIndex !== undefined) {
  72203. this._sounds[this._currentIndex].autoplay = false;
  72204. }
  72205. if (this.loop && this.isPlaying) {
  72206. this.play();
  72207. }
  72208. else {
  72209. this.isPlaying = false;
  72210. }
  72211. };
  72212. /**
  72213. * Suspend playback
  72214. */
  72215. WeightedSound.prototype.pause = function () {
  72216. this.isPaused = true;
  72217. if (this._currentIndex !== undefined) {
  72218. this._sounds[this._currentIndex].pause();
  72219. }
  72220. };
  72221. /**
  72222. * Stop playback
  72223. */
  72224. WeightedSound.prototype.stop = function () {
  72225. this.isPlaying = false;
  72226. if (this._currentIndex !== undefined) {
  72227. this._sounds[this._currentIndex].stop();
  72228. }
  72229. };
  72230. /**
  72231. * Start playback.
  72232. * @param startOffset Position the clip head at a specific time in seconds.
  72233. */
  72234. WeightedSound.prototype.play = function (startOffset) {
  72235. if (!this.isPaused) {
  72236. this.stop();
  72237. var randomValue = Math.random();
  72238. var total = 0;
  72239. for (var i = 0; i < this._weights.length; i++) {
  72240. total += this._weights[i];
  72241. if (randomValue <= total) {
  72242. this._currentIndex = i;
  72243. break;
  72244. }
  72245. }
  72246. }
  72247. var sound = this._sounds[this._currentIndex];
  72248. if (sound.isReady()) {
  72249. sound.play(0, this.isPaused ? undefined : startOffset);
  72250. }
  72251. else {
  72252. sound.autoplay = true;
  72253. }
  72254. this.isPlaying = true;
  72255. this.isPaused = false;
  72256. };
  72257. return WeightedSound;
  72258. }());
  72259. BABYLON.WeightedSound = WeightedSound;
  72260. })(BABYLON || (BABYLON = {}));
  72261. //# sourceMappingURL=babylon.weightedsound.js.map
  72262. var BABYLON;
  72263. (function (BABYLON) {
  72264. // Adds the parser to the scene parsers.
  72265. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72266. // TODO: add sound
  72267. var loadedSounds = [];
  72268. var loadedSound;
  72269. container.sounds = container.sounds || [];
  72270. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72271. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72272. var parsedSound = parsedData.sounds[index];
  72273. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72274. if (!parsedSound.url) {
  72275. parsedSound.url = parsedSound.name;
  72276. }
  72277. if (!loadedSounds[parsedSound.url]) {
  72278. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72279. loadedSounds[parsedSound.url] = loadedSound;
  72280. container.sounds.push(loadedSound);
  72281. }
  72282. else {
  72283. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72284. }
  72285. }
  72286. else {
  72287. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72288. }
  72289. }
  72290. }
  72291. loadedSounds = [];
  72292. });
  72293. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72294. get: function () {
  72295. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72296. if (!compo) {
  72297. compo = new AudioSceneComponent(this);
  72298. this._addComponent(compo);
  72299. }
  72300. if (!this._mainSoundTrack) {
  72301. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72302. }
  72303. return this._mainSoundTrack;
  72304. },
  72305. enumerable: true,
  72306. configurable: true
  72307. });
  72308. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72309. var index;
  72310. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72311. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72312. return this.mainSoundTrack.soundCollection[index];
  72313. }
  72314. }
  72315. if (this.soundTracks) {
  72316. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72317. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72318. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72319. return this.soundTracks[sdIndex].soundCollection[index];
  72320. }
  72321. }
  72322. }
  72323. }
  72324. return null;
  72325. };
  72326. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72327. get: function () {
  72328. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72329. if (!compo) {
  72330. compo = new AudioSceneComponent(this);
  72331. this._addComponent(compo);
  72332. }
  72333. return compo.audioEnabled;
  72334. },
  72335. set: function (value) {
  72336. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72337. if (!compo) {
  72338. compo = new AudioSceneComponent(this);
  72339. this._addComponent(compo);
  72340. }
  72341. if (value) {
  72342. compo.enableAudio();
  72343. }
  72344. else {
  72345. compo.disableAudio();
  72346. }
  72347. },
  72348. enumerable: true,
  72349. configurable: true
  72350. });
  72351. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72352. get: function () {
  72353. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72354. if (!compo) {
  72355. compo = new AudioSceneComponent(this);
  72356. this._addComponent(compo);
  72357. }
  72358. return compo.headphone;
  72359. },
  72360. set: function (value) {
  72361. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72362. if (!compo) {
  72363. compo = new AudioSceneComponent(this);
  72364. this._addComponent(compo);
  72365. }
  72366. if (value) {
  72367. compo.switchAudioModeForHeadphones();
  72368. }
  72369. else {
  72370. compo.switchAudioModeForNormalSpeakers();
  72371. }
  72372. },
  72373. enumerable: true,
  72374. configurable: true
  72375. });
  72376. /**
  72377. * Defines the sound scene component responsible to manage any sounds
  72378. * in a given scene.
  72379. */
  72380. var AudioSceneComponent = /** @class */ (function () {
  72381. /**
  72382. * Creates a new instance of the component for the given scene
  72383. * @param scene Defines the scene to register the component in
  72384. */
  72385. function AudioSceneComponent(scene) {
  72386. /**
  72387. * The component name helpfull to identify the component in the list of scene components.
  72388. */
  72389. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72390. this._audioEnabled = true;
  72391. this._headphone = false;
  72392. this.scene = scene;
  72393. scene.soundTracks = new Array();
  72394. scene.sounds = new Array();
  72395. }
  72396. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  72397. /**
  72398. * Gets whether audio is enabled or not.
  72399. * Please use related enable/disable method to switch state.
  72400. */
  72401. get: function () {
  72402. return this._audioEnabled;
  72403. },
  72404. enumerable: true,
  72405. configurable: true
  72406. });
  72407. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  72408. /**
  72409. * Gets whether audio is outputing to headphone or not.
  72410. * Please use the according Switch methods to change output.
  72411. */
  72412. get: function () {
  72413. return this._headphone;
  72414. },
  72415. enumerable: true,
  72416. configurable: true
  72417. });
  72418. /**
  72419. * Registers the component in a given scene
  72420. */
  72421. AudioSceneComponent.prototype.register = function () {
  72422. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  72423. };
  72424. /**
  72425. * Rebuilds the elements related to this component in case of
  72426. * context lost for instance.
  72427. */
  72428. AudioSceneComponent.prototype.rebuild = function () {
  72429. // Nothing to do here. (Not rendering related)
  72430. };
  72431. /**
  72432. * Serializes the component data to the specified json object
  72433. * @param serializationObject The object to serialize to
  72434. */
  72435. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  72436. serializationObject.sounds = [];
  72437. if (this.scene.soundTracks) {
  72438. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  72439. var soundtrack = this.scene.soundTracks[index];
  72440. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  72441. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  72442. }
  72443. }
  72444. }
  72445. };
  72446. /**
  72447. * Adds all the element from the container to the scene
  72448. * @param container the container holding the elements
  72449. */
  72450. AudioSceneComponent.prototype.addFromContainer = function (container) {
  72451. var _this = this;
  72452. if (!container.sounds) {
  72453. return;
  72454. }
  72455. container.sounds.forEach(function (sound) {
  72456. sound.play();
  72457. sound.autoplay = true;
  72458. _this.scene.mainSoundTrack.AddSound(sound);
  72459. });
  72460. };
  72461. /**
  72462. * Removes all the elements in the container from the scene
  72463. * @param container contains the elements to remove
  72464. */
  72465. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  72466. var _this = this;
  72467. if (!container.sounds) {
  72468. return;
  72469. }
  72470. container.sounds.forEach(function (sound) {
  72471. sound.stop();
  72472. sound.autoplay = false;
  72473. _this.scene.mainSoundTrack.RemoveSound(sound);
  72474. });
  72475. };
  72476. /**
  72477. * Disposes the component and the associated ressources.
  72478. */
  72479. AudioSceneComponent.prototype.dispose = function () {
  72480. var scene = this.scene;
  72481. if (scene._mainSoundTrack) {
  72482. scene.mainSoundTrack.dispose();
  72483. }
  72484. if (scene.soundTracks) {
  72485. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  72486. scene.soundTracks[scIndex].dispose();
  72487. }
  72488. }
  72489. };
  72490. /**
  72491. * Disables audio in the associated scene.
  72492. */
  72493. AudioSceneComponent.prototype.disableAudio = function () {
  72494. var scene = this.scene;
  72495. this._audioEnabled = false;
  72496. var i;
  72497. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72498. scene.mainSoundTrack.soundCollection[i].pause();
  72499. }
  72500. if (scene.soundTracks) {
  72501. for (i = 0; i < scene.soundTracks.length; i++) {
  72502. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72503. scene.soundTracks[i].soundCollection[j].pause();
  72504. }
  72505. }
  72506. }
  72507. };
  72508. /**
  72509. * Enables audio in the associated scene.
  72510. */
  72511. AudioSceneComponent.prototype.enableAudio = function () {
  72512. var scene = this.scene;
  72513. this._audioEnabled = true;
  72514. var i;
  72515. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72516. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  72517. scene.mainSoundTrack.soundCollection[i].play();
  72518. }
  72519. }
  72520. if (scene.soundTracks) {
  72521. for (i = 0; i < scene.soundTracks.length; i++) {
  72522. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72523. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  72524. scene.soundTracks[i].soundCollection[j].play();
  72525. }
  72526. }
  72527. }
  72528. }
  72529. };
  72530. /**
  72531. * Switch audio to headphone output.
  72532. */
  72533. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  72534. var scene = this.scene;
  72535. this._headphone = true;
  72536. scene.mainSoundTrack.switchPanningModelToHRTF();
  72537. if (scene.soundTracks) {
  72538. for (var i = 0; i < scene.soundTracks.length; i++) {
  72539. scene.soundTracks[i].switchPanningModelToHRTF();
  72540. }
  72541. }
  72542. };
  72543. /**
  72544. * Switch audio to normal speakers.
  72545. */
  72546. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  72547. var scene = this.scene;
  72548. this._headphone = false;
  72549. scene.mainSoundTrack.switchPanningModelToEqualPower();
  72550. if (scene.soundTracks) {
  72551. for (var i = 0; i < scene.soundTracks.length; i++) {
  72552. scene.soundTracks[i].switchPanningModelToEqualPower();
  72553. }
  72554. }
  72555. };
  72556. AudioSceneComponent.prototype._afterRender = function () {
  72557. var scene = this.scene;
  72558. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  72559. return;
  72560. }
  72561. var listeningCamera;
  72562. var audioEngine = BABYLON.Engine.audioEngine;
  72563. if (scene.activeCameras.length > 0) {
  72564. listeningCamera = scene.activeCameras[0];
  72565. }
  72566. else {
  72567. listeningCamera = scene.activeCamera;
  72568. }
  72569. if (listeningCamera && audioEngine.audioContext) {
  72570. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  72571. // for VR cameras
  72572. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  72573. listeningCamera = listeningCamera.rigCameras[0];
  72574. }
  72575. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  72576. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  72577. cameraDirection.normalize();
  72578. // To avoid some errors on GearVR
  72579. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  72580. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  72581. }
  72582. var i;
  72583. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  72584. var sound = scene.mainSoundTrack.soundCollection[i];
  72585. if (sound.useCustomAttenuation) {
  72586. sound.updateDistanceFromListener();
  72587. }
  72588. }
  72589. if (scene.soundTracks) {
  72590. for (i = 0; i < scene.soundTracks.length; i++) {
  72591. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  72592. sound = scene.soundTracks[i].soundCollection[j];
  72593. if (sound.useCustomAttenuation) {
  72594. sound.updateDistanceFromListener();
  72595. }
  72596. }
  72597. }
  72598. }
  72599. }
  72600. };
  72601. return AudioSceneComponent;
  72602. }());
  72603. BABYLON.AudioSceneComponent = AudioSceneComponent;
  72604. })(BABYLON || (BABYLON = {}));
  72605. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  72606. var BABYLON;
  72607. (function (BABYLON) {
  72608. /**
  72609. * This defines an action helpful to play a defined sound on a triggered action.
  72610. */
  72611. var PlaySoundAction = /** @class */ (function (_super) {
  72612. __extends(PlaySoundAction, _super);
  72613. /**
  72614. * Instantiate the action
  72615. * @param triggerOptions defines the trigger options
  72616. * @param sound defines the sound to play
  72617. * @param condition defines the trigger related conditions
  72618. */
  72619. function PlaySoundAction(triggerOptions, sound, condition) {
  72620. var _this = _super.call(this, triggerOptions, condition) || this;
  72621. _this._sound = sound;
  72622. return _this;
  72623. }
  72624. /** @hidden */
  72625. PlaySoundAction.prototype._prepare = function () {
  72626. };
  72627. /**
  72628. * Execute the action and play the sound.
  72629. */
  72630. PlaySoundAction.prototype.execute = function () {
  72631. if (this._sound !== undefined) {
  72632. this._sound.play();
  72633. }
  72634. };
  72635. /**
  72636. * Serializes the actions and its related information.
  72637. * @param parent defines the object to serialize in
  72638. * @returns the serialized object
  72639. */
  72640. PlaySoundAction.prototype.serialize = function (parent) {
  72641. return _super.prototype._serialize.call(this, {
  72642. name: "PlaySoundAction",
  72643. properties: [{ name: "sound", value: this._sound.name }]
  72644. }, parent);
  72645. };
  72646. return PlaySoundAction;
  72647. }(BABYLON.Action));
  72648. BABYLON.PlaySoundAction = PlaySoundAction;
  72649. /**
  72650. * This defines an action helpful to stop a defined sound on a triggered action.
  72651. */
  72652. var StopSoundAction = /** @class */ (function (_super) {
  72653. __extends(StopSoundAction, _super);
  72654. /**
  72655. * Instantiate the action
  72656. * @param triggerOptions defines the trigger options
  72657. * @param sound defines the sound to stop
  72658. * @param condition defines the trigger related conditions
  72659. */
  72660. function StopSoundAction(triggerOptions, sound, condition) {
  72661. var _this = _super.call(this, triggerOptions, condition) || this;
  72662. _this._sound = sound;
  72663. return _this;
  72664. }
  72665. /** @hidden */
  72666. StopSoundAction.prototype._prepare = function () {
  72667. };
  72668. /**
  72669. * Execute the action and stop the sound.
  72670. */
  72671. StopSoundAction.prototype.execute = function () {
  72672. if (this._sound !== undefined) {
  72673. this._sound.stop();
  72674. }
  72675. };
  72676. /**
  72677. * Serializes the actions and its related information.
  72678. * @param parent defines the object to serialize in
  72679. * @returns the serialized object
  72680. */
  72681. StopSoundAction.prototype.serialize = function (parent) {
  72682. return _super.prototype._serialize.call(this, {
  72683. name: "StopSoundAction",
  72684. properties: [{ name: "sound", value: this._sound.name }]
  72685. }, parent);
  72686. };
  72687. return StopSoundAction;
  72688. }(BABYLON.Action));
  72689. BABYLON.StopSoundAction = StopSoundAction;
  72690. })(BABYLON || (BABYLON = {}));
  72691. //# sourceMappingURL=babylon.directAudioActions.js.map
  72692. var BABYLON;
  72693. (function (BABYLON) {
  72694. /**
  72695. * Class for creating a cube texture
  72696. */
  72697. var CubeTexture = /** @class */ (function (_super) {
  72698. __extends(CubeTexture, _super);
  72699. /**
  72700. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  72701. * as prefiltered data.
  72702. * @param rootUrl defines the url of the texture or the root name of the six images
  72703. * @param scene defines the scene the texture is attached to
  72704. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  72705. * @param noMipmap defines if mipmaps should be created or not
  72706. * @param files defines the six files to load for the different faces
  72707. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  72708. * @param onError defines a callback triggered in case of error during load
  72709. * @param format defines the internal format to use for the texture once loaded
  72710. * @param prefiltered defines whether or not the texture is created from prefiltered data
  72711. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  72712. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72713. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  72714. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  72715. * @return the cube texture
  72716. */
  72717. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  72718. if (extensions === void 0) { extensions = null; }
  72719. if (noMipmap === void 0) { noMipmap = false; }
  72720. if (files === void 0) { files = null; }
  72721. if (onLoad === void 0) { onLoad = null; }
  72722. if (onError === void 0) { onError = null; }
  72723. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72724. if (prefiltered === void 0) { prefiltered = false; }
  72725. if (forcedExtension === void 0) { forcedExtension = null; }
  72726. if (createPolynomials === void 0) { createPolynomials = false; }
  72727. if (lodScale === void 0) { lodScale = 0.8; }
  72728. if (lodOffset === void 0) { lodOffset = 0; }
  72729. var _this = _super.call(this, scene) || this;
  72730. /**
  72731. * Gets or sets the center of the bounding box associated with the cube texture.
  72732. * It must define where the camera used to render the texture was set
  72733. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72734. */
  72735. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  72736. _this._rotationY = 0;
  72737. /** @hidden */
  72738. _this._prefiltered = false;
  72739. _this.name = rootUrl;
  72740. _this.url = rootUrl;
  72741. _this._noMipmap = noMipmap;
  72742. _this.hasAlpha = false;
  72743. _this._format = format;
  72744. _this.isCube = true;
  72745. _this._textureMatrix = BABYLON.Matrix.Identity();
  72746. _this._createPolynomials = createPolynomials;
  72747. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  72748. if (!rootUrl && !files) {
  72749. return _this;
  72750. }
  72751. var lastDot = rootUrl.lastIndexOf(".");
  72752. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  72753. var isDDS = (extension === ".dds");
  72754. var isEnv = (extension === ".env");
  72755. if (isEnv) {
  72756. _this.gammaSpace = false;
  72757. _this._prefiltered = false;
  72758. }
  72759. else {
  72760. _this._prefiltered = prefiltered;
  72761. if (prefiltered) {
  72762. _this.gammaSpace = false;
  72763. }
  72764. }
  72765. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  72766. if (!files) {
  72767. if (!isEnv && !isDDS && !extensions) {
  72768. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  72769. }
  72770. files = [];
  72771. if (extensions) {
  72772. for (var index = 0; index < extensions.length; index++) {
  72773. files.push(rootUrl + extensions[index]);
  72774. }
  72775. }
  72776. }
  72777. _this._files = files;
  72778. if (!_this._texture) {
  72779. if (!scene.useDelayedTextureLoading) {
  72780. if (prefiltered) {
  72781. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  72782. }
  72783. else {
  72784. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  72785. }
  72786. }
  72787. else {
  72788. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  72789. }
  72790. }
  72791. else if (onLoad) {
  72792. if (_this._texture.isReady) {
  72793. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  72794. }
  72795. else {
  72796. _this._texture.onLoadedObservable.add(onLoad);
  72797. }
  72798. }
  72799. return _this;
  72800. }
  72801. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  72802. /**
  72803. * Returns the bounding box size
  72804. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  72805. */
  72806. get: function () {
  72807. return this._boundingBoxSize;
  72808. },
  72809. /**
  72810. * Gets or sets the size of the bounding box associated with the cube texture
  72811. * When defined, the cubemap will switch to local mode
  72812. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  72813. * @example https://www.babylonjs-playground.com/#RNASML
  72814. */
  72815. set: function (value) {
  72816. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  72817. return;
  72818. }
  72819. this._boundingBoxSize = value;
  72820. var scene = this.getScene();
  72821. if (scene) {
  72822. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  72823. }
  72824. },
  72825. enumerable: true,
  72826. configurable: true
  72827. });
  72828. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  72829. /**
  72830. * Gets texture matrix rotation angle around Y axis radians.
  72831. */
  72832. get: function () {
  72833. return this._rotationY;
  72834. },
  72835. /**
  72836. * Sets texture matrix rotation angle around Y axis in radians.
  72837. */
  72838. set: function (value) {
  72839. this._rotationY = value;
  72840. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  72841. },
  72842. enumerable: true,
  72843. configurable: true
  72844. });
  72845. /**
  72846. * Creates a cube texture from an array of image urls
  72847. * @param files defines an array of image urls
  72848. * @param scene defines the hosting scene
  72849. * @param noMipmap specifies if mip maps are not used
  72850. * @returns a cube texture
  72851. */
  72852. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  72853. var rootUrlKey = "";
  72854. files.forEach(function (url) { return rootUrlKey += url; });
  72855. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  72856. };
  72857. /**
  72858. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  72859. * @param url defines the url of the prefiltered texture
  72860. * @param scene defines the scene the texture is attached to
  72861. * @param forcedExtension defines the extension of the file if different from the url
  72862. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  72863. * @return the prefiltered texture
  72864. */
  72865. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  72866. if (forcedExtension === void 0) { forcedExtension = null; }
  72867. if (createPolynomials === void 0) { createPolynomials = true; }
  72868. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  72869. };
  72870. /**
  72871. * Delays loading of the cube texture
  72872. */
  72873. CubeTexture.prototype.delayLoad = function () {
  72874. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  72875. return;
  72876. }
  72877. var scene = this.getScene();
  72878. if (!scene) {
  72879. return;
  72880. }
  72881. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  72882. this._texture = this._getFromCache(this.url, this._noMipmap);
  72883. if (!this._texture) {
  72884. if (this._prefiltered) {
  72885. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, undefined, undefined, this._format, undefined, this._createPolynomials);
  72886. }
  72887. else {
  72888. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, undefined, undefined, this._format);
  72889. }
  72890. }
  72891. };
  72892. /**
  72893. * Returns the reflection texture matrix
  72894. * @returns the reflection texture matrix
  72895. */
  72896. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  72897. return this._textureMatrix;
  72898. };
  72899. /**
  72900. * Sets the reflection texture matrix
  72901. * @param value Reflection texture matrix
  72902. */
  72903. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  72904. this._textureMatrix = value;
  72905. };
  72906. /**
  72907. * Parses text to create a cube texture
  72908. * @param parsedTexture define the serialized text to read from
  72909. * @param scene defines the hosting scene
  72910. * @param rootUrl defines the root url of the cube texture
  72911. * @returns a cube texture
  72912. */
  72913. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  72914. var texture = BABYLON.SerializationHelper.Parse(function () {
  72915. var prefiltered = false;
  72916. if (parsedTexture.prefiltered) {
  72917. prefiltered = parsedTexture.prefiltered;
  72918. }
  72919. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  72920. }, parsedTexture, scene);
  72921. // Local Cubemaps
  72922. if (parsedTexture.boundingBoxPosition) {
  72923. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  72924. }
  72925. if (parsedTexture.boundingBoxSize) {
  72926. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  72927. }
  72928. // Animations
  72929. if (parsedTexture.animations) {
  72930. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  72931. var parsedAnimation = parsedTexture.animations[animationIndex];
  72932. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  72933. }
  72934. }
  72935. return texture;
  72936. };
  72937. /**
  72938. * Makes a clone, or deep copy, of the cube texture
  72939. * @returns a new cube texture
  72940. */
  72941. CubeTexture.prototype.clone = function () {
  72942. var _this = this;
  72943. return BABYLON.SerializationHelper.Clone(function () {
  72944. var scene = _this.getScene();
  72945. if (!scene) {
  72946. return _this;
  72947. }
  72948. return new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  72949. }, this);
  72950. };
  72951. __decorate([
  72952. BABYLON.serialize("rotationY")
  72953. ], CubeTexture.prototype, "rotationY", null);
  72954. return CubeTexture;
  72955. }(BABYLON.BaseTexture));
  72956. BABYLON.CubeTexture = CubeTexture;
  72957. })(BABYLON || (BABYLON = {}));
  72958. //# sourceMappingURL=babylon.cubeTexture.js.map
  72959. var BABYLON;
  72960. (function (BABYLON) {
  72961. /**
  72962. * Raw cube texture where the raw buffers are passed in
  72963. */
  72964. var RawCubeTexture = /** @class */ (function (_super) {
  72965. __extends(RawCubeTexture, _super);
  72966. /**
  72967. * Creates a cube texture where the raw buffers are passed in.
  72968. * @param scene defines the scene the texture is attached to
  72969. * @param data defines the array of data to use to create each face
  72970. * @param size defines the size of the textures
  72971. * @param format defines the format of the data
  72972. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  72973. * @param generateMipMaps defines if the engine should generate the mip levels
  72974. * @param invertY defines if data must be stored with Y axis inverted
  72975. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  72976. * @param compression defines the compression used (null by default)
  72977. */
  72978. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  72979. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  72980. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  72981. if (generateMipMaps === void 0) { generateMipMaps = false; }
  72982. if (invertY === void 0) { invertY = false; }
  72983. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  72984. if (compression === void 0) { compression = null; }
  72985. var _this = _super.call(this, "", scene) || this;
  72986. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  72987. return _this;
  72988. }
  72989. /**
  72990. * Updates the raw cube texture.
  72991. * @param data defines the data to store
  72992. * @param format defines the data format
  72993. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  72994. * @param invertY defines if data must be stored with Y axis inverted
  72995. * @param compression defines the compression used (null by default)
  72996. * @param level defines which level of the texture to update
  72997. */
  72998. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  72999. if (compression === void 0) { compression = null; }
  73000. if (level === void 0) { level = 0; }
  73001. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73002. };
  73003. /**
  73004. * Updates a raw cube texture with RGBD encoded data.
  73005. * @param data defines the array of data [mipmap][face] to use to create each face
  73006. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73007. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73008. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73009. * @returns a promsie that resolves when the operation is complete
  73010. */
  73011. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73012. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73013. if (lodScale === void 0) { lodScale = 0.8; }
  73014. if (lodOffset === void 0) { lodOffset = 0; }
  73015. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73016. };
  73017. /**
  73018. * Clones the raw cube texture.
  73019. * @return a new cube texture
  73020. */
  73021. RawCubeTexture.prototype.clone = function () {
  73022. var _this = this;
  73023. return BABYLON.SerializationHelper.Clone(function () {
  73024. var scene = _this.getScene();
  73025. var internalTexture = _this._texture;
  73026. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73027. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73028. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73029. }
  73030. return texture;
  73031. }, this);
  73032. };
  73033. /** @hidden */
  73034. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73035. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73036. internalTexture._bufferViewArrayArray = data;
  73037. internalTexture._lodGenerationScale = lodScale;
  73038. internalTexture._lodGenerationOffset = lodOffset;
  73039. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73040. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73041. internalTexture.isReady = true;
  73042. });
  73043. };
  73044. return RawCubeTexture;
  73045. }(BABYLON.CubeTexture));
  73046. BABYLON.RawCubeTexture = RawCubeTexture;
  73047. })(BABYLON || (BABYLON = {}));
  73048. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73049. var BABYLON;
  73050. (function (BABYLON) {
  73051. /**
  73052. * This Helps creating a texture that will be created from a camera in your scene.
  73053. * It is basically a dynamic texture that could be used to create special effects for instance.
  73054. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73055. */
  73056. var RenderTargetTexture = /** @class */ (function (_super) {
  73057. __extends(RenderTargetTexture, _super);
  73058. /**
  73059. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73060. * or used a shadow, depth texture...
  73061. * @param name The friendly name of the texture
  73062. * @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)
  73063. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73064. * @param generateMipMaps True if mip maps need to be generated after render.
  73065. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73066. * @param type The type of the buffer in the RTT (int, half float, float...)
  73067. * @param isCube True if a cube texture needs to be created
  73068. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73069. * @param generateDepthBuffer True to generate a depth buffer
  73070. * @param generateStencilBuffer True to generate a stencil buffer
  73071. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73072. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73073. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73074. */
  73075. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73076. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73077. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73078. if (isCube === void 0) { isCube = false; }
  73079. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73080. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73081. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73082. if (isMulti === void 0) { isMulti = false; }
  73083. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73084. if (delayAllocation === void 0) { delayAllocation = false; }
  73085. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73086. _this.isCube = isCube;
  73087. /**
  73088. * Define if particles should be rendered in your texture.
  73089. */
  73090. _this.renderParticles = true;
  73091. /**
  73092. * Define if sprites should be rendered in your texture.
  73093. */
  73094. _this.renderSprites = false;
  73095. /**
  73096. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73097. */
  73098. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73099. /**
  73100. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73101. */
  73102. _this.ignoreCameraViewport = false;
  73103. /**
  73104. * An event triggered when the texture is unbind.
  73105. */
  73106. _this.onBeforeBindObservable = new BABYLON.Observable();
  73107. /**
  73108. * An event triggered when the texture is unbind.
  73109. */
  73110. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73111. /**
  73112. * An event triggered before rendering the texture
  73113. */
  73114. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73115. /**
  73116. * An event triggered after rendering the texture
  73117. */
  73118. _this.onAfterRenderObservable = new BABYLON.Observable();
  73119. /**
  73120. * An event triggered after the texture clear
  73121. */
  73122. _this.onClearObservable = new BABYLON.Observable();
  73123. _this._currentRefreshId = -1;
  73124. _this._refreshRate = 1;
  73125. _this._samples = 1;
  73126. /**
  73127. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73128. * It must define where the camera used to render the texture is set
  73129. */
  73130. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73131. scene = _this.getScene();
  73132. if (!scene) {
  73133. return _this;
  73134. }
  73135. _this.renderList = new Array();
  73136. _this._engine = scene.getEngine();
  73137. _this.name = name;
  73138. _this.isRenderTarget = true;
  73139. _this._initialSizeParameter = size;
  73140. _this._processSizeParameter(size);
  73141. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73142. });
  73143. _this._generateMipMaps = generateMipMaps ? true : false;
  73144. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73145. // Rendering groups
  73146. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73147. _this._renderingManager._useSceneAutoClearSetup = true;
  73148. if (isMulti) {
  73149. return _this;
  73150. }
  73151. _this._renderTargetOptions = {
  73152. generateMipMaps: generateMipMaps,
  73153. type: type,
  73154. format: format,
  73155. samplingMode: samplingMode,
  73156. generateDepthBuffer: generateDepthBuffer,
  73157. generateStencilBuffer: generateStencilBuffer
  73158. };
  73159. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73160. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73161. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73162. }
  73163. if (!delayAllocation) {
  73164. if (isCube) {
  73165. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73166. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73167. _this._textureMatrix = BABYLON.Matrix.Identity();
  73168. }
  73169. else {
  73170. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73171. }
  73172. }
  73173. return _this;
  73174. }
  73175. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73176. /**
  73177. * Use this list to define the list of mesh you want to render.
  73178. */
  73179. get: function () {
  73180. return this._renderList;
  73181. },
  73182. set: function (value) {
  73183. this._renderList = value;
  73184. if (this._renderList) {
  73185. this._hookArray(this._renderList);
  73186. }
  73187. },
  73188. enumerable: true,
  73189. configurable: true
  73190. });
  73191. RenderTargetTexture.prototype._hookArray = function (array) {
  73192. var _this = this;
  73193. var oldPush = array.push;
  73194. array.push = function () {
  73195. var items = [];
  73196. for (var _i = 0; _i < arguments.length; _i++) {
  73197. items[_i] = arguments[_i];
  73198. }
  73199. var wasEmpty = array.length === 0;
  73200. var result = oldPush.apply(array, items);
  73201. if (wasEmpty) {
  73202. _this.getScene().meshes.forEach(function (mesh) {
  73203. mesh._markSubMeshesAsLightDirty();
  73204. });
  73205. }
  73206. return result;
  73207. };
  73208. var oldSplice = array.splice;
  73209. array.splice = function (index, deleteCount) {
  73210. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73211. if (array.length === 0) {
  73212. _this.getScene().meshes.forEach(function (mesh) {
  73213. mesh._markSubMeshesAsLightDirty();
  73214. });
  73215. }
  73216. return deleted;
  73217. };
  73218. };
  73219. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73220. /**
  73221. * Set a after unbind callback in the texture.
  73222. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73223. */
  73224. set: function (callback) {
  73225. if (this._onAfterUnbindObserver) {
  73226. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73227. }
  73228. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73229. },
  73230. enumerable: true,
  73231. configurable: true
  73232. });
  73233. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73234. /**
  73235. * Set a before render callback in the texture.
  73236. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73237. */
  73238. set: function (callback) {
  73239. if (this._onBeforeRenderObserver) {
  73240. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73241. }
  73242. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73243. },
  73244. enumerable: true,
  73245. configurable: true
  73246. });
  73247. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73248. /**
  73249. * Set a after render callback in the texture.
  73250. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73251. */
  73252. set: function (callback) {
  73253. if (this._onAfterRenderObserver) {
  73254. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73255. }
  73256. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73257. },
  73258. enumerable: true,
  73259. configurable: true
  73260. });
  73261. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73262. /**
  73263. * Set a clear callback in the texture.
  73264. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73265. */
  73266. set: function (callback) {
  73267. if (this._onClearObserver) {
  73268. this.onClearObservable.remove(this._onClearObserver);
  73269. }
  73270. this._onClearObserver = this.onClearObservable.add(callback);
  73271. },
  73272. enumerable: true,
  73273. configurable: true
  73274. });
  73275. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73276. /**
  73277. * Gets render target creation options that were used.
  73278. */
  73279. get: function () {
  73280. return this._renderTargetOptions;
  73281. },
  73282. enumerable: true,
  73283. configurable: true
  73284. });
  73285. RenderTargetTexture.prototype._onRatioRescale = function () {
  73286. if (this._sizeRatio) {
  73287. this.resize(this._initialSizeParameter);
  73288. }
  73289. };
  73290. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73291. get: function () {
  73292. return this._boundingBoxSize;
  73293. },
  73294. /**
  73295. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73296. * When defined, the cubemap will switch to local mode
  73297. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73298. * @example https://www.babylonjs-playground.com/#RNASML
  73299. */
  73300. set: function (value) {
  73301. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73302. return;
  73303. }
  73304. this._boundingBoxSize = value;
  73305. var scene = this.getScene();
  73306. if (scene) {
  73307. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73308. }
  73309. },
  73310. enumerable: true,
  73311. configurable: true
  73312. });
  73313. /**
  73314. * Creates a depth stencil texture.
  73315. * This is only available in WebGL 2 or with the depth texture extension available.
  73316. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73317. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73318. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73319. */
  73320. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73321. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73322. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73323. if (generateStencil === void 0) { generateStencil = false; }
  73324. if (!this.getScene()) {
  73325. return;
  73326. }
  73327. var engine = this.getScene().getEngine();
  73328. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73329. bilinearFiltering: bilinearFiltering,
  73330. comparisonFunction: comparisonFunction,
  73331. generateStencil: generateStencil,
  73332. isCube: this.isCube
  73333. });
  73334. engine.setFrameBufferDepthStencilTexture(this);
  73335. };
  73336. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73337. if (size.ratio) {
  73338. this._sizeRatio = size.ratio;
  73339. this._size = {
  73340. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73341. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73342. };
  73343. }
  73344. else {
  73345. this._size = size;
  73346. }
  73347. };
  73348. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  73349. /**
  73350. * Define the number of samples to use in case of MSAA.
  73351. * It defaults to one meaning no MSAA has been enabled.
  73352. */
  73353. get: function () {
  73354. return this._samples;
  73355. },
  73356. set: function (value) {
  73357. if (this._samples === value) {
  73358. return;
  73359. }
  73360. var scene = this.getScene();
  73361. if (!scene) {
  73362. return;
  73363. }
  73364. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  73365. },
  73366. enumerable: true,
  73367. configurable: true
  73368. });
  73369. /**
  73370. * Resets the refresh counter of the texture and start bak from scratch.
  73371. * Could be usefull to regenerate the texture if it is setup to render only once.
  73372. */
  73373. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  73374. this._currentRefreshId = -1;
  73375. };
  73376. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  73377. /**
  73378. * Define the refresh rate of the texture or the rendering frequency.
  73379. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  73380. */
  73381. get: function () {
  73382. return this._refreshRate;
  73383. },
  73384. set: function (value) {
  73385. this._refreshRate = value;
  73386. this.resetRefreshCounter();
  73387. },
  73388. enumerable: true,
  73389. configurable: true
  73390. });
  73391. /**
  73392. * Adds a post process to the render target rendering passes.
  73393. * @param postProcess define the post process to add
  73394. */
  73395. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  73396. if (!this._postProcessManager) {
  73397. var scene = this.getScene();
  73398. if (!scene) {
  73399. return;
  73400. }
  73401. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  73402. this._postProcesses = new Array();
  73403. }
  73404. this._postProcesses.push(postProcess);
  73405. this._postProcesses[0].autoClear = false;
  73406. };
  73407. /**
  73408. * Clear all the post processes attached to the render target
  73409. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  73410. */
  73411. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  73412. if (dispose === void 0) { dispose = false; }
  73413. if (!this._postProcesses) {
  73414. return;
  73415. }
  73416. if (dispose) {
  73417. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  73418. var postProcess = _a[_i];
  73419. postProcess.dispose();
  73420. }
  73421. }
  73422. this._postProcesses = [];
  73423. };
  73424. /**
  73425. * Remove one of the post process from the list of attached post processes to the texture
  73426. * @param postProcess define the post process to remove from the list
  73427. */
  73428. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  73429. if (!this._postProcesses) {
  73430. return;
  73431. }
  73432. var index = this._postProcesses.indexOf(postProcess);
  73433. if (index === -1) {
  73434. return;
  73435. }
  73436. this._postProcesses.splice(index, 1);
  73437. if (this._postProcesses.length > 0) {
  73438. this._postProcesses[0].autoClear = false;
  73439. }
  73440. };
  73441. /** @hidden */
  73442. RenderTargetTexture.prototype._shouldRender = function () {
  73443. if (this._currentRefreshId === -1) { // At least render once
  73444. this._currentRefreshId = 1;
  73445. return true;
  73446. }
  73447. if (this.refreshRate === this._currentRefreshId) {
  73448. this._currentRefreshId = 1;
  73449. return true;
  73450. }
  73451. this._currentRefreshId++;
  73452. return false;
  73453. };
  73454. /**
  73455. * Gets the actual render size of the texture.
  73456. * @returns the width of the render size
  73457. */
  73458. RenderTargetTexture.prototype.getRenderSize = function () {
  73459. return this.getRenderWidth();
  73460. };
  73461. /**
  73462. * Gets the actual render width of the texture.
  73463. * @returns the width of the render size
  73464. */
  73465. RenderTargetTexture.prototype.getRenderWidth = function () {
  73466. if (this._size.width) {
  73467. return this._size.width;
  73468. }
  73469. return this._size;
  73470. };
  73471. /**
  73472. * Gets the actual render height of the texture.
  73473. * @returns the height of the render size
  73474. */
  73475. RenderTargetTexture.prototype.getRenderHeight = function () {
  73476. if (this._size.width) {
  73477. return this._size.height;
  73478. }
  73479. return this._size;
  73480. };
  73481. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  73482. /**
  73483. * Get if the texture can be rescaled or not.
  73484. */
  73485. get: function () {
  73486. return true;
  73487. },
  73488. enumerable: true,
  73489. configurable: true
  73490. });
  73491. /**
  73492. * Resize the texture using a ratio.
  73493. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  73494. */
  73495. RenderTargetTexture.prototype.scale = function (ratio) {
  73496. var newSize = this.getRenderSize() * ratio;
  73497. this.resize(newSize);
  73498. };
  73499. /**
  73500. * Get the texture reflection matrix used to rotate/transform the reflection.
  73501. * @returns the reflection matrix
  73502. */
  73503. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  73504. if (this.isCube) {
  73505. return this._textureMatrix;
  73506. }
  73507. return _super.prototype.getReflectionTextureMatrix.call(this);
  73508. };
  73509. /**
  73510. * Resize the texture to a new desired size.
  73511. * Be carrefull as it will recreate all the data in the new texture.
  73512. * @param size Define the new size. It can be:
  73513. * - a number for squared texture,
  73514. * - an object containing { width: number, height: number }
  73515. * - or an object containing a ratio { ratio: number }
  73516. */
  73517. RenderTargetTexture.prototype.resize = function (size) {
  73518. this.releaseInternalTexture();
  73519. var scene = this.getScene();
  73520. if (!scene) {
  73521. return;
  73522. }
  73523. this._processSizeParameter(size);
  73524. if (this.isCube) {
  73525. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  73526. }
  73527. else {
  73528. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  73529. }
  73530. };
  73531. /**
  73532. * Renders all the objects from the render list into the texture.
  73533. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  73534. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  73535. */
  73536. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  73537. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  73538. if (dumpForDebug === void 0) { dumpForDebug = false; }
  73539. var scene = this.getScene();
  73540. if (!scene) {
  73541. return;
  73542. }
  73543. var engine = scene.getEngine();
  73544. if (this.useCameraPostProcesses !== undefined) {
  73545. useCameraPostProcess = this.useCameraPostProcesses;
  73546. }
  73547. if (this._waitingRenderList) {
  73548. this.renderList = [];
  73549. for (var index = 0; index < this._waitingRenderList.length; index++) {
  73550. var id = this._waitingRenderList[index];
  73551. var mesh_1 = scene.getMeshByID(id);
  73552. if (mesh_1) {
  73553. this.renderList.push(mesh_1);
  73554. }
  73555. }
  73556. delete this._waitingRenderList;
  73557. }
  73558. // Is predicate defined?
  73559. if (this.renderListPredicate) {
  73560. if (this.renderList) {
  73561. this.renderList.length = 0; // Clear previous renderList
  73562. }
  73563. else {
  73564. this.renderList = [];
  73565. }
  73566. var scene = this.getScene();
  73567. if (!scene) {
  73568. return;
  73569. }
  73570. var sceneMeshes = scene.meshes;
  73571. for (var index = 0; index < sceneMeshes.length; index++) {
  73572. var mesh = sceneMeshes[index];
  73573. if (this.renderListPredicate(mesh)) {
  73574. this.renderList.push(mesh);
  73575. }
  73576. }
  73577. }
  73578. this.onBeforeBindObservable.notifyObservers(this);
  73579. // Set custom projection.
  73580. // Needs to be before binding to prevent changing the aspect ratio.
  73581. var camera;
  73582. if (this.activeCamera) {
  73583. camera = this.activeCamera;
  73584. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73585. if (this.activeCamera !== scene.activeCamera) {
  73586. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  73587. }
  73588. }
  73589. else {
  73590. camera = scene.activeCamera;
  73591. if (camera) {
  73592. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  73593. }
  73594. }
  73595. // Prepare renderingManager
  73596. this._renderingManager.reset();
  73597. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  73598. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  73599. var sceneRenderId = scene.getRenderId();
  73600. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  73601. var mesh = currentRenderList[meshIndex];
  73602. if (mesh) {
  73603. if (!mesh.isReady(this.refreshRate === 0)) {
  73604. this.resetRefreshCounter();
  73605. continue;
  73606. }
  73607. mesh._preActivateForIntermediateRendering(sceneRenderId);
  73608. var isMasked = void 0;
  73609. if (!this.renderList && camera) {
  73610. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  73611. }
  73612. else {
  73613. isMasked = false;
  73614. }
  73615. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  73616. mesh._activate(sceneRenderId);
  73617. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  73618. var subMesh = mesh.subMeshes[subIndex];
  73619. scene._activeIndices.addCount(subMesh.indexCount, false);
  73620. this._renderingManager.dispatch(subMesh, mesh);
  73621. }
  73622. }
  73623. }
  73624. }
  73625. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  73626. var particleSystem = scene.particleSystems[particleIndex];
  73627. var emitter = particleSystem.emitter;
  73628. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  73629. continue;
  73630. }
  73631. if (currentRenderList.indexOf(emitter) >= 0) {
  73632. this._renderingManager.dispatchParticles(particleSystem);
  73633. }
  73634. }
  73635. if (this.isCube) {
  73636. for (var face = 0; face < 6; face++) {
  73637. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73638. scene.incrementRenderId();
  73639. scene.resetCachedMaterial();
  73640. }
  73641. }
  73642. else {
  73643. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  73644. }
  73645. this.onAfterUnbindObservable.notifyObservers(this);
  73646. if (scene.activeCamera) {
  73647. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  73648. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  73649. }
  73650. engine.setViewport(scene.activeCamera.viewport);
  73651. }
  73652. scene.resetCachedMaterial();
  73653. };
  73654. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  73655. var minimum = 128;
  73656. var x = renderDimension * scale;
  73657. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  73658. // Ensure we don't exceed the render dimension (while staying POT)
  73659. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  73660. };
  73661. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  73662. var _this = this;
  73663. if (!this._texture) {
  73664. return;
  73665. }
  73666. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  73667. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  73668. });
  73669. };
  73670. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  73671. var scene = this.getScene();
  73672. if (!scene) {
  73673. return;
  73674. }
  73675. var engine = scene.getEngine();
  73676. if (!this._texture) {
  73677. return;
  73678. }
  73679. // Bind
  73680. if (this._postProcessManager) {
  73681. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  73682. }
  73683. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  73684. if (this._texture) {
  73685. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  73686. }
  73687. }
  73688. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  73689. // Clear
  73690. if (this.onClearObservable.hasObservers()) {
  73691. this.onClearObservable.notifyObservers(engine);
  73692. }
  73693. else {
  73694. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  73695. }
  73696. if (!this._doNotChangeAspectRatio) {
  73697. scene.updateTransformMatrix(true);
  73698. }
  73699. // Render
  73700. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  73701. if (this._postProcessManager) {
  73702. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  73703. }
  73704. else if (useCameraPostProcess) {
  73705. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  73706. }
  73707. if (!this._doNotChangeAspectRatio) {
  73708. scene.updateTransformMatrix(true);
  73709. }
  73710. // Dump ?
  73711. if (dumpForDebug) {
  73712. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  73713. }
  73714. // Unbind
  73715. if (!this.isCube || faceIndex === 5) {
  73716. if (this.isCube) {
  73717. if (faceIndex === 5) {
  73718. engine.generateMipMapsForCubemap(this._texture);
  73719. }
  73720. }
  73721. this.unbindFrameBuffer(engine, faceIndex);
  73722. }
  73723. else {
  73724. this.onAfterRenderObservable.notifyObservers(faceIndex);
  73725. }
  73726. };
  73727. /**
  73728. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  73729. * This allowed control for front to back rendering or reversly depending of the special needs.
  73730. *
  73731. * @param renderingGroupId The rendering group id corresponding to its index
  73732. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  73733. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  73734. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  73735. */
  73736. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  73737. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  73738. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  73739. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  73740. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  73741. };
  73742. /**
  73743. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  73744. *
  73745. * @param renderingGroupId The rendering group id corresponding to its index
  73746. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  73747. */
  73748. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  73749. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  73750. this._renderingManager._useSceneAutoClearSetup = false;
  73751. };
  73752. /**
  73753. * Clones the texture.
  73754. * @returns the cloned texture
  73755. */
  73756. RenderTargetTexture.prototype.clone = function () {
  73757. var textureSize = this.getSize();
  73758. 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);
  73759. // Base texture
  73760. newTexture.hasAlpha = this.hasAlpha;
  73761. newTexture.level = this.level;
  73762. // RenderTarget Texture
  73763. newTexture.coordinatesMode = this.coordinatesMode;
  73764. if (this.renderList) {
  73765. newTexture.renderList = this.renderList.slice(0);
  73766. }
  73767. return newTexture;
  73768. };
  73769. /**
  73770. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  73771. * @returns The JSON representation of the texture
  73772. */
  73773. RenderTargetTexture.prototype.serialize = function () {
  73774. if (!this.name) {
  73775. return null;
  73776. }
  73777. var serializationObject = _super.prototype.serialize.call(this);
  73778. serializationObject.renderTargetSize = this.getRenderSize();
  73779. serializationObject.renderList = [];
  73780. if (this.renderList) {
  73781. for (var index = 0; index < this.renderList.length; index++) {
  73782. serializationObject.renderList.push(this.renderList[index].id);
  73783. }
  73784. }
  73785. return serializationObject;
  73786. };
  73787. /**
  73788. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  73789. */
  73790. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  73791. var objBuffer = this.getInternalTexture();
  73792. var scene = this.getScene();
  73793. if (objBuffer && scene) {
  73794. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  73795. }
  73796. };
  73797. /**
  73798. * Dispose the texture and release its associated resources.
  73799. */
  73800. RenderTargetTexture.prototype.dispose = function () {
  73801. if (this._postProcessManager) {
  73802. this._postProcessManager.dispose();
  73803. this._postProcessManager = null;
  73804. }
  73805. this.clearPostProcesses(true);
  73806. if (this._resizeObserver) {
  73807. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  73808. this._resizeObserver = null;
  73809. }
  73810. this.renderList = null;
  73811. // Remove from custom render targets
  73812. var scene = this.getScene();
  73813. if (!scene) {
  73814. return;
  73815. }
  73816. var index = scene.customRenderTargets.indexOf(this);
  73817. if (index >= 0) {
  73818. scene.customRenderTargets.splice(index, 1);
  73819. }
  73820. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  73821. var camera = _a[_i];
  73822. index = camera.customRenderTargets.indexOf(this);
  73823. if (index >= 0) {
  73824. camera.customRenderTargets.splice(index, 1);
  73825. }
  73826. }
  73827. _super.prototype.dispose.call(this);
  73828. };
  73829. /** @hidden */
  73830. RenderTargetTexture.prototype._rebuild = function () {
  73831. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  73832. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  73833. }
  73834. if (this._postProcessManager) {
  73835. this._postProcessManager._rebuild();
  73836. }
  73837. };
  73838. /**
  73839. * Clear the info related to rendering groups preventing retention point in material dispose.
  73840. */
  73841. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  73842. if (this._renderingManager) {
  73843. this._renderingManager.freeRenderingGroups();
  73844. }
  73845. };
  73846. /**
  73847. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  73848. */
  73849. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  73850. /**
  73851. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  73852. */
  73853. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  73854. /**
  73855. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  73856. * the central point of your effect and can save a lot of performances.
  73857. */
  73858. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  73859. return RenderTargetTexture;
  73860. }(BABYLON.Texture));
  73861. BABYLON.RenderTargetTexture = RenderTargetTexture;
  73862. })(BABYLON || (BABYLON = {}));
  73863. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  73864. var BABYLON;
  73865. (function (BABYLON) {
  73866. /**
  73867. * A multi render target, like a render target provides the ability to render to a texture.
  73868. * Unlike the render target, it can render to several draw buffers in one draw.
  73869. * This is specially interesting in deferred rendering or for any effects requiring more than
  73870. * just one color from a single pass.
  73871. */
  73872. var MultiRenderTarget = /** @class */ (function (_super) {
  73873. __extends(MultiRenderTarget, _super);
  73874. /**
  73875. * Instantiate a new multi render target texture.
  73876. * A multi render target, like a render target provides the ability to render to a texture.
  73877. * Unlike the render target, it can render to several draw buffers in one draw.
  73878. * This is specially interesting in deferred rendering or for any effects requiring more than
  73879. * just one color from a single pass.
  73880. * @param name Define the name of the texture
  73881. * @param size Define the size of the buffers to render to
  73882. * @param count Define the number of target we are rendering into
  73883. * @param scene Define the scene the texture belongs to
  73884. * @param options Define the options used to create the multi render target
  73885. */
  73886. function MultiRenderTarget(name, size, count, scene, options) {
  73887. var _this = this;
  73888. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  73889. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  73890. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  73891. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  73892. _this._engine = scene.getEngine();
  73893. if (!_this.isSupported) {
  73894. _this.dispose();
  73895. return;
  73896. }
  73897. var types = [];
  73898. var samplingModes = [];
  73899. for (var i = 0; i < count; i++) {
  73900. if (options && options.types && options.types[i] !== undefined) {
  73901. types.push(options.types[i]);
  73902. }
  73903. else {
  73904. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  73905. }
  73906. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  73907. samplingModes.push(options.samplingModes[i]);
  73908. }
  73909. else {
  73910. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  73911. }
  73912. }
  73913. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  73914. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  73915. _this._size = size;
  73916. _this._multiRenderTargetOptions = {
  73917. samplingModes: samplingModes,
  73918. generateMipMaps: generateMipMaps,
  73919. generateDepthBuffer: generateDepthBuffer,
  73920. generateStencilBuffer: generateStencilBuffer,
  73921. generateDepthTexture: generateDepthTexture,
  73922. types: types,
  73923. textureCount: count
  73924. };
  73925. _this._createInternalTextures();
  73926. _this._createTextures();
  73927. return _this;
  73928. }
  73929. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  73930. /**
  73931. * Get if draw buffers are currently supported by the used hardware and browser.
  73932. */
  73933. get: function () {
  73934. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  73935. },
  73936. enumerable: true,
  73937. configurable: true
  73938. });
  73939. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  73940. /**
  73941. * Get the list of textures generated by the multi render target.
  73942. */
  73943. get: function () {
  73944. return this._textures;
  73945. },
  73946. enumerable: true,
  73947. configurable: true
  73948. });
  73949. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  73950. /**
  73951. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  73952. */
  73953. get: function () {
  73954. return this._textures[this._textures.length - 1];
  73955. },
  73956. enumerable: true,
  73957. configurable: true
  73958. });
  73959. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  73960. /**
  73961. * Set the wrapping mode on U of all the textures we are rendering to.
  73962. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73963. */
  73964. set: function (wrap) {
  73965. if (this._textures) {
  73966. for (var i = 0; i < this._textures.length; i++) {
  73967. this._textures[i].wrapU = wrap;
  73968. }
  73969. }
  73970. },
  73971. enumerable: true,
  73972. configurable: true
  73973. });
  73974. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  73975. /**
  73976. * Set the wrapping mode on V of all the textures we are rendering to.
  73977. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  73978. */
  73979. set: function (wrap) {
  73980. if (this._textures) {
  73981. for (var i = 0; i < this._textures.length; i++) {
  73982. this._textures[i].wrapV = wrap;
  73983. }
  73984. }
  73985. },
  73986. enumerable: true,
  73987. configurable: true
  73988. });
  73989. /** @hidden */
  73990. MultiRenderTarget.prototype._rebuild = function () {
  73991. this.releaseInternalTextures();
  73992. this._createInternalTextures();
  73993. for (var i = 0; i < this._internalTextures.length; i++) {
  73994. var texture = this._textures[i];
  73995. texture._texture = this._internalTextures[i];
  73996. }
  73997. // Keeps references to frame buffer and stencil/depth buffer
  73998. this._texture = this._internalTextures[0];
  73999. };
  74000. MultiRenderTarget.prototype._createInternalTextures = function () {
  74001. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74002. };
  74003. MultiRenderTarget.prototype._createTextures = function () {
  74004. this._textures = [];
  74005. for (var i = 0; i < this._internalTextures.length; i++) {
  74006. var texture = new BABYLON.Texture(null, this.getScene());
  74007. texture._texture = this._internalTextures[i];
  74008. this._textures.push(texture);
  74009. }
  74010. // Keeps references to frame buffer and stencil/depth buffer
  74011. this._texture = this._internalTextures[0];
  74012. };
  74013. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74014. /**
  74015. * Define the number of samples used if MSAA is enabled.
  74016. */
  74017. get: function () {
  74018. return this._samples;
  74019. },
  74020. set: function (value) {
  74021. if (this._samples === value) {
  74022. return;
  74023. }
  74024. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74025. },
  74026. enumerable: true,
  74027. configurable: true
  74028. });
  74029. /**
  74030. * Resize all the textures in the multi render target.
  74031. * Be carrefull as it will recreate all the data in the new texture.
  74032. * @param size Define the new size
  74033. */
  74034. MultiRenderTarget.prototype.resize = function (size) {
  74035. this.releaseInternalTextures();
  74036. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74037. this._createInternalTextures();
  74038. };
  74039. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74040. var _this = this;
  74041. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74042. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74043. });
  74044. };
  74045. /**
  74046. * Dispose the render targets and their associated resources
  74047. */
  74048. MultiRenderTarget.prototype.dispose = function () {
  74049. this.releaseInternalTextures();
  74050. _super.prototype.dispose.call(this);
  74051. };
  74052. /**
  74053. * Release all the underlying texture used as draw buffers.
  74054. */
  74055. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74056. if (!this._internalTextures) {
  74057. return;
  74058. }
  74059. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74060. if (this._internalTextures[i] !== undefined) {
  74061. this._internalTextures[i].dispose();
  74062. this._internalTextures.splice(i, 1);
  74063. }
  74064. }
  74065. };
  74066. return MultiRenderTarget;
  74067. }(BABYLON.RenderTargetTexture));
  74068. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74069. })(BABYLON || (BABYLON = {}));
  74070. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74071. var BABYLON;
  74072. (function (BABYLON) {
  74073. /**
  74074. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74075. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74076. * You can then easily use it as a reflectionTexture on a flat surface.
  74077. * In case the surface is not a plane, please consider relying on reflection probes.
  74078. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74079. */
  74080. var MirrorTexture = /** @class */ (function (_super) {
  74081. __extends(MirrorTexture, _super);
  74082. /**
  74083. * Instantiates a Mirror Texture.
  74084. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74085. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74086. * You can then easily use it as a reflectionTexture on a flat surface.
  74087. * In case the surface is not a plane, please consider relying on reflection probes.
  74088. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74089. * @param name
  74090. * @param size
  74091. * @param scene
  74092. * @param generateMipMaps
  74093. * @param type
  74094. * @param samplingMode
  74095. * @param generateDepthBuffer
  74096. */
  74097. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74098. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74099. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74100. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74101. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74102. _this.scene = scene;
  74103. /**
  74104. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74105. * 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.
  74106. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74107. */
  74108. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74109. _this._transformMatrix = BABYLON.Matrix.Zero();
  74110. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74111. _this._adaptiveBlurKernel = 0;
  74112. _this._blurKernelX = 0;
  74113. _this._blurKernelY = 0;
  74114. _this._blurRatio = 1.0;
  74115. _this.ignoreCameraViewport = true;
  74116. _this._updateGammaSpace();
  74117. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74118. _this._updateGammaSpace;
  74119. });
  74120. _this.onBeforeRenderObservable.add(function () {
  74121. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74122. _this._savedViewMatrix = scene.getViewMatrix();
  74123. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74124. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74125. scene.clipPlane = _this.mirrorPlane;
  74126. scene.getEngine().cullBackFaces = false;
  74127. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74128. });
  74129. _this.onAfterRenderObservable.add(function () {
  74130. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74131. scene.getEngine().cullBackFaces = true;
  74132. scene._mirroredCameraPosition = null;
  74133. delete scene.clipPlane;
  74134. });
  74135. return _this;
  74136. }
  74137. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74138. get: function () {
  74139. return this._blurRatio;
  74140. },
  74141. /**
  74142. * Define the blur ratio used to blur the reflection if needed.
  74143. */
  74144. set: function (value) {
  74145. if (this._blurRatio === value) {
  74146. return;
  74147. }
  74148. this._blurRatio = value;
  74149. this._preparePostProcesses();
  74150. },
  74151. enumerable: true,
  74152. configurable: true
  74153. });
  74154. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74155. /**
  74156. * Define the adaptive blur kernel used to blur the reflection if needed.
  74157. * This will autocompute the closest best match for the `blurKernel`
  74158. */
  74159. set: function (value) {
  74160. this._adaptiveBlurKernel = value;
  74161. this._autoComputeBlurKernel();
  74162. },
  74163. enumerable: true,
  74164. configurable: true
  74165. });
  74166. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74167. /**
  74168. * Define the blur kernel used to blur the reflection if needed.
  74169. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74170. */
  74171. set: function (value) {
  74172. this.blurKernelX = value;
  74173. this.blurKernelY = value;
  74174. },
  74175. enumerable: true,
  74176. configurable: true
  74177. });
  74178. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74179. get: function () {
  74180. return this._blurKernelX;
  74181. },
  74182. /**
  74183. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74184. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74185. */
  74186. set: function (value) {
  74187. if (this._blurKernelX === value) {
  74188. return;
  74189. }
  74190. this._blurKernelX = value;
  74191. this._preparePostProcesses();
  74192. },
  74193. enumerable: true,
  74194. configurable: true
  74195. });
  74196. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74197. get: function () {
  74198. return this._blurKernelY;
  74199. },
  74200. /**
  74201. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74202. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74203. */
  74204. set: function (value) {
  74205. if (this._blurKernelY === value) {
  74206. return;
  74207. }
  74208. this._blurKernelY = value;
  74209. this._preparePostProcesses();
  74210. },
  74211. enumerable: true,
  74212. configurable: true
  74213. });
  74214. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74215. var engine = this.getScene().getEngine();
  74216. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74217. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74218. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74219. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74220. };
  74221. MirrorTexture.prototype._onRatioRescale = function () {
  74222. if (this._sizeRatio) {
  74223. this.resize(this._initialSizeParameter);
  74224. if (!this._adaptiveBlurKernel) {
  74225. this._preparePostProcesses();
  74226. }
  74227. }
  74228. if (this._adaptiveBlurKernel) {
  74229. this._autoComputeBlurKernel();
  74230. }
  74231. };
  74232. MirrorTexture.prototype._updateGammaSpace = function () {
  74233. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74234. };
  74235. MirrorTexture.prototype._preparePostProcesses = function () {
  74236. this.clearPostProcesses(true);
  74237. if (this._blurKernelX && this._blurKernelY) {
  74238. var engine = this.getScene().getEngine();
  74239. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74240. 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);
  74241. this._blurX.autoClear = false;
  74242. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74243. this._blurX.inputTexture = this._texture;
  74244. }
  74245. else {
  74246. this._blurX.alwaysForcePOT = true;
  74247. }
  74248. 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);
  74249. this._blurY.autoClear = false;
  74250. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74251. this.addPostProcess(this._blurX);
  74252. this.addPostProcess(this._blurY);
  74253. }
  74254. else {
  74255. if (this._blurY) {
  74256. this.removePostProcess(this._blurY);
  74257. this._blurY.dispose();
  74258. this._blurY = null;
  74259. }
  74260. if (this._blurX) {
  74261. this.removePostProcess(this._blurX);
  74262. this._blurX.dispose();
  74263. this._blurX = null;
  74264. }
  74265. }
  74266. };
  74267. /**
  74268. * Clone the mirror texture.
  74269. * @returns the cloned texture
  74270. */
  74271. MirrorTexture.prototype.clone = function () {
  74272. var scene = this.getScene();
  74273. if (!scene) {
  74274. return this;
  74275. }
  74276. var textureSize = this.getSize();
  74277. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74278. // Base texture
  74279. newTexture.hasAlpha = this.hasAlpha;
  74280. newTexture.level = this.level;
  74281. // Mirror Texture
  74282. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74283. if (this.renderList) {
  74284. newTexture.renderList = this.renderList.slice(0);
  74285. }
  74286. return newTexture;
  74287. };
  74288. /**
  74289. * Serialize the texture to a JSON representation you could use in Parse later on
  74290. * @returns the serialized JSON representation
  74291. */
  74292. MirrorTexture.prototype.serialize = function () {
  74293. if (!this.name) {
  74294. return null;
  74295. }
  74296. var serializationObject = _super.prototype.serialize.call(this);
  74297. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74298. return serializationObject;
  74299. };
  74300. /**
  74301. * Dispose the texture and release its associated resources.
  74302. */
  74303. MirrorTexture.prototype.dispose = function () {
  74304. _super.prototype.dispose.call(this);
  74305. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74306. };
  74307. return MirrorTexture;
  74308. }(BABYLON.RenderTargetTexture));
  74309. BABYLON.MirrorTexture = MirrorTexture;
  74310. })(BABYLON || (BABYLON = {}));
  74311. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74312. var BABYLON;
  74313. (function (BABYLON) {
  74314. /**
  74315. * Creates a refraction texture used by refraction channel of the standard material.
  74316. * It is like a mirror but to see through a material.
  74317. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74318. */
  74319. var RefractionTexture = /** @class */ (function (_super) {
  74320. __extends(RefractionTexture, _super);
  74321. /**
  74322. * Creates a refraction texture used by refraction channel of the standard material.
  74323. * It is like a mirror but to see through a material.
  74324. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74325. * @param name Define the texture name
  74326. * @param size Define the size of the underlying texture
  74327. * @param scene Define the scene the refraction belongs to
  74328. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74329. */
  74330. function RefractionTexture(name, size, scene, generateMipMaps) {
  74331. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74332. /**
  74333. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  74334. * 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.
  74335. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74336. */
  74337. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  74338. /**
  74339. * Define how deep under the surface we should see.
  74340. */
  74341. _this.depth = 2.0;
  74342. _this.onBeforeRenderObservable.add(function () {
  74343. scene.clipPlane = _this.refractionPlane;
  74344. });
  74345. _this.onAfterRenderObservable.add(function () {
  74346. delete scene.clipPlane;
  74347. });
  74348. return _this;
  74349. }
  74350. /**
  74351. * Clone the refraction texture.
  74352. * @returns the cloned texture
  74353. */
  74354. RefractionTexture.prototype.clone = function () {
  74355. var scene = this.getScene();
  74356. if (!scene) {
  74357. return this;
  74358. }
  74359. var textureSize = this.getSize();
  74360. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  74361. // Base texture
  74362. newTexture.hasAlpha = this.hasAlpha;
  74363. newTexture.level = this.level;
  74364. // Refraction Texture
  74365. newTexture.refractionPlane = this.refractionPlane.clone();
  74366. if (this.renderList) {
  74367. newTexture.renderList = this.renderList.slice(0);
  74368. }
  74369. newTexture.depth = this.depth;
  74370. return newTexture;
  74371. };
  74372. /**
  74373. * Serialize the texture to a JSON representation you could use in Parse later on
  74374. * @returns the serialized JSON representation
  74375. */
  74376. RefractionTexture.prototype.serialize = function () {
  74377. if (!this.name) {
  74378. return null;
  74379. }
  74380. var serializationObject = _super.prototype.serialize.call(this);
  74381. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  74382. serializationObject.depth = this.depth;
  74383. return serializationObject;
  74384. };
  74385. return RefractionTexture;
  74386. }(BABYLON.RenderTargetTexture));
  74387. BABYLON.RefractionTexture = RefractionTexture;
  74388. })(BABYLON || (BABYLON = {}));
  74389. //# sourceMappingURL=babylon.refractionTexture.js.map
  74390. var BABYLON;
  74391. (function (BABYLON) {
  74392. /**
  74393. * A class extending Texture allowing drawing on a texture
  74394. * @see http://doc.babylonjs.com/how_to/dynamictexture
  74395. */
  74396. var DynamicTexture = /** @class */ (function (_super) {
  74397. __extends(DynamicTexture, _super);
  74398. /**
  74399. * Creates a DynamicTexture
  74400. * @param name defines the name of the texture
  74401. * @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
  74402. * @param scene defines the scene where you want the texture
  74403. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  74404. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  74405. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  74406. */
  74407. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  74408. if (scene === void 0) { scene = null; }
  74409. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74410. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  74411. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  74412. _this.name = name;
  74413. _this._engine = _this.getScene().getEngine();
  74414. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74415. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74416. _this._generateMipMaps = generateMipMaps;
  74417. if (options.getContext) {
  74418. _this._canvas = options;
  74419. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74420. }
  74421. else {
  74422. _this._canvas = document.createElement("canvas");
  74423. if (options.width || options.width === 0) {
  74424. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  74425. }
  74426. else {
  74427. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  74428. }
  74429. }
  74430. var textureSize = _this.getSize();
  74431. _this._canvas.width = textureSize.width;
  74432. _this._canvas.height = textureSize.height;
  74433. _this._context = _this._canvas.getContext("2d");
  74434. return _this;
  74435. }
  74436. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  74437. /**
  74438. * Gets the current state of canRescale
  74439. */
  74440. get: function () {
  74441. return true;
  74442. },
  74443. enumerable: true,
  74444. configurable: true
  74445. });
  74446. DynamicTexture.prototype._recreate = function (textureSize) {
  74447. this._canvas.width = textureSize.width;
  74448. this._canvas.height = textureSize.height;
  74449. this.releaseInternalTexture();
  74450. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  74451. };
  74452. /**
  74453. * Scales the texture
  74454. * @param ratio the scale factor to apply to both width and height
  74455. */
  74456. DynamicTexture.prototype.scale = function (ratio) {
  74457. var textureSize = this.getSize();
  74458. textureSize.width *= ratio;
  74459. textureSize.height *= ratio;
  74460. this._recreate(textureSize);
  74461. };
  74462. /**
  74463. * Resizes the texture
  74464. * @param width the new width
  74465. * @param height the new height
  74466. */
  74467. DynamicTexture.prototype.scaleTo = function (width, height) {
  74468. var textureSize = this.getSize();
  74469. textureSize.width = width;
  74470. textureSize.height = height;
  74471. this._recreate(textureSize);
  74472. };
  74473. /**
  74474. * Gets the context of the canvas used by the texture
  74475. * @returns the canvas context of the dynamic texture
  74476. */
  74477. DynamicTexture.prototype.getContext = function () {
  74478. return this._context;
  74479. };
  74480. /**
  74481. * Clears the texture
  74482. */
  74483. DynamicTexture.prototype.clear = function () {
  74484. var size = this.getSize();
  74485. this._context.fillRect(0, 0, size.width, size.height);
  74486. };
  74487. /**
  74488. * Updates the texture
  74489. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74490. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  74491. */
  74492. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  74493. if (premulAlpha === void 0) { premulAlpha = false; }
  74494. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  74495. };
  74496. /**
  74497. * Draws text onto the texture
  74498. * @param text defines the text to be drawn
  74499. * @param x defines the placement of the text from the left
  74500. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  74501. * @param font defines the font to be used with font-style, font-size, font-name
  74502. * @param color defines the color used for the text
  74503. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  74504. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  74505. * @param update defines whether texture is immediately update (default is true)
  74506. */
  74507. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  74508. if (update === void 0) { update = true; }
  74509. var size = this.getSize();
  74510. if (clearColor) {
  74511. this._context.fillStyle = clearColor;
  74512. this._context.fillRect(0, 0, size.width, size.height);
  74513. }
  74514. this._context.font = font;
  74515. if (x === null || x === undefined) {
  74516. var textSize = this._context.measureText(text);
  74517. x = (size.width - textSize.width) / 2;
  74518. }
  74519. if (y === null || y === undefined) {
  74520. var fontSize = parseInt((font.replace(/\D/g, '')));
  74521. y = (size.height / 2) + (fontSize / 3.65);
  74522. }
  74523. this._context.fillStyle = color;
  74524. this._context.fillText(text, x, y);
  74525. if (update) {
  74526. this.update(invertY);
  74527. }
  74528. };
  74529. /**
  74530. * Clones the texture
  74531. * @returns the clone of the texture.
  74532. */
  74533. DynamicTexture.prototype.clone = function () {
  74534. var scene = this.getScene();
  74535. if (!scene) {
  74536. return this;
  74537. }
  74538. var textureSize = this.getSize();
  74539. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  74540. // Base texture
  74541. newTexture.hasAlpha = this.hasAlpha;
  74542. newTexture.level = this.level;
  74543. // Dynamic Texture
  74544. newTexture.wrapU = this.wrapU;
  74545. newTexture.wrapV = this.wrapV;
  74546. return newTexture;
  74547. };
  74548. /**
  74549. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  74550. * @returns a serialized dynamic texture object
  74551. */
  74552. DynamicTexture.prototype.serialize = function () {
  74553. var scene = this.getScene();
  74554. if (scene && !scene.isReady()) {
  74555. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  74556. }
  74557. var serializationObject = _super.prototype.serialize.call(this);
  74558. serializationObject.base64String = this._canvas.toDataURL();
  74559. serializationObject.invertY = this._invertY;
  74560. serializationObject.samplingMode = this.samplingMode;
  74561. return serializationObject;
  74562. };
  74563. /** @hidden */
  74564. DynamicTexture.prototype._rebuild = function () {
  74565. this.update();
  74566. };
  74567. return DynamicTexture;
  74568. }(BABYLON.Texture));
  74569. BABYLON.DynamicTexture = DynamicTexture;
  74570. })(BABYLON || (BABYLON = {}));
  74571. //# sourceMappingURL=babylon.dynamicTexture.js.map
  74572. var BABYLON;
  74573. (function (BABYLON) {
  74574. /**
  74575. * If you want to display a video in your scene, this is the special texture for that.
  74576. * This special texture works similar to other textures, with the exception of a few parameters.
  74577. * @see https://doc.babylonjs.com/how_to/video_texture
  74578. */
  74579. var VideoTexture = /** @class */ (function (_super) {
  74580. __extends(VideoTexture, _super);
  74581. /**
  74582. * Creates a video texture.
  74583. * If you want to display a video in your scene, this is the special texture for that.
  74584. * This special texture works similar to other textures, with the exception of a few parameters.
  74585. * @see https://doc.babylonjs.com/how_to/video_texture
  74586. * @param name optional name, will detect from video source, if not defined
  74587. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  74588. * @param scene is obviously the current scene.
  74589. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  74590. * @param invertY is false by default but can be used to invert video on Y axis
  74591. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  74592. * @param settings allows finer control over video usage
  74593. */
  74594. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  74595. if (generateMipMaps === void 0) { generateMipMaps = false; }
  74596. if (invertY === void 0) { invertY = false; }
  74597. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74598. if (settings === void 0) { settings = {
  74599. autoPlay: true,
  74600. loop: true,
  74601. autoUpdateTexture: true,
  74602. }; }
  74603. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74604. _this._onUserActionRequestedObservable = null;
  74605. _this._stillImageCaptured = false;
  74606. _this._poster = false;
  74607. _this._createInternalTexture = function () {
  74608. if (_this._texture != null) {
  74609. if (_this._poster) {
  74610. _this._texture.dispose();
  74611. _this._poster = false;
  74612. }
  74613. else {
  74614. return;
  74615. }
  74616. }
  74617. if (!_this._engine.needPOTTextures ||
  74618. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  74619. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  74620. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  74621. }
  74622. else {
  74623. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74624. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74625. _this._generateMipMaps = false;
  74626. }
  74627. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  74628. if (!_this.video.autoplay) {
  74629. var oldHandler_1 = _this.video.onplaying;
  74630. var error_1 = false;
  74631. _this.video.onplaying = function () {
  74632. _this.video.onplaying = oldHandler_1;
  74633. _this._texture.isReady = true;
  74634. _this._updateInternalTexture();
  74635. if (!error_1) {
  74636. _this.video.pause();
  74637. }
  74638. if (_this.onLoadObservable.hasObservers()) {
  74639. _this.onLoadObservable.notifyObservers(_this);
  74640. }
  74641. };
  74642. var playing = _this.video.play();
  74643. if (playing) {
  74644. playing.then(function () {
  74645. // Everything is good.
  74646. })
  74647. .catch(function () {
  74648. error_1 = true;
  74649. // On Chrome for instance, new policies might prevent playing without user interaction.
  74650. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  74651. _this._onUserActionRequestedObservable.notifyObservers(_this);
  74652. }
  74653. });
  74654. }
  74655. else {
  74656. _this.video.onplaying = oldHandler_1;
  74657. _this._texture.isReady = true;
  74658. _this._updateInternalTexture();
  74659. if (_this.onLoadObservable.hasObservers()) {
  74660. _this.onLoadObservable.notifyObservers(_this);
  74661. }
  74662. }
  74663. }
  74664. else {
  74665. _this._texture.isReady = true;
  74666. _this._updateInternalTexture();
  74667. if (_this.onLoadObservable.hasObservers()) {
  74668. _this.onLoadObservable.notifyObservers(_this);
  74669. }
  74670. }
  74671. };
  74672. _this.reset = function () {
  74673. if (_this._texture == null) {
  74674. return;
  74675. }
  74676. if (!_this._poster) {
  74677. _this._texture.dispose();
  74678. _this._texture = null;
  74679. }
  74680. };
  74681. _this._updateInternalTexture = function (e) {
  74682. if (_this._texture == null || !_this._texture.isReady) {
  74683. return;
  74684. }
  74685. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  74686. return;
  74687. }
  74688. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  74689. };
  74690. _this._engine = _this.getScene().getEngine();
  74691. _this._generateMipMaps = generateMipMaps;
  74692. _this._samplingMode = samplingMode;
  74693. _this.autoUpdateTexture = settings.autoUpdateTexture;
  74694. _this.name = name || _this._getName(src);
  74695. _this.video = _this._getVideo(src);
  74696. if (settings.poster) {
  74697. _this.video.poster = settings.poster;
  74698. }
  74699. if (settings.autoPlay !== undefined) {
  74700. _this.video.autoplay = settings.autoPlay;
  74701. }
  74702. if (settings.loop !== undefined) {
  74703. _this.video.loop = settings.loop;
  74704. }
  74705. _this.video.setAttribute("playsinline", "");
  74706. _this.video.addEventListener("canplay", _this._createInternalTexture);
  74707. _this.video.addEventListener("paused", _this._updateInternalTexture);
  74708. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  74709. _this.video.addEventListener("emptied", _this.reset);
  74710. if (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA) {
  74711. _this._createInternalTexture();
  74712. }
  74713. if (settings.poster) {
  74714. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  74715. _this._poster = true;
  74716. }
  74717. return _this;
  74718. }
  74719. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  74720. /**
  74721. * Event triggerd when a dom action is required by the user to play the video.
  74722. * This happens due to recent changes in browser policies preventing video to auto start.
  74723. */
  74724. get: function () {
  74725. if (!this._onUserActionRequestedObservable) {
  74726. this._onUserActionRequestedObservable = new BABYLON.Observable();
  74727. }
  74728. return this._onUserActionRequestedObservable;
  74729. },
  74730. enumerable: true,
  74731. configurable: true
  74732. });
  74733. VideoTexture.prototype._getName = function (src) {
  74734. if (src instanceof HTMLVideoElement) {
  74735. return src.currentSrc;
  74736. }
  74737. if (typeof src === "object") {
  74738. return src.toString();
  74739. }
  74740. return src;
  74741. };
  74742. VideoTexture.prototype._getVideo = function (src) {
  74743. if (src instanceof HTMLVideoElement) {
  74744. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  74745. return src;
  74746. }
  74747. var video = document.createElement("video");
  74748. if (typeof src === "string") {
  74749. BABYLON.Tools.SetCorsBehavior(src, video);
  74750. video.src = src;
  74751. }
  74752. else {
  74753. BABYLON.Tools.SetCorsBehavior(src[0], video);
  74754. src.forEach(function (url) {
  74755. var source = document.createElement("source");
  74756. source.src = url;
  74757. video.appendChild(source);
  74758. });
  74759. }
  74760. return video;
  74761. };
  74762. /**
  74763. * @hidden Internal method to initiate `update`.
  74764. */
  74765. VideoTexture.prototype._rebuild = function () {
  74766. this.update();
  74767. };
  74768. /**
  74769. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  74770. */
  74771. VideoTexture.prototype.update = function () {
  74772. if (!this.autoUpdateTexture) {
  74773. // Expecting user to call `updateTexture` manually
  74774. return;
  74775. }
  74776. this.updateTexture(true);
  74777. };
  74778. /**
  74779. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  74780. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  74781. */
  74782. VideoTexture.prototype.updateTexture = function (isVisible) {
  74783. if (!isVisible) {
  74784. return;
  74785. }
  74786. if (this.video.paused && this._stillImageCaptured) {
  74787. return;
  74788. }
  74789. this._stillImageCaptured = true;
  74790. this._updateInternalTexture();
  74791. };
  74792. /**
  74793. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  74794. * @param url New url.
  74795. */
  74796. VideoTexture.prototype.updateURL = function (url) {
  74797. this.video.src = url;
  74798. };
  74799. /**
  74800. * Dispose the texture and release its associated resources.
  74801. */
  74802. VideoTexture.prototype.dispose = function () {
  74803. _super.prototype.dispose.call(this);
  74804. if (this._onUserActionRequestedObservable) {
  74805. this._onUserActionRequestedObservable.clear();
  74806. this._onUserActionRequestedObservable = null;
  74807. }
  74808. this.video.removeEventListener("canplay", this._createInternalTexture);
  74809. this.video.removeEventListener("paused", this._updateInternalTexture);
  74810. this.video.removeEventListener("seeked", this._updateInternalTexture);
  74811. this.video.removeEventListener("emptied", this.reset);
  74812. this.video.pause();
  74813. };
  74814. /**
  74815. * Creates a video texture straight from your WebCam video feed.
  74816. * @param scene Define the scene the texture should be created in
  74817. * @param onReady Define a callback to triggered once the texture will be ready
  74818. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  74819. */
  74820. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  74821. var video = document.createElement("video");
  74822. video.setAttribute('autoplay', '');
  74823. video.setAttribute('muted', '');
  74824. video.setAttribute('playsinline', '');
  74825. var constraintsDeviceId;
  74826. if (constraints && constraints.deviceId) {
  74827. constraintsDeviceId = {
  74828. exact: constraints.deviceId,
  74829. };
  74830. }
  74831. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  74832. if (navigator.mediaDevices) {
  74833. navigator.mediaDevices.getUserMedia({ video: constraints })
  74834. .then(function (stream) {
  74835. if (video.mozSrcObject !== undefined) {
  74836. // hack for Firefox < 19
  74837. video.mozSrcObject = stream;
  74838. }
  74839. else {
  74840. video.srcObject = stream;
  74841. }
  74842. var onPlaying = function () {
  74843. if (onReady) {
  74844. onReady(new VideoTexture("video", video, scene, true, true));
  74845. }
  74846. video.removeEventListener("playing", onPlaying);
  74847. };
  74848. video.addEventListener("playing", onPlaying);
  74849. video.play();
  74850. })
  74851. .catch(function (err) {
  74852. BABYLON.Tools.Error(err.name);
  74853. });
  74854. }
  74855. else {
  74856. navigator.getUserMedia =
  74857. navigator.getUserMedia ||
  74858. navigator.webkitGetUserMedia ||
  74859. navigator.mozGetUserMedia ||
  74860. navigator.msGetUserMedia;
  74861. if (navigator.getUserMedia) {
  74862. navigator.getUserMedia({
  74863. video: {
  74864. deviceId: constraintsDeviceId,
  74865. width: {
  74866. min: (constraints && constraints.minWidth) || 256,
  74867. max: (constraints && constraints.maxWidth) || 640,
  74868. },
  74869. height: {
  74870. min: (constraints && constraints.minHeight) || 256,
  74871. max: (constraints && constraints.maxHeight) || 480,
  74872. },
  74873. },
  74874. }, function (stream) {
  74875. if (video.mozSrcObject !== undefined) {
  74876. // hack for Firefox < 19
  74877. video.mozSrcObject = stream;
  74878. }
  74879. else {
  74880. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  74881. }
  74882. video.play();
  74883. if (onReady) {
  74884. onReady(new VideoTexture("video", video, scene, true, true));
  74885. }
  74886. }, function (e) {
  74887. BABYLON.Tools.Error(e.name);
  74888. });
  74889. }
  74890. }
  74891. };
  74892. return VideoTexture;
  74893. }(BABYLON.Texture));
  74894. BABYLON.VideoTexture = VideoTexture;
  74895. })(BABYLON || (BABYLON = {}));
  74896. //# sourceMappingURL=babylon.videoTexture.js.map
  74897. var BABYLON;
  74898. (function (BABYLON) {
  74899. /**
  74900. * Raw texture can help creating a texture directly from an array of data.
  74901. * This can be super useful if you either get the data from an uncompressed source or
  74902. * if you wish to create your texture pixel by pixel.
  74903. */
  74904. var RawTexture = /** @class */ (function (_super) {
  74905. __extends(RawTexture, _super);
  74906. /**
  74907. * Instantiates a new RawTexture.
  74908. * Raw texture can help creating a texture directly from an array of data.
  74909. * This can be super useful if you either get the data from an uncompressed source or
  74910. * if you wish to create your texture pixel by pixel.
  74911. * @param data define the array of data to use to create the texture
  74912. * @param width define the width of the texture
  74913. * @param height define the height of the texture
  74914. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74915. * @param scene define the scene the texture belongs to
  74916. * @param generateMipMaps define whether mip maps should be generated or not
  74917. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74918. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74919. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  74920. */
  74921. function RawTexture(data, width, height,
  74922. /**
  74923. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  74924. */
  74925. format, scene, generateMipMaps, invertY, samplingMode, type) {
  74926. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74927. if (invertY === void 0) { invertY = false; }
  74928. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74929. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74930. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  74931. _this.format = format;
  74932. _this._engine = scene.getEngine();
  74933. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  74934. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74935. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  74936. return _this;
  74937. }
  74938. /**
  74939. * Updates the texture underlying data.
  74940. * @param data Define the new data of the texture
  74941. */
  74942. RawTexture.prototype.update = function (data) {
  74943. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  74944. };
  74945. /**
  74946. * Creates a luminance texture from some data.
  74947. * @param data Define the texture data
  74948. * @param width Define the width of the texture
  74949. * @param height Define the height of the texture
  74950. * @param scene Define the scene the texture belongs to
  74951. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74952. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74953. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74954. * @returns the luminance texture
  74955. */
  74956. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74957. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74958. if (invertY === void 0) { invertY = false; }
  74959. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74960. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  74961. };
  74962. /**
  74963. * Creates a luminance alpha texture from some data.
  74964. * @param data Define the texture data
  74965. * @param width Define the width of the texture
  74966. * @param height Define the height of the texture
  74967. * @param scene Define the scene the texture belongs to
  74968. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74969. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74970. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74971. * @returns the luminance alpha texture
  74972. */
  74973. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74974. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74975. if (invertY === void 0) { invertY = false; }
  74976. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74977. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74978. };
  74979. /**
  74980. * Creates an alpha texture from some data.
  74981. * @param data Define the texture data
  74982. * @param width Define the width of the texture
  74983. * @param height Define the height of the texture
  74984. * @param scene Define the scene the texture belongs to
  74985. * @param generateMipMaps Define whether or not to create mip maps for the texture
  74986. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  74987. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  74988. * @returns the alpha texture
  74989. */
  74990. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  74991. if (generateMipMaps === void 0) { generateMipMaps = true; }
  74992. if (invertY === void 0) { invertY = false; }
  74993. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  74994. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  74995. };
  74996. /**
  74997. * Creates a RGB texture from some data.
  74998. * @param data Define the texture data
  74999. * @param width Define the width of the texture
  75000. * @param height Define the height of the texture
  75001. * @param scene Define the scene the texture belongs to
  75002. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75003. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75004. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75005. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75006. * @returns the RGB alpha texture
  75007. */
  75008. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75009. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75010. if (invertY === void 0) { invertY = false; }
  75011. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75012. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75013. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75014. };
  75015. /**
  75016. * Creates a RGBA texture from some data.
  75017. * @param data Define the texture data
  75018. * @param width Define the width of the texture
  75019. * @param height Define the height of the texture
  75020. * @param scene Define the scene the texture belongs to
  75021. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75022. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75023. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75024. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75025. * @returns the RGBA texture
  75026. */
  75027. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75028. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75029. if (invertY === void 0) { invertY = false; }
  75030. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75031. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75032. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75033. };
  75034. /**
  75035. * Creates a R texture from some data.
  75036. * @param data Define the texture data
  75037. * @param width Define the width of the texture
  75038. * @param height Define the height of the texture
  75039. * @param scene Define the scene the texture belongs to
  75040. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75041. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75042. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75043. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75044. * @returns the R texture
  75045. */
  75046. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75047. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75048. if (invertY === void 0) { invertY = false; }
  75049. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75050. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75051. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75052. };
  75053. return RawTexture;
  75054. }(BABYLON.Texture));
  75055. BABYLON.RawTexture = RawTexture;
  75056. })(BABYLON || (BABYLON = {}));
  75057. //# sourceMappingURL=babylon.rawTexture.js.map
  75058. var BABYLON;
  75059. (function (BABYLON) {
  75060. /**
  75061. * Class used to store 3D textures containing user data
  75062. */
  75063. var RawTexture3D = /** @class */ (function (_super) {
  75064. __extends(RawTexture3D, _super);
  75065. /**
  75066. * Create a new RawTexture3D
  75067. * @param data defines the data of the texture
  75068. * @param width defines the width of the texture
  75069. * @param height defines the height of the texture
  75070. * @param depth defines the depth of the texture
  75071. * @param format defines the texture format to use
  75072. * @param scene defines the hosting scene
  75073. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75074. * @param invertY defines if texture must be stored with Y axis inverted
  75075. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75076. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75077. */
  75078. function RawTexture3D(data, width, height, depth,
  75079. /** Gets or sets the texture format to use */
  75080. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75081. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75082. if (invertY === void 0) { invertY = false; }
  75083. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75084. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75085. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75086. _this.format = format;
  75087. _this._engine = scene.getEngine();
  75088. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75089. _this.is3D = true;
  75090. return _this;
  75091. }
  75092. /**
  75093. * Update the texture with new data
  75094. * @param data defines the data to store in the texture
  75095. */
  75096. RawTexture3D.prototype.update = function (data) {
  75097. if (!this._texture) {
  75098. return;
  75099. }
  75100. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75101. };
  75102. return RawTexture3D;
  75103. }(BABYLON.Texture));
  75104. BABYLON.RawTexture3D = RawTexture3D;
  75105. })(BABYLON || (BABYLON = {}));
  75106. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75107. var BABYLON;
  75108. (function (BABYLON) {
  75109. /**
  75110. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75111. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75112. */
  75113. var PostProcessManager = /** @class */ (function () {
  75114. /**
  75115. * Creates a new instance PostProcess
  75116. * @param scene The scene that the post process is associated with.
  75117. */
  75118. function PostProcessManager(scene) {
  75119. this._vertexBuffers = {};
  75120. this._scene = scene;
  75121. }
  75122. PostProcessManager.prototype._prepareBuffers = function () {
  75123. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75124. return;
  75125. }
  75126. // VBO
  75127. var vertices = [];
  75128. vertices.push(1, 1);
  75129. vertices.push(-1, 1);
  75130. vertices.push(-1, -1);
  75131. vertices.push(1, -1);
  75132. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75133. this._buildIndexBuffer();
  75134. };
  75135. PostProcessManager.prototype._buildIndexBuffer = function () {
  75136. // Indices
  75137. var indices = [];
  75138. indices.push(0);
  75139. indices.push(1);
  75140. indices.push(2);
  75141. indices.push(0);
  75142. indices.push(2);
  75143. indices.push(3);
  75144. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75145. };
  75146. /**
  75147. * Rebuilds the vertex buffers of the manager.
  75148. * @hidden
  75149. */
  75150. PostProcessManager.prototype._rebuild = function () {
  75151. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75152. if (!vb) {
  75153. return;
  75154. }
  75155. vb._rebuild();
  75156. this._buildIndexBuffer();
  75157. };
  75158. // Methods
  75159. /**
  75160. * Prepares a frame to be run through a post process.
  75161. * @param sourceTexture The input texture to the post procesess. (default: null)
  75162. * @param postProcesses An array of post processes to be run. (default: null)
  75163. * @returns True if the post processes were able to be run.
  75164. * @hidden
  75165. */
  75166. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75167. if (sourceTexture === void 0) { sourceTexture = null; }
  75168. if (postProcesses === void 0) { postProcesses = null; }
  75169. var camera = this._scene.activeCamera;
  75170. if (!camera) {
  75171. return false;
  75172. }
  75173. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75174. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75175. return false;
  75176. }
  75177. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75178. return true;
  75179. };
  75180. /**
  75181. * Manually render a set of post processes to a texture.
  75182. * @param postProcesses An array of post processes to be run.
  75183. * @param targetTexture The target texture to render to.
  75184. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75185. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75186. * @param lodLevel defines which lod of the texture to render to
  75187. */
  75188. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75189. if (targetTexture === void 0) { targetTexture = null; }
  75190. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75191. if (faceIndex === void 0) { faceIndex = 0; }
  75192. if (lodLevel === void 0) { lodLevel = 0; }
  75193. var engine = this._scene.getEngine();
  75194. for (var index = 0; index < postProcesses.length; index++) {
  75195. if (index < postProcesses.length - 1) {
  75196. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75197. }
  75198. else {
  75199. if (targetTexture) {
  75200. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75201. }
  75202. else {
  75203. engine.restoreDefaultFramebuffer();
  75204. }
  75205. }
  75206. var pp = postProcesses[index];
  75207. var effect = pp.apply();
  75208. if (effect) {
  75209. pp.onBeforeRenderObservable.notifyObservers(effect);
  75210. // VBOs
  75211. this._prepareBuffers();
  75212. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75213. // Draw order
  75214. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75215. pp.onAfterRenderObservable.notifyObservers(effect);
  75216. }
  75217. }
  75218. // Restore depth buffer
  75219. engine.setDepthBuffer(true);
  75220. engine.setDepthWrite(true);
  75221. };
  75222. /**
  75223. * Finalize the result of the output of the postprocesses.
  75224. * @param doNotPresent If true the result will not be displayed to the screen.
  75225. * @param targetTexture The target texture to render to.
  75226. * @param faceIndex The index of the face to bind the target texture to.
  75227. * @param postProcesses The array of post processes to render.
  75228. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75229. * @hidden
  75230. */
  75231. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75232. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75233. var camera = this._scene.activeCamera;
  75234. if (!camera) {
  75235. return;
  75236. }
  75237. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75238. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75239. return;
  75240. }
  75241. var engine = this._scene.getEngine();
  75242. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75243. var pp = postProcesses[index];
  75244. if (index < len - 1) {
  75245. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75246. }
  75247. else {
  75248. if (targetTexture) {
  75249. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75250. pp._outputTexture = targetTexture;
  75251. }
  75252. else {
  75253. engine.restoreDefaultFramebuffer();
  75254. pp._outputTexture = null;
  75255. }
  75256. }
  75257. if (doNotPresent) {
  75258. break;
  75259. }
  75260. var effect = pp.apply();
  75261. if (effect) {
  75262. pp.onBeforeRenderObservable.notifyObservers(effect);
  75263. // VBOs
  75264. this._prepareBuffers();
  75265. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75266. // Draw order
  75267. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75268. pp.onAfterRenderObservable.notifyObservers(effect);
  75269. }
  75270. }
  75271. // Restore states
  75272. engine.setDepthBuffer(true);
  75273. engine.setDepthWrite(true);
  75274. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75275. };
  75276. /**
  75277. * Disposes of the post process manager.
  75278. */
  75279. PostProcessManager.prototype.dispose = function () {
  75280. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75281. if (buffer) {
  75282. buffer.dispose();
  75283. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75284. }
  75285. if (this._indexBuffer) {
  75286. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75287. this._indexBuffer = null;
  75288. }
  75289. };
  75290. return PostProcessManager;
  75291. }());
  75292. BABYLON.PostProcessManager = PostProcessManager;
  75293. })(BABYLON || (BABYLON = {}));
  75294. //# sourceMappingURL=babylon.postProcessManager.js.map
  75295. var BABYLON;
  75296. (function (BABYLON) {
  75297. /**
  75298. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75299. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75300. */
  75301. var PostProcess = /** @class */ (function () {
  75302. /**
  75303. * Creates a new instance PostProcess
  75304. * @param name The name of the PostProcess.
  75305. * @param fragmentUrl The url of the fragment shader to be used.
  75306. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75307. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75308. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75309. * @param camera The camera to apply the render pass to.
  75310. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75311. * @param engine The engine which the post process will be applied. (default: current engine)
  75312. * @param reusable If the post process can be reused on the same frame. (default: false)
  75313. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75314. * @param textureType Type of textures used when performing the post process. (default: 0)
  75315. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75316. * @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
  75317. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75318. */
  75319. function PostProcess(
  75320. /** Name of the PostProcess. */
  75321. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  75322. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  75323. if (defines === void 0) { defines = null; }
  75324. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75325. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  75326. if (blockCompilation === void 0) { blockCompilation = false; }
  75327. this.name = name;
  75328. /**
  75329. * Width of the texture to apply the post process on
  75330. */
  75331. this.width = -1;
  75332. /**
  75333. * Height of the texture to apply the post process on
  75334. */
  75335. this.height = -1;
  75336. /**
  75337. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  75338. * @hidden
  75339. */
  75340. this._outputTexture = null;
  75341. /**
  75342. * If the buffer needs to be cleared before applying the post process. (default: true)
  75343. * Should be set to false if shader will overwrite all previous pixels.
  75344. */
  75345. this.autoClear = true;
  75346. /**
  75347. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  75348. */
  75349. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  75350. /**
  75351. * Animations to be used for the post processing
  75352. */
  75353. this.animations = new Array();
  75354. /**
  75355. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  75356. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  75357. */
  75358. this.enablePixelPerfectMode = false;
  75359. /**
  75360. * Force the postprocess to be applied without taking in account viewport
  75361. */
  75362. this.forceFullscreenViewport = true;
  75363. /**
  75364. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  75365. *
  75366. * | Value | Type | Description |
  75367. * | ----- | ----------------------------------- | ----------- |
  75368. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  75369. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  75370. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  75371. *
  75372. */
  75373. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  75374. /**
  75375. * Force textures to be a power of two (default: false)
  75376. */
  75377. this.alwaysForcePOT = false;
  75378. this._samples = 1;
  75379. /**
  75380. * Modify the scale of the post process to be the same as the viewport (default: false)
  75381. */
  75382. this.adaptScaleToCurrentViewport = false;
  75383. this._reusable = false;
  75384. /**
  75385. * Smart array of input and output textures for the post process.
  75386. * @hidden
  75387. */
  75388. this._textures = new BABYLON.SmartArray(2);
  75389. /**
  75390. * The index in _textures that corresponds to the output texture.
  75391. * @hidden
  75392. */
  75393. this._currentRenderTextureInd = 0;
  75394. this._scaleRatio = new BABYLON.Vector2(1, 1);
  75395. this._texelSize = BABYLON.Vector2.Zero();
  75396. // Events
  75397. /**
  75398. * An event triggered when the postprocess is activated.
  75399. */
  75400. this.onActivateObservable = new BABYLON.Observable();
  75401. /**
  75402. * An event triggered when the postprocess changes its size.
  75403. */
  75404. this.onSizeChangedObservable = new BABYLON.Observable();
  75405. /**
  75406. * An event triggered when the postprocess applies its effect.
  75407. */
  75408. this.onApplyObservable = new BABYLON.Observable();
  75409. /**
  75410. * An event triggered before rendering the postprocess
  75411. */
  75412. this.onBeforeRenderObservable = new BABYLON.Observable();
  75413. /**
  75414. * An event triggered after rendering the postprocess
  75415. */
  75416. this.onAfterRenderObservable = new BABYLON.Observable();
  75417. if (camera != null) {
  75418. this._camera = camera;
  75419. this._scene = camera.getScene();
  75420. camera.attachPostProcess(this);
  75421. this._engine = this._scene.getEngine();
  75422. this._scene.postProcesses.push(this);
  75423. }
  75424. else if (engine) {
  75425. this._engine = engine;
  75426. this._engine.postProcesses.push(this);
  75427. }
  75428. this._options = options;
  75429. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  75430. this._reusable = reusable || false;
  75431. this._textureType = textureType;
  75432. this._samplers = samplers || [];
  75433. this._samplers.push("textureSampler");
  75434. this._fragmentUrl = fragmentUrl;
  75435. this._vertexUrl = vertexUrl;
  75436. this._parameters = parameters || [];
  75437. this._parameters.push("scale");
  75438. this._indexParameters = indexParameters;
  75439. if (!blockCompilation) {
  75440. this.updateEffect(defines);
  75441. }
  75442. }
  75443. Object.defineProperty(PostProcess.prototype, "samples", {
  75444. /**
  75445. * Number of sample textures (default: 1)
  75446. */
  75447. get: function () {
  75448. return this._samples;
  75449. },
  75450. set: function (n) {
  75451. var _this = this;
  75452. this._samples = n;
  75453. this._textures.forEach(function (texture) {
  75454. if (texture.samples !== _this._samples) {
  75455. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  75456. }
  75457. });
  75458. },
  75459. enumerable: true,
  75460. configurable: true
  75461. });
  75462. Object.defineProperty(PostProcess.prototype, "onActivate", {
  75463. /**
  75464. * A function that is added to the onActivateObservable
  75465. */
  75466. set: function (callback) {
  75467. if (this._onActivateObserver) {
  75468. this.onActivateObservable.remove(this._onActivateObserver);
  75469. }
  75470. if (callback) {
  75471. this._onActivateObserver = this.onActivateObservable.add(callback);
  75472. }
  75473. },
  75474. enumerable: true,
  75475. configurable: true
  75476. });
  75477. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  75478. /**
  75479. * A function that is added to the onSizeChangedObservable
  75480. */
  75481. set: function (callback) {
  75482. if (this._onSizeChangedObserver) {
  75483. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  75484. }
  75485. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  75486. },
  75487. enumerable: true,
  75488. configurable: true
  75489. });
  75490. Object.defineProperty(PostProcess.prototype, "onApply", {
  75491. /**
  75492. * A function that is added to the onApplyObservable
  75493. */
  75494. set: function (callback) {
  75495. if (this._onApplyObserver) {
  75496. this.onApplyObservable.remove(this._onApplyObserver);
  75497. }
  75498. this._onApplyObserver = this.onApplyObservable.add(callback);
  75499. },
  75500. enumerable: true,
  75501. configurable: true
  75502. });
  75503. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  75504. /**
  75505. * A function that is added to the onBeforeRenderObservable
  75506. */
  75507. set: function (callback) {
  75508. if (this._onBeforeRenderObserver) {
  75509. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  75510. }
  75511. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  75512. },
  75513. enumerable: true,
  75514. configurable: true
  75515. });
  75516. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  75517. /**
  75518. * A function that is added to the onAfterRenderObservable
  75519. */
  75520. set: function (callback) {
  75521. if (this._onAfterRenderObserver) {
  75522. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  75523. }
  75524. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  75525. },
  75526. enumerable: true,
  75527. configurable: true
  75528. });
  75529. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  75530. /**
  75531. * 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
  75532. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  75533. */
  75534. get: function () {
  75535. return this._textures.data[this._currentRenderTextureInd];
  75536. },
  75537. set: function (value) {
  75538. this._forcedOutputTexture = value;
  75539. },
  75540. enumerable: true,
  75541. configurable: true
  75542. });
  75543. /**
  75544. * Gets the camera which post process is applied to.
  75545. * @returns The camera the post process is applied to.
  75546. */
  75547. PostProcess.prototype.getCamera = function () {
  75548. return this._camera;
  75549. };
  75550. Object.defineProperty(PostProcess.prototype, "texelSize", {
  75551. /**
  75552. * Gets the texel size of the postprocess.
  75553. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  75554. */
  75555. get: function () {
  75556. if (this._shareOutputWithPostProcess) {
  75557. return this._shareOutputWithPostProcess.texelSize;
  75558. }
  75559. if (this._forcedOutputTexture) {
  75560. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  75561. }
  75562. return this._texelSize;
  75563. },
  75564. enumerable: true,
  75565. configurable: true
  75566. });
  75567. /**
  75568. * Gets the engine which this post process belongs to.
  75569. * @returns The engine the post process was enabled with.
  75570. */
  75571. PostProcess.prototype.getEngine = function () {
  75572. return this._engine;
  75573. };
  75574. /**
  75575. * The effect that is created when initializing the post process.
  75576. * @returns The created effect corrisponding the the postprocess.
  75577. */
  75578. PostProcess.prototype.getEffect = function () {
  75579. return this._effect;
  75580. };
  75581. /**
  75582. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  75583. * @param postProcess The post process to share the output with.
  75584. * @returns This post process.
  75585. */
  75586. PostProcess.prototype.shareOutputWith = function (postProcess) {
  75587. this._disposeTextures();
  75588. this._shareOutputWithPostProcess = postProcess;
  75589. return this;
  75590. };
  75591. /**
  75592. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  75593. * This should be called if the post process that shares output with this post process is disabled/disposed.
  75594. */
  75595. PostProcess.prototype.useOwnOutput = function () {
  75596. if (this._textures.length == 0) {
  75597. this._textures = new BABYLON.SmartArray(2);
  75598. }
  75599. this._shareOutputWithPostProcess = null;
  75600. };
  75601. /**
  75602. * Updates the effect with the current post process compile time values and recompiles the shader.
  75603. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  75604. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  75605. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  75606. * @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
  75607. * @param onCompiled Called when the shader has been compiled.
  75608. * @param onError Called if there is an error when compiling a shader.
  75609. */
  75610. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  75611. if (defines === void 0) { defines = null; }
  75612. if (uniforms === void 0) { uniforms = null; }
  75613. if (samplers === void 0) { samplers = null; }
  75614. 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);
  75615. };
  75616. /**
  75617. * The post process is reusable if it can be used multiple times within one frame.
  75618. * @returns If the post process is reusable
  75619. */
  75620. PostProcess.prototype.isReusable = function () {
  75621. return this._reusable;
  75622. };
  75623. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  75624. PostProcess.prototype.markTextureDirty = function () {
  75625. this.width = -1;
  75626. };
  75627. /**
  75628. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  75629. * 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.
  75630. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  75631. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  75632. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  75633. * @returns The target texture that was bound to be written to.
  75634. */
  75635. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  75636. var _this = this;
  75637. if (sourceTexture === void 0) { sourceTexture = null; }
  75638. camera = camera || this._camera;
  75639. var scene = camera.getScene();
  75640. var engine = scene.getEngine();
  75641. var maxSize = engine.getCaps().maxTextureSize;
  75642. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  75643. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  75644. // 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
  75645. var webVRCamera = camera.parent;
  75646. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  75647. requiredWidth /= 2;
  75648. }
  75649. var desiredWidth = (this._options.width || requiredWidth);
  75650. var desiredHeight = this._options.height || requiredHeight;
  75651. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  75652. if (this.adaptScaleToCurrentViewport) {
  75653. var currentViewport = engine.currentViewport;
  75654. if (currentViewport) {
  75655. desiredWidth *= currentViewport.width;
  75656. desiredHeight *= currentViewport.height;
  75657. }
  75658. }
  75659. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  75660. if (!this._options.width) {
  75661. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  75662. }
  75663. if (!this._options.height) {
  75664. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  75665. }
  75666. }
  75667. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  75668. if (this._textures.length > 0) {
  75669. for (var i = 0; i < this._textures.length; i++) {
  75670. this._engine._releaseTexture(this._textures.data[i]);
  75671. }
  75672. this._textures.reset();
  75673. }
  75674. this.width = desiredWidth;
  75675. this.height = desiredHeight;
  75676. var textureSize = { width: this.width, height: this.height };
  75677. var textureOptions = {
  75678. generateMipMaps: false,
  75679. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  75680. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  75681. samplingMode: this.renderTargetSamplingMode,
  75682. type: this._textureType
  75683. };
  75684. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75685. if (this._reusable) {
  75686. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  75687. }
  75688. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  75689. this.onSizeChangedObservable.notifyObservers(this);
  75690. }
  75691. this._textures.forEach(function (texture) {
  75692. if (texture.samples !== _this.samples) {
  75693. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  75694. }
  75695. });
  75696. }
  75697. var target;
  75698. if (this._shareOutputWithPostProcess) {
  75699. target = this._shareOutputWithPostProcess.inputTexture;
  75700. }
  75701. else if (this._forcedOutputTexture) {
  75702. target = this._forcedOutputTexture;
  75703. this.width = this._forcedOutputTexture.width;
  75704. this.height = this._forcedOutputTexture.height;
  75705. }
  75706. else {
  75707. target = this.inputTexture;
  75708. }
  75709. // Bind the input of this post process to be used as the output of the previous post process.
  75710. if (this.enablePixelPerfectMode) {
  75711. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  75712. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  75713. }
  75714. else {
  75715. this._scaleRatio.copyFromFloats(1, 1);
  75716. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  75717. }
  75718. this.onActivateObservable.notifyObservers(camera);
  75719. // Clear
  75720. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  75721. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  75722. }
  75723. if (this._reusable) {
  75724. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  75725. }
  75726. return target;
  75727. };
  75728. Object.defineProperty(PostProcess.prototype, "isSupported", {
  75729. /**
  75730. * If the post process is supported.
  75731. */
  75732. get: function () {
  75733. return this._effect.isSupported;
  75734. },
  75735. enumerable: true,
  75736. configurable: true
  75737. });
  75738. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  75739. /**
  75740. * The aspect ratio of the output texture.
  75741. */
  75742. get: function () {
  75743. if (this._shareOutputWithPostProcess) {
  75744. return this._shareOutputWithPostProcess.aspectRatio;
  75745. }
  75746. if (this._forcedOutputTexture) {
  75747. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  75748. }
  75749. return this.width / this.height;
  75750. },
  75751. enumerable: true,
  75752. configurable: true
  75753. });
  75754. /**
  75755. * Get a value indicating if the post-process is ready to be used
  75756. * @returns true if the post-process is ready (shader is compiled)
  75757. */
  75758. PostProcess.prototype.isReady = function () {
  75759. return this._effect && this._effect.isReady();
  75760. };
  75761. /**
  75762. * Binds all textures and uniforms to the shader, this will be run on every pass.
  75763. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  75764. */
  75765. PostProcess.prototype.apply = function () {
  75766. // Check
  75767. if (!this._effect || !this._effect.isReady()) {
  75768. return null;
  75769. }
  75770. // States
  75771. this._engine.enableEffect(this._effect);
  75772. this._engine.setState(false);
  75773. this._engine.setDepthBuffer(false);
  75774. this._engine.setDepthWrite(false);
  75775. // Alpha
  75776. this._engine.setAlphaMode(this.alphaMode);
  75777. if (this.alphaConstants) {
  75778. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  75779. }
  75780. // Bind the output texture of the preivous post process as the input to this post process.
  75781. var source;
  75782. if (this._shareOutputWithPostProcess) {
  75783. source = this._shareOutputWithPostProcess.inputTexture;
  75784. }
  75785. else if (this._forcedOutputTexture) {
  75786. source = this._forcedOutputTexture;
  75787. }
  75788. else {
  75789. source = this.inputTexture;
  75790. }
  75791. this._effect._bindTexture("textureSampler", source);
  75792. // Parameters
  75793. this._effect.setVector2("scale", this._scaleRatio);
  75794. this.onApplyObservable.notifyObservers(this._effect);
  75795. return this._effect;
  75796. };
  75797. PostProcess.prototype._disposeTextures = function () {
  75798. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  75799. return;
  75800. }
  75801. if (this._textures.length > 0) {
  75802. for (var i = 0; i < this._textures.length; i++) {
  75803. this._engine._releaseTexture(this._textures.data[i]);
  75804. }
  75805. }
  75806. this._textures.dispose();
  75807. };
  75808. /**
  75809. * Disposes the post process.
  75810. * @param camera The camera to dispose the post process on.
  75811. */
  75812. PostProcess.prototype.dispose = function (camera) {
  75813. camera = camera || this._camera;
  75814. this._disposeTextures();
  75815. if (this._scene) {
  75816. var index_1 = this._scene.postProcesses.indexOf(this);
  75817. if (index_1 !== -1) {
  75818. this._scene.postProcesses.splice(index_1, 1);
  75819. }
  75820. }
  75821. else {
  75822. var index_2 = this._engine.postProcesses.indexOf(this);
  75823. if (index_2 !== -1) {
  75824. this._engine.postProcesses.splice(index_2, 1);
  75825. }
  75826. }
  75827. if (!camera) {
  75828. return;
  75829. }
  75830. camera.detachPostProcess(this);
  75831. var index = camera._postProcesses.indexOf(this);
  75832. if (index === 0 && camera._postProcesses.length > 0) {
  75833. var firstPostProcess = this._camera._getFirstPostProcess();
  75834. if (firstPostProcess) {
  75835. firstPostProcess.markTextureDirty();
  75836. }
  75837. }
  75838. this.onActivateObservable.clear();
  75839. this.onAfterRenderObservable.clear();
  75840. this.onApplyObservable.clear();
  75841. this.onBeforeRenderObservable.clear();
  75842. this.onSizeChangedObservable.clear();
  75843. };
  75844. return PostProcess;
  75845. }());
  75846. BABYLON.PostProcess = PostProcess;
  75847. })(BABYLON || (BABYLON = {}));
  75848. //# sourceMappingURL=babylon.postProcess.js.map
  75849. var BABYLON;
  75850. (function (BABYLON) {
  75851. /**
  75852. * PassPostProcess which produces an output the same as it's input
  75853. */
  75854. var PassPostProcess = /** @class */ (function (_super) {
  75855. __extends(PassPostProcess, _super);
  75856. /**
  75857. * Creates the PassPostProcess
  75858. * @param name The name of the effect.
  75859. * @param options The required width/height ratio to downsize to before computing the render pass.
  75860. * @param camera The camera to apply the render pass to.
  75861. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75862. * @param engine The engine which the post process will be applied. (default: current engine)
  75863. * @param reusable If the post process can be reused on the same frame. (default: false)
  75864. * @param textureType The type of texture to be used when performing the post processing.
  75865. * @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)
  75866. */
  75867. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  75868. if (camera === void 0) { camera = null; }
  75869. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75870. if (blockCompilation === void 0) { blockCompilation = false; }
  75871. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  75872. }
  75873. return PassPostProcess;
  75874. }(BABYLON.PostProcess));
  75875. BABYLON.PassPostProcess = PassPostProcess;
  75876. })(BABYLON || (BABYLON = {}));
  75877. //# sourceMappingURL=babylon.passPostProcess.js.map
  75878. var __assign = (this && this.__assign) || function () {
  75879. __assign = Object.assign || function(t) {
  75880. for (var s, i = 1, n = arguments.length; i < n; i++) {
  75881. s = arguments[i];
  75882. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  75883. t[p] = s[p];
  75884. }
  75885. return t;
  75886. };
  75887. return __assign.apply(this, arguments);
  75888. };
  75889. var BABYLON;
  75890. (function (BABYLON) {
  75891. /**
  75892. * Default implementation IShadowGenerator.
  75893. * This is the main object responsible of generating shadows in the framework.
  75894. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  75895. */
  75896. var ShadowGenerator = /** @class */ (function () {
  75897. /**
  75898. * Creates a ShadowGenerator object.
  75899. * A ShadowGenerator is the required tool to use the shadows.
  75900. * Each light casting shadows needs to use its own ShadowGenerator.
  75901. * Documentation : http://doc.babylonjs.com/tutorials/shadows
  75902. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  75903. * @param light The light object generating the shadows.
  75904. * @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.
  75905. */
  75906. function ShadowGenerator(mapSize, light, useFullFloatFirst) {
  75907. this._bias = 0.00005;
  75908. this._normalBias = 0;
  75909. this._blurBoxOffset = 1;
  75910. this._blurScale = 2;
  75911. this._blurKernel = 1;
  75912. this._useKernelBlur = false;
  75913. this._filter = ShadowGenerator.FILTER_NONE;
  75914. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  75915. this._contactHardeningLightSizeUVRatio = 0.1;
  75916. this._darkness = 0;
  75917. this._transparencyShadow = false;
  75918. /**
  75919. * Controls the extent to which the shadows fade out at the edge of the frustum
  75920. * Used only by directionals and spots
  75921. */
  75922. this.frustumEdgeFalloff = 0;
  75923. /**
  75924. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  75925. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  75926. * It might on the other hand introduce peter panning.
  75927. */
  75928. this.forceBackFacesOnly = false;
  75929. this._lightDirection = BABYLON.Vector3.Zero();
  75930. this._viewMatrix = BABYLON.Matrix.Zero();
  75931. this._projectionMatrix = BABYLON.Matrix.Zero();
  75932. this._transformMatrix = BABYLON.Matrix.Zero();
  75933. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75934. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  75935. this._currentFaceIndex = 0;
  75936. this._currentFaceIndexCache = 0;
  75937. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  75938. this._mapSize = mapSize;
  75939. this._light = light;
  75940. this._scene = light.getScene();
  75941. light._shadowGenerator = this;
  75942. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  75943. if (!component) {
  75944. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  75945. this._scene._addComponent(component);
  75946. }
  75947. // Texture type fallback from float to int if not supported.
  75948. var caps = this._scene.getEngine().getCaps();
  75949. if (!useFullFloatFirst) {
  75950. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75951. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75952. }
  75953. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75954. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75955. }
  75956. else {
  75957. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75958. }
  75959. }
  75960. else {
  75961. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  75962. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  75963. }
  75964. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  75965. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  75966. }
  75967. else {
  75968. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  75969. }
  75970. }
  75971. this._initializeGenerator();
  75972. this._applyFilterValues();
  75973. }
  75974. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  75975. /**
  75976. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  75977. */
  75978. get: function () {
  75979. return this._bias;
  75980. },
  75981. /**
  75982. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  75983. */
  75984. set: function (bias) {
  75985. this._bias = bias;
  75986. },
  75987. enumerable: true,
  75988. configurable: true
  75989. });
  75990. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  75991. /**
  75992. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75993. */
  75994. get: function () {
  75995. return this._normalBias;
  75996. },
  75997. /**
  75998. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  75999. */
  76000. set: function (normalBias) {
  76001. this._normalBias = normalBias;
  76002. },
  76003. enumerable: true,
  76004. configurable: true
  76005. });
  76006. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76007. /**
  76008. * Gets the blur box offset: offset applied during the blur pass.
  76009. * Only usefull if useKernelBlur = false
  76010. */
  76011. get: function () {
  76012. return this._blurBoxOffset;
  76013. },
  76014. /**
  76015. * Sets the blur box offset: offset applied during the blur pass.
  76016. * Only usefull if useKernelBlur = false
  76017. */
  76018. set: function (value) {
  76019. if (this._blurBoxOffset === value) {
  76020. return;
  76021. }
  76022. this._blurBoxOffset = value;
  76023. this._disposeBlurPostProcesses();
  76024. },
  76025. enumerable: true,
  76026. configurable: true
  76027. });
  76028. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76029. /**
  76030. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76031. * 2 means half of the size.
  76032. */
  76033. get: function () {
  76034. return this._blurScale;
  76035. },
  76036. /**
  76037. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76038. * 2 means half of the size.
  76039. */
  76040. set: function (value) {
  76041. if (this._blurScale === value) {
  76042. return;
  76043. }
  76044. this._blurScale = value;
  76045. this._disposeBlurPostProcesses();
  76046. },
  76047. enumerable: true,
  76048. configurable: true
  76049. });
  76050. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76051. /**
  76052. * Gets the blur kernel: kernel size of the blur pass.
  76053. * Only usefull if useKernelBlur = true
  76054. */
  76055. get: function () {
  76056. return this._blurKernel;
  76057. },
  76058. /**
  76059. * Sets the blur kernel: kernel size of the blur pass.
  76060. * Only usefull if useKernelBlur = true
  76061. */
  76062. set: function (value) {
  76063. if (this._blurKernel === value) {
  76064. return;
  76065. }
  76066. this._blurKernel = value;
  76067. this._disposeBlurPostProcesses();
  76068. },
  76069. enumerable: true,
  76070. configurable: true
  76071. });
  76072. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76073. /**
  76074. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76075. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76076. */
  76077. get: function () {
  76078. return this._useKernelBlur;
  76079. },
  76080. /**
  76081. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76082. * Only usefull in filtered mode (useBlurExponentialShadowMap...)
  76083. */
  76084. set: function (value) {
  76085. if (this._useKernelBlur === value) {
  76086. return;
  76087. }
  76088. this._useKernelBlur = value;
  76089. this._disposeBlurPostProcesses();
  76090. },
  76091. enumerable: true,
  76092. configurable: true
  76093. });
  76094. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76095. /**
  76096. * Gets the depth scale used in ESM mode.
  76097. */
  76098. get: function () {
  76099. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76100. },
  76101. /**
  76102. * Sets the depth scale used in ESM mode.
  76103. * This can override the scale stored on the light.
  76104. */
  76105. set: function (value) {
  76106. this._depthScale = value;
  76107. },
  76108. enumerable: true,
  76109. configurable: true
  76110. });
  76111. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76112. /**
  76113. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76114. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76115. */
  76116. get: function () {
  76117. return this._filter;
  76118. },
  76119. /**
  76120. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76121. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76122. */
  76123. set: function (value) {
  76124. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76125. if (this._light.needCube()) {
  76126. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76127. this.useExponentialShadowMap = true;
  76128. return;
  76129. }
  76130. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76131. this.useCloseExponentialShadowMap = true;
  76132. return;
  76133. }
  76134. // PCF on cubemap would also be expensive
  76135. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76136. this.usePoissonSampling = true;
  76137. return;
  76138. }
  76139. }
  76140. // Weblg1 fallback for PCF.
  76141. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76142. if (this._scene.getEngine().webGLVersion === 1) {
  76143. this.usePoissonSampling = true;
  76144. return;
  76145. }
  76146. }
  76147. if (this._filter === value) {
  76148. return;
  76149. }
  76150. this._filter = value;
  76151. this._disposeBlurPostProcesses();
  76152. this._applyFilterValues();
  76153. this._light._markMeshesAsLightDirty();
  76154. },
  76155. enumerable: true,
  76156. configurable: true
  76157. });
  76158. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76159. /**
  76160. * Gets if the current filter is set to Poisson Sampling.
  76161. */
  76162. get: function () {
  76163. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76164. },
  76165. /**
  76166. * Sets the current filter to Poisson Sampling.
  76167. */
  76168. set: function (value) {
  76169. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76170. return;
  76171. }
  76172. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76173. },
  76174. enumerable: true,
  76175. configurable: true
  76176. });
  76177. Object.defineProperty(ShadowGenerator.prototype, "useVarianceShadowMap", {
  76178. /**
  76179. * Gets if the current filter is set to VSM.
  76180. * DEPRECATED. Should use useExponentialShadowMap instead.
  76181. */
  76182. get: function () {
  76183. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  76184. return this.useExponentialShadowMap;
  76185. },
  76186. /**
  76187. * Sets the current filter is to VSM.
  76188. * DEPRECATED. Should use useExponentialShadowMap instead.
  76189. */
  76190. set: function (value) {
  76191. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useExponentialShadowMap instead.");
  76192. this.useExponentialShadowMap = value;
  76193. },
  76194. enumerable: true,
  76195. configurable: true
  76196. });
  76197. Object.defineProperty(ShadowGenerator.prototype, "useBlurVarianceShadowMap", {
  76198. /**
  76199. * Gets if the current filter is set to blurred VSM.
  76200. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  76201. */
  76202. get: function () {
  76203. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  76204. return this.useBlurExponentialShadowMap;
  76205. },
  76206. /**
  76207. * Sets the current filter is to blurred VSM.
  76208. * DEPRECATED. Should use useBlurExponentialShadowMap instead.
  76209. */
  76210. set: function (value) {
  76211. BABYLON.Tools.Warn("VSM are now replaced by ESM. Please use useBlurExponentialShadowMap instead.");
  76212. this.useBlurExponentialShadowMap = value;
  76213. },
  76214. enumerable: true,
  76215. configurable: true
  76216. });
  76217. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76218. /**
  76219. * Gets if the current filter is set to ESM.
  76220. */
  76221. get: function () {
  76222. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76223. },
  76224. /**
  76225. * Sets the current filter is to ESM.
  76226. */
  76227. set: function (value) {
  76228. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76229. return;
  76230. }
  76231. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76232. },
  76233. enumerable: true,
  76234. configurable: true
  76235. });
  76236. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76237. /**
  76238. * Gets if the current filter is set to filtered ESM.
  76239. */
  76240. get: function () {
  76241. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76242. },
  76243. /**
  76244. * Gets if the current filter is set to filtered ESM.
  76245. */
  76246. set: function (value) {
  76247. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76248. return;
  76249. }
  76250. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76251. },
  76252. enumerable: true,
  76253. configurable: true
  76254. });
  76255. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76256. /**
  76257. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76258. * exponential to prevent steep falloff artifacts).
  76259. */
  76260. get: function () {
  76261. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76262. },
  76263. /**
  76264. * Sets the current filter to "close ESM" (using the inverse of the
  76265. * exponential to prevent steep falloff artifacts).
  76266. */
  76267. set: function (value) {
  76268. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76269. return;
  76270. }
  76271. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76272. },
  76273. enumerable: true,
  76274. configurable: true
  76275. });
  76276. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76277. /**
  76278. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76279. * exponential to prevent steep falloff artifacts).
  76280. */
  76281. get: function () {
  76282. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76283. },
  76284. /**
  76285. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76286. * exponential to prevent steep falloff artifacts).
  76287. */
  76288. set: function (value) {
  76289. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76290. return;
  76291. }
  76292. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76293. },
  76294. enumerable: true,
  76295. configurable: true
  76296. });
  76297. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  76298. /**
  76299. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  76300. */
  76301. get: function () {
  76302. return this.filter === ShadowGenerator.FILTER_PCF;
  76303. },
  76304. /**
  76305. * Sets the current filter to "PCF" (percentage closer filtering).
  76306. */
  76307. set: function (value) {
  76308. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  76309. return;
  76310. }
  76311. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  76312. },
  76313. enumerable: true,
  76314. configurable: true
  76315. });
  76316. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  76317. /**
  76318. * Gets the PCF or PCSS Quality.
  76319. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76320. */
  76321. get: function () {
  76322. return this._filteringQuality;
  76323. },
  76324. /**
  76325. * Sets the PCF or PCSS Quality.
  76326. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  76327. */
  76328. set: function (filteringQuality) {
  76329. this._filteringQuality = filteringQuality;
  76330. },
  76331. enumerable: true,
  76332. configurable: true
  76333. });
  76334. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  76335. /**
  76336. * Gets if the current filter is set to "PCSS" (contact hardening).
  76337. */
  76338. get: function () {
  76339. return this.filter === ShadowGenerator.FILTER_PCSS;
  76340. },
  76341. /**
  76342. * Sets the current filter to "PCSS" (contact hardening).
  76343. */
  76344. set: function (value) {
  76345. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  76346. return;
  76347. }
  76348. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  76349. },
  76350. enumerable: true,
  76351. configurable: true
  76352. });
  76353. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  76354. /**
  76355. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76356. * Using a ratio helps keeping shape stability independently of the map size.
  76357. *
  76358. * It does not account for the light projection as it was having too much
  76359. * instability during the light setup or during light position changes.
  76360. *
  76361. * Only valid if useContactHardeningShadow is true.
  76362. */
  76363. get: function () {
  76364. return this._contactHardeningLightSizeUVRatio;
  76365. },
  76366. /**
  76367. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  76368. * Using a ratio helps keeping shape stability independently of the map size.
  76369. *
  76370. * It does not account for the light projection as it was having too much
  76371. * instability during the light setup or during light position changes.
  76372. *
  76373. * Only valid if useContactHardeningShadow is true.
  76374. */
  76375. set: function (contactHardeningLightSizeUVRatio) {
  76376. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  76377. },
  76378. enumerable: true,
  76379. configurable: true
  76380. });
  76381. /**
  76382. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  76383. * 0 means strongest and 1 would means no shadow.
  76384. * @returns the darkness.
  76385. */
  76386. ShadowGenerator.prototype.getDarkness = function () {
  76387. return this._darkness;
  76388. };
  76389. /**
  76390. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  76391. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  76392. * @returns the shadow generator allowing fluent coding.
  76393. */
  76394. ShadowGenerator.prototype.setDarkness = function (darkness) {
  76395. if (darkness >= 1.0) {
  76396. this._darkness = 1.0;
  76397. }
  76398. else if (darkness <= 0.0) {
  76399. this._darkness = 0.0;
  76400. }
  76401. else {
  76402. this._darkness = darkness;
  76403. }
  76404. return this;
  76405. };
  76406. /**
  76407. * Sets the ability to have transparent shadow (boolean).
  76408. * @param transparent True if transparent else False
  76409. * @returns the shadow generator allowing fluent coding
  76410. */
  76411. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  76412. this._transparencyShadow = transparent;
  76413. return this;
  76414. };
  76415. /**
  76416. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  76417. * @returns The render target texture if present otherwise, null
  76418. */
  76419. ShadowGenerator.prototype.getShadowMap = function () {
  76420. return this._shadowMap;
  76421. };
  76422. /**
  76423. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  76424. * @returns The render target texture if the shadow map is present otherwise, null
  76425. */
  76426. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  76427. if (this._shadowMap2) {
  76428. return this._shadowMap2;
  76429. }
  76430. return this._shadowMap;
  76431. };
  76432. /**
  76433. * Helper function to add a mesh and its descendants to the list of shadow casters.
  76434. * @param mesh Mesh to add
  76435. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  76436. * @returns the Shadow Generator itself
  76437. */
  76438. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  76439. if (includeDescendants === void 0) { includeDescendants = true; }
  76440. var _a;
  76441. if (!this._shadowMap) {
  76442. return this;
  76443. }
  76444. if (!this._shadowMap.renderList) {
  76445. this._shadowMap.renderList = [];
  76446. }
  76447. this._shadowMap.renderList.push(mesh);
  76448. if (includeDescendants) {
  76449. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  76450. }
  76451. return this;
  76452. };
  76453. /**
  76454. * Helper function to remove a mesh and its descendants from the list of shadow casters
  76455. * @param mesh Mesh to remove
  76456. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  76457. * @returns the Shadow Generator itself
  76458. */
  76459. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  76460. if (includeDescendants === void 0) { includeDescendants = true; }
  76461. if (!this._shadowMap || !this._shadowMap.renderList) {
  76462. return this;
  76463. }
  76464. var index = this._shadowMap.renderList.indexOf(mesh);
  76465. if (index !== -1) {
  76466. this._shadowMap.renderList.splice(index, 1);
  76467. }
  76468. if (includeDescendants) {
  76469. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  76470. var child = _a[_i];
  76471. this.removeShadowCaster(child);
  76472. }
  76473. }
  76474. return this;
  76475. };
  76476. /**
  76477. * Returns the associated light object.
  76478. * @returns the light generating the shadow
  76479. */
  76480. ShadowGenerator.prototype.getLight = function () {
  76481. return this._light;
  76482. };
  76483. ShadowGenerator.prototype._initializeGenerator = function () {
  76484. this._light._markMeshesAsLightDirty();
  76485. this._initializeShadowMap();
  76486. };
  76487. ShadowGenerator.prototype._initializeShadowMap = function () {
  76488. var _this = this;
  76489. // Render target
  76490. var engine = this._scene.getEngine();
  76491. if (engine.webGLVersion > 1) {
  76492. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  76493. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  76494. }
  76495. else {
  76496. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  76497. }
  76498. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76499. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76500. this._shadowMap.anisotropicFilteringLevel = 1;
  76501. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76502. this._shadowMap.renderParticles = false;
  76503. this._shadowMap.ignoreCameraViewport = true;
  76504. // Record Face Index before render.
  76505. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  76506. _this._currentFaceIndex = faceIndex;
  76507. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76508. engine.setColorWrite(false);
  76509. }
  76510. });
  76511. // Custom render function.
  76512. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  76513. // Blur if required afer render.
  76514. this._shadowMap.onAfterUnbindObservable.add(function () {
  76515. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76516. engine.setColorWrite(true);
  76517. }
  76518. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  76519. return;
  76520. }
  76521. var shadowMap = _this.getShadowMapForRendering();
  76522. if (shadowMap) {
  76523. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  76524. }
  76525. });
  76526. // Clear according to the chosen filter.
  76527. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  76528. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  76529. this._shadowMap.onClearObservable.add(function (engine) {
  76530. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  76531. engine.clear(clearOne, false, true, false);
  76532. }
  76533. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  76534. engine.clear(clearZero, true, true, false);
  76535. }
  76536. else {
  76537. engine.clear(clearOne, true, true, false);
  76538. }
  76539. });
  76540. };
  76541. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  76542. var _this = this;
  76543. var engine = this._scene.getEngine();
  76544. var targetSize = this._mapSize / this.blurScale;
  76545. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  76546. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  76547. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76548. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  76549. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76550. }
  76551. if (this.useKernelBlur) {
  76552. 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);
  76553. this._kernelBlurXPostprocess.width = targetSize;
  76554. this._kernelBlurXPostprocess.height = targetSize;
  76555. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  76556. effect.setTexture("textureSampler", _this._shadowMap);
  76557. });
  76558. 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);
  76559. this._kernelBlurXPostprocess.autoClear = false;
  76560. this._kernelBlurYPostprocess.autoClear = false;
  76561. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76562. this._kernelBlurXPostprocess.packedFloat = true;
  76563. this._kernelBlurYPostprocess.packedFloat = true;
  76564. }
  76565. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  76566. }
  76567. else {
  76568. 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);
  76569. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  76570. effect.setFloat2("screenSize", targetSize, targetSize);
  76571. effect.setTexture("textureSampler", _this._shadowMap);
  76572. });
  76573. this._boxBlurPostprocess.autoClear = false;
  76574. this._blurPostProcesses = [this._boxBlurPostprocess];
  76575. }
  76576. };
  76577. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  76578. var index;
  76579. var engine = this._scene.getEngine();
  76580. if (depthOnlySubMeshes.length) {
  76581. engine.setColorWrite(false);
  76582. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  76583. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  76584. }
  76585. engine.setColorWrite(true);
  76586. }
  76587. for (index = 0; index < opaqueSubMeshes.length; index++) {
  76588. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  76589. }
  76590. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  76591. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  76592. }
  76593. if (this._transparencyShadow) {
  76594. for (index = 0; index < transparentSubMeshes.length; index++) {
  76595. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  76596. }
  76597. }
  76598. };
  76599. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  76600. var _this = this;
  76601. var mesh = subMesh.getRenderingMesh();
  76602. var scene = this._scene;
  76603. var engine = scene.getEngine();
  76604. var material = subMesh.getMaterial();
  76605. if (!material) {
  76606. return;
  76607. }
  76608. // Culling
  76609. engine.setState(material.backFaceCulling);
  76610. // Managing instances
  76611. var batch = mesh._getInstancesRenderList(subMesh._id);
  76612. if (batch.mustReturn) {
  76613. return;
  76614. }
  76615. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  76616. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  76617. engine.enableEffect(this._effect);
  76618. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  76619. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  76620. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  76621. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76622. this._effect.setVector3("lightData", this._cachedDirection);
  76623. }
  76624. else {
  76625. this._effect.setVector3("lightData", this._cachedPosition);
  76626. }
  76627. if (scene.activeCamera) {
  76628. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  76629. }
  76630. // Alpha test
  76631. if (material && material.needAlphaTesting()) {
  76632. var alphaTexture = material.getAlphaTestTexture();
  76633. if (alphaTexture) {
  76634. this._effect.setTexture("diffuseSampler", alphaTexture);
  76635. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  76636. }
  76637. }
  76638. // Bones
  76639. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76640. var skeleton = mesh.skeleton;
  76641. if (skeleton.isUsingTextureForMatrices) {
  76642. var boneTexture = skeleton.getTransformMatrixTexture();
  76643. this._effect.setTexture("boneSampler", boneTexture);
  76644. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  76645. }
  76646. else {
  76647. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  76648. }
  76649. }
  76650. // Morph targets
  76651. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  76652. if (this.forceBackFacesOnly) {
  76653. engine.setState(true, 0, false, true);
  76654. }
  76655. // Draw
  76656. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  76657. if (this.forceBackFacesOnly) {
  76658. engine.setState(true, 0, false, false);
  76659. }
  76660. }
  76661. else {
  76662. // Need to reset refresh rate of the shadowMap
  76663. if (this._shadowMap) {
  76664. this._shadowMap.resetRefreshCounter();
  76665. }
  76666. }
  76667. };
  76668. ShadowGenerator.prototype._applyFilterValues = function () {
  76669. if (!this._shadowMap) {
  76670. return;
  76671. }
  76672. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  76673. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  76674. }
  76675. else {
  76676. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  76677. }
  76678. };
  76679. /**
  76680. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76681. * @param onCompiled Callback triggered at the and of the effects compilation
  76682. * @param options Sets of optional options forcing the compilation with different modes
  76683. */
  76684. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  76685. var _this = this;
  76686. var localOptions = __assign({ useInstances: false }, options);
  76687. var shadowMap = this.getShadowMap();
  76688. if (!shadowMap) {
  76689. if (onCompiled) {
  76690. onCompiled(this);
  76691. }
  76692. return;
  76693. }
  76694. var renderList = shadowMap.renderList;
  76695. if (!renderList) {
  76696. if (onCompiled) {
  76697. onCompiled(this);
  76698. }
  76699. return;
  76700. }
  76701. var subMeshes = new Array();
  76702. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  76703. var mesh = renderList_1[_i];
  76704. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  76705. }
  76706. if (subMeshes.length === 0) {
  76707. if (onCompiled) {
  76708. onCompiled(this);
  76709. }
  76710. return;
  76711. }
  76712. var currentIndex = 0;
  76713. var checkReady = function () {
  76714. if (!_this._scene || !_this._scene.getEngine()) {
  76715. return;
  76716. }
  76717. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  76718. currentIndex++;
  76719. if (currentIndex >= subMeshes.length) {
  76720. if (onCompiled) {
  76721. onCompiled(_this);
  76722. }
  76723. return;
  76724. }
  76725. }
  76726. setTimeout(checkReady, 16);
  76727. };
  76728. checkReady();
  76729. };
  76730. /**
  76731. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  76732. * @param options Sets of optional options forcing the compilation with different modes
  76733. * @returns A promise that resolves when the compilation completes
  76734. */
  76735. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  76736. var _this = this;
  76737. return new Promise(function (resolve) {
  76738. _this.forceCompilation(function () {
  76739. resolve();
  76740. }, options);
  76741. });
  76742. };
  76743. /**
  76744. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  76745. * @param subMesh The submesh we want to render in the shadow map
  76746. * @param useInstances Defines wether will draw in the map using instances
  76747. * @returns true if ready otherwise, false
  76748. */
  76749. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  76750. var defines = [];
  76751. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  76752. defines.push("#define FLOAT");
  76753. }
  76754. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76755. defines.push("#define ESM");
  76756. }
  76757. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  76758. defines.push("#define DEPTHTEXTURE");
  76759. }
  76760. var attribs = [BABYLON.VertexBuffer.PositionKind];
  76761. var mesh = subMesh.getMesh();
  76762. var material = subMesh.getMaterial();
  76763. // Normal bias.
  76764. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  76765. attribs.push(BABYLON.VertexBuffer.NormalKind);
  76766. defines.push("#define NORMAL");
  76767. if (mesh.nonUniformScaling) {
  76768. defines.push("#define NONUNIFORMSCALING");
  76769. }
  76770. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  76771. defines.push("#define DIRECTIONINLIGHTDATA");
  76772. }
  76773. }
  76774. // Alpha test
  76775. if (material && material.needAlphaTesting()) {
  76776. var alphaTexture = material.getAlphaTestTexture();
  76777. if (alphaTexture) {
  76778. defines.push("#define ALPHATEST");
  76779. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  76780. attribs.push(BABYLON.VertexBuffer.UVKind);
  76781. defines.push("#define UV1");
  76782. }
  76783. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  76784. if (alphaTexture.coordinatesIndex === 1) {
  76785. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  76786. defines.push("#define UV2");
  76787. }
  76788. }
  76789. }
  76790. }
  76791. // Bones
  76792. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  76793. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  76794. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  76795. if (mesh.numBoneInfluencers > 4) {
  76796. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  76797. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  76798. }
  76799. var skeleton = mesh.skeleton;
  76800. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  76801. if (skeleton.isUsingTextureForMatrices) {
  76802. defines.push("#define BONETEXTURE");
  76803. }
  76804. else {
  76805. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  76806. }
  76807. }
  76808. else {
  76809. defines.push("#define NUM_BONE_INFLUENCERS 0");
  76810. }
  76811. // Morph targets
  76812. var manager = mesh.morphTargetManager;
  76813. var morphInfluencers = 0;
  76814. if (manager) {
  76815. if (manager.numInfluencers > 0) {
  76816. defines.push("#define MORPHTARGETS");
  76817. morphInfluencers = manager.numInfluencers;
  76818. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  76819. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  76820. }
  76821. }
  76822. // Instances
  76823. if (useInstances) {
  76824. defines.push("#define INSTANCES");
  76825. attribs.push("world0");
  76826. attribs.push("world1");
  76827. attribs.push("world2");
  76828. attribs.push("world3");
  76829. }
  76830. // Get correct effect
  76831. var join = defines.join("\n");
  76832. if (this._cachedDefines !== join) {
  76833. this._cachedDefines = join;
  76834. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences", "boneTextureWidth"], ["diffuseSampler", "boneSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  76835. }
  76836. if (!this._effect.isReady()) {
  76837. return false;
  76838. }
  76839. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76840. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  76841. this._initializeBlurRTTAndPostProcesses();
  76842. }
  76843. }
  76844. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  76845. return false;
  76846. }
  76847. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  76848. return false;
  76849. }
  76850. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  76851. return false;
  76852. }
  76853. return true;
  76854. };
  76855. /**
  76856. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  76857. * @param defines Defines of the material we want to update
  76858. * @param lightIndex Index of the light in the enabled light list of the material
  76859. */
  76860. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  76861. var scene = this._scene;
  76862. var light = this._light;
  76863. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76864. return;
  76865. }
  76866. defines["SHADOW" + lightIndex] = true;
  76867. if (this.useContactHardeningShadow) {
  76868. defines["SHADOWPCSS" + lightIndex] = true;
  76869. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76870. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76871. }
  76872. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76873. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76874. }
  76875. // else default to high.
  76876. }
  76877. if (this.usePercentageCloserFiltering) {
  76878. defines["SHADOWPCF" + lightIndex] = true;
  76879. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  76880. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  76881. }
  76882. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  76883. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  76884. }
  76885. // else default to high.
  76886. }
  76887. else if (this.usePoissonSampling) {
  76888. defines["SHADOWPOISSON" + lightIndex] = true;
  76889. }
  76890. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  76891. defines["SHADOWESM" + lightIndex] = true;
  76892. }
  76893. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  76894. defines["SHADOWCLOSEESM" + lightIndex] = true;
  76895. }
  76896. if (light.needCube()) {
  76897. defines["SHADOWCUBE" + lightIndex] = true;
  76898. }
  76899. };
  76900. /**
  76901. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  76902. * defined in the generator but impacting the effect).
  76903. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  76904. * @param effect The effect we are binfing the information for
  76905. */
  76906. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  76907. var light = this._light;
  76908. var scene = this._scene;
  76909. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  76910. return;
  76911. }
  76912. var camera = scene.activeCamera;
  76913. if (!camera) {
  76914. return;
  76915. }
  76916. var shadowMap = this.getShadowMap();
  76917. if (!shadowMap) {
  76918. return;
  76919. }
  76920. if (!light.needCube()) {
  76921. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  76922. }
  76923. // Only PCF uses depth stencil texture.
  76924. if (this._filter === ShadowGenerator.FILTER_PCF) {
  76925. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76926. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76927. }
  76928. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  76929. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76930. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  76931. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  76932. }
  76933. else {
  76934. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  76935. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  76936. }
  76937. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  76938. };
  76939. /**
  76940. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  76941. * (eq to shadow prjection matrix * light transform matrix)
  76942. * @returns The transform matrix used to create the shadow map
  76943. */
  76944. ShadowGenerator.prototype.getTransformMatrix = function () {
  76945. var scene = this._scene;
  76946. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  76947. return this._transformMatrix;
  76948. }
  76949. this._currentRenderID = scene.getRenderId();
  76950. this._currentFaceIndexCache = this._currentFaceIndex;
  76951. var lightPosition = this._light.position;
  76952. if (this._light.computeTransformedInformation()) {
  76953. lightPosition = this._light.transformedPosition;
  76954. }
  76955. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  76956. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  76957. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  76958. }
  76959. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  76960. this._cachedPosition.copyFrom(lightPosition);
  76961. this._cachedDirection.copyFrom(this._lightDirection);
  76962. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  76963. var shadowMap = this.getShadowMap();
  76964. if (shadowMap) {
  76965. var renderList = shadowMap.renderList;
  76966. if (renderList) {
  76967. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  76968. }
  76969. }
  76970. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  76971. }
  76972. return this._transformMatrix;
  76973. };
  76974. /**
  76975. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  76976. * Cube and 2D textures for instance.
  76977. */
  76978. ShadowGenerator.prototype.recreateShadowMap = function () {
  76979. var shadowMap = this._shadowMap;
  76980. if (!shadowMap) {
  76981. return;
  76982. }
  76983. // Track render list.
  76984. var renderList = shadowMap.renderList;
  76985. // Clean up existing data.
  76986. this._disposeRTTandPostProcesses();
  76987. // Reinitializes.
  76988. this._initializeGenerator();
  76989. // Reaffect the filter to ensure a correct fallback if necessary.
  76990. this.filter = this.filter;
  76991. // Reaffect the filter.
  76992. this._applyFilterValues();
  76993. // Reaffect Render List.
  76994. this._shadowMap.renderList = renderList;
  76995. };
  76996. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  76997. if (this._shadowMap2) {
  76998. this._shadowMap2.dispose();
  76999. this._shadowMap2 = null;
  77000. }
  77001. if (this._boxBlurPostprocess) {
  77002. this._boxBlurPostprocess.dispose();
  77003. this._boxBlurPostprocess = null;
  77004. }
  77005. if (this._kernelBlurXPostprocess) {
  77006. this._kernelBlurXPostprocess.dispose();
  77007. this._kernelBlurXPostprocess = null;
  77008. }
  77009. if (this._kernelBlurYPostprocess) {
  77010. this._kernelBlurYPostprocess.dispose();
  77011. this._kernelBlurYPostprocess = null;
  77012. }
  77013. this._blurPostProcesses = [];
  77014. };
  77015. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77016. if (this._shadowMap) {
  77017. this._shadowMap.dispose();
  77018. this._shadowMap = null;
  77019. }
  77020. this._disposeBlurPostProcesses();
  77021. };
  77022. /**
  77023. * Disposes the ShadowGenerator.
  77024. * Returns nothing.
  77025. */
  77026. ShadowGenerator.prototype.dispose = function () {
  77027. this._disposeRTTandPostProcesses();
  77028. if (this._light) {
  77029. this._light._shadowGenerator = null;
  77030. this._light._markMeshesAsLightDirty();
  77031. }
  77032. };
  77033. /**
  77034. * Serializes the shadow generator setup to a json object.
  77035. * @returns The serialized JSON object
  77036. */
  77037. ShadowGenerator.prototype.serialize = function () {
  77038. var serializationObject = {};
  77039. var shadowMap = this.getShadowMap();
  77040. if (!shadowMap) {
  77041. return serializationObject;
  77042. }
  77043. serializationObject.lightId = this._light.id;
  77044. serializationObject.mapSize = shadowMap.getRenderSize();
  77045. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77046. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77047. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77048. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77049. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77050. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77051. serializationObject.depthScale = this.depthScale;
  77052. serializationObject.darkness = this.getDarkness();
  77053. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77054. serializationObject.blurKernel = this.blurKernel;
  77055. serializationObject.blurScale = this.blurScale;
  77056. serializationObject.useKernelBlur = this.useKernelBlur;
  77057. serializationObject.transparencyShadow = this._transparencyShadow;
  77058. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77059. serializationObject.bias = this.bias;
  77060. serializationObject.normalBias = this.normalBias;
  77061. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77062. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77063. serializationObject.filteringQuality = this.filteringQuality;
  77064. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77065. serializationObject.renderList = [];
  77066. if (shadowMap.renderList) {
  77067. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77068. var mesh = shadowMap.renderList[meshIndex];
  77069. serializationObject.renderList.push(mesh.id);
  77070. }
  77071. }
  77072. return serializationObject;
  77073. };
  77074. /**
  77075. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77076. * @param parsedShadowGenerator The JSON object to parse
  77077. * @param scene The scene to create the shadow map for
  77078. * @returns The parsed shadow generator
  77079. */
  77080. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77081. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77082. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77083. var shadowMap = shadowGenerator.getShadowMap();
  77084. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77085. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77086. meshes.forEach(function (mesh) {
  77087. if (!shadowMap) {
  77088. return;
  77089. }
  77090. if (!shadowMap.renderList) {
  77091. shadowMap.renderList = [];
  77092. }
  77093. shadowMap.renderList.push(mesh);
  77094. });
  77095. }
  77096. if (parsedShadowGenerator.usePoissonSampling) {
  77097. shadowGenerator.usePoissonSampling = true;
  77098. }
  77099. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77100. shadowGenerator.useExponentialShadowMap = true;
  77101. }
  77102. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77103. shadowGenerator.useBlurExponentialShadowMap = true;
  77104. }
  77105. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77106. shadowGenerator.useCloseExponentialShadowMap = true;
  77107. }
  77108. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77109. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77110. }
  77111. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77112. shadowGenerator.usePercentageCloserFiltering = true;
  77113. }
  77114. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77115. shadowGenerator.useContactHardeningShadow = true;
  77116. }
  77117. if (parsedShadowGenerator.filteringQuality) {
  77118. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77119. }
  77120. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77121. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77122. }
  77123. // Backward compat
  77124. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77125. shadowGenerator.useExponentialShadowMap = true;
  77126. }
  77127. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77128. shadowGenerator.useBlurExponentialShadowMap = true;
  77129. }
  77130. if (parsedShadowGenerator.depthScale) {
  77131. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77132. }
  77133. if (parsedShadowGenerator.blurScale) {
  77134. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77135. }
  77136. if (parsedShadowGenerator.blurBoxOffset) {
  77137. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77138. }
  77139. if (parsedShadowGenerator.useKernelBlur) {
  77140. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77141. }
  77142. if (parsedShadowGenerator.blurKernel) {
  77143. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77144. }
  77145. if (parsedShadowGenerator.bias !== undefined) {
  77146. shadowGenerator.bias = parsedShadowGenerator.bias;
  77147. }
  77148. if (parsedShadowGenerator.normalBias !== undefined) {
  77149. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77150. }
  77151. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77152. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77153. }
  77154. if (parsedShadowGenerator.darkness) {
  77155. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77156. }
  77157. if (parsedShadowGenerator.transparencyShadow) {
  77158. shadowGenerator.setTransparencyShadow(true);
  77159. }
  77160. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77161. return shadowGenerator;
  77162. };
  77163. /**
  77164. * Shadow generator mode None: no filtering applied.
  77165. */
  77166. ShadowGenerator.FILTER_NONE = 0;
  77167. /**
  77168. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77169. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77170. */
  77171. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77172. /**
  77173. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77174. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77175. */
  77176. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77177. /**
  77178. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77179. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77180. */
  77181. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77182. /**
  77183. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77184. * edge artifacts on steep falloff.
  77185. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77186. */
  77187. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77188. /**
  77189. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77190. * edge artifacts on steep falloff.
  77191. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77192. */
  77193. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77194. /**
  77195. * Shadow generator mode PCF: Percentage Closer Filtering
  77196. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77197. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77198. */
  77199. ShadowGenerator.FILTER_PCF = 6;
  77200. /**
  77201. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77202. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77203. * Contact Hardening
  77204. */
  77205. ShadowGenerator.FILTER_PCSS = 7;
  77206. /**
  77207. * Reserved for PCF and PCSS
  77208. * Highest Quality.
  77209. *
  77210. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77211. *
  77212. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77213. */
  77214. ShadowGenerator.QUALITY_HIGH = 0;
  77215. /**
  77216. * Reserved for PCF and PCSS
  77217. * Good tradeoff for quality/perf cross devices
  77218. *
  77219. * Execute PCF on a 3*3 kernel.
  77220. *
  77221. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77222. */
  77223. ShadowGenerator.QUALITY_MEDIUM = 1;
  77224. /**
  77225. * Reserved for PCF and PCSS
  77226. * The lowest quality but the fastest.
  77227. *
  77228. * Execute PCF on a 1*1 kernel.
  77229. *
  77230. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77231. */
  77232. ShadowGenerator.QUALITY_LOW = 2;
  77233. return ShadowGenerator;
  77234. }());
  77235. BABYLON.ShadowGenerator = ShadowGenerator;
  77236. })(BABYLON || (BABYLON = {}));
  77237. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77238. var BABYLON;
  77239. (function (BABYLON) {
  77240. // Adds the parser to the scene parsers.
  77241. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77242. // Shadows
  77243. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77244. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77245. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77246. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77247. // SG would be available on their associated lights
  77248. }
  77249. }
  77250. });
  77251. /**
  77252. * Defines the shadow generator component responsible to manage any shadow generators
  77253. * in a given scene.
  77254. */
  77255. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77256. /**
  77257. * Creates a new instance of the component for the given scene
  77258. * @param scene Defines the scene to register the component in
  77259. */
  77260. function ShadowGeneratorSceneComponent(scene) {
  77261. /**
  77262. * The component name helpfull to identify the component in the list of scene components.
  77263. */
  77264. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77265. this.scene = scene;
  77266. }
  77267. /**
  77268. * Registers the component in a given scene
  77269. */
  77270. ShadowGeneratorSceneComponent.prototype.register = function () {
  77271. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77272. };
  77273. /**
  77274. * Rebuilds the elements related to this component in case of
  77275. * context lost for instance.
  77276. */
  77277. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77278. // Nothing To Do Here.
  77279. };
  77280. /**
  77281. * Serializes the component data to the specified json object
  77282. * @param serializationObject The object to serialize to
  77283. */
  77284. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77285. // Shadows
  77286. serializationObject.shadowGenerators = [];
  77287. var lights = this.scene.lights;
  77288. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  77289. var light = lights_1[_i];
  77290. var shadowGenerator = light.getShadowGenerator();
  77291. if (shadowGenerator) {
  77292. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  77293. }
  77294. }
  77295. };
  77296. /**
  77297. * Adds all the element from the container to the scene
  77298. * @param container the container holding the elements
  77299. */
  77300. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  77301. // Nothing To Do Here. (directly attached to a light)
  77302. };
  77303. /**
  77304. * Removes all the elements in the container from the scene
  77305. * @param container contains the elements to remove
  77306. */
  77307. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  77308. // Nothing To Do Here. (directly attached to a light)
  77309. };
  77310. /**
  77311. * Rebuilds the elements related to this component in case of
  77312. * context lost for instance.
  77313. */
  77314. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  77315. // Nothing To Do Here.
  77316. };
  77317. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  77318. // Shadows
  77319. var scene = this.scene;
  77320. if (this.scene.shadowsEnabled) {
  77321. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  77322. var light = scene.lights[lightIndex];
  77323. var shadowGenerator = light.getShadowGenerator();
  77324. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  77325. var shadowMap = (shadowGenerator.getShadowMap());
  77326. if (scene.textures.indexOf(shadowMap) !== -1) {
  77327. renderTargets.push(shadowMap);
  77328. }
  77329. }
  77330. }
  77331. }
  77332. };
  77333. return ShadowGeneratorSceneComponent;
  77334. }());
  77335. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  77336. })(BABYLON || (BABYLON = {}));
  77337. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  77338. var BABYLON;
  77339. (function (BABYLON) {
  77340. /**
  77341. * Class used for the default loading screen
  77342. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  77343. */
  77344. var DefaultLoadingScreen = /** @class */ (function () {
  77345. /**
  77346. * Creates a new default loading screen
  77347. * @param _renderingCanvas defines the canvas used to render the scene
  77348. * @param _loadingText defines the default text to display
  77349. * @param _loadingDivBackgroundColor defines the default background color
  77350. */
  77351. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  77352. if (_loadingText === void 0) { _loadingText = ""; }
  77353. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  77354. var _this = this;
  77355. this._renderingCanvas = _renderingCanvas;
  77356. this._loadingText = _loadingText;
  77357. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  77358. // Resize
  77359. this._resizeLoadingUI = function () {
  77360. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  77361. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  77362. if (!_this._loadingDiv) {
  77363. return;
  77364. }
  77365. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  77366. _this._loadingDiv.style.left = canvasRect.left + "px";
  77367. _this._loadingDiv.style.top = canvasRect.top + "px";
  77368. _this._loadingDiv.style.width = canvasRect.width + "px";
  77369. _this._loadingDiv.style.height = canvasRect.height + "px";
  77370. };
  77371. }
  77372. /**
  77373. * Function called to display the loading screen
  77374. */
  77375. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  77376. if (this._loadingDiv) {
  77377. // Do not add a loading screen if there is already one
  77378. return;
  77379. }
  77380. this._loadingDiv = document.createElement("div");
  77381. this._loadingDiv.id = "babylonjsLoadingDiv";
  77382. this._loadingDiv.style.opacity = "0";
  77383. this._loadingDiv.style.transition = "opacity 1.5s ease";
  77384. this._loadingDiv.style.pointerEvents = "none";
  77385. // Loading text
  77386. this._loadingTextDiv = document.createElement("div");
  77387. this._loadingTextDiv.style.position = "absolute";
  77388. this._loadingTextDiv.style.left = "0";
  77389. this._loadingTextDiv.style.top = "50%";
  77390. this._loadingTextDiv.style.marginTop = "80px";
  77391. this._loadingTextDiv.style.width = "100%";
  77392. this._loadingTextDiv.style.height = "20px";
  77393. this._loadingTextDiv.style.fontFamily = "Arial";
  77394. this._loadingTextDiv.style.fontSize = "14px";
  77395. this._loadingTextDiv.style.color = "white";
  77396. this._loadingTextDiv.style.textAlign = "center";
  77397. this._loadingTextDiv.innerHTML = "Loading";
  77398. this._loadingDiv.appendChild(this._loadingTextDiv);
  77399. //set the predefined text
  77400. this._loadingTextDiv.innerHTML = this._loadingText;
  77401. // Generating keyframes
  77402. var style = document.createElement('style');
  77403. style.type = 'text/css';
  77404. 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 }";
  77405. style.innerHTML = keyFrames;
  77406. document.getElementsByTagName('head')[0].appendChild(style);
  77407. // Loading img
  77408. var imgBack = new Image();
  77409. imgBack.src = "data:image/png;base64,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";
  77410. imgBack.style.position = "absolute";
  77411. imgBack.style.left = "50%";
  77412. imgBack.style.top = "50%";
  77413. imgBack.style.marginLeft = "-60px";
  77414. imgBack.style.marginTop = "-60px";
  77415. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  77416. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  77417. imgBack.style.transformOrigin = "50% 50%";
  77418. imgBack.style.webkitTransformOrigin = "50% 50%";
  77419. this._loadingDiv.appendChild(imgBack);
  77420. this._resizeLoadingUI();
  77421. window.addEventListener("resize", this._resizeLoadingUI);
  77422. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77423. document.body.appendChild(this._loadingDiv);
  77424. this._loadingDiv.style.opacity = "1";
  77425. };
  77426. /**
  77427. * Function called to hide the loading screen
  77428. */
  77429. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  77430. var _this = this;
  77431. if (!this._loadingDiv) {
  77432. return;
  77433. }
  77434. var onTransitionEnd = function () {
  77435. if (!_this._loadingDiv) {
  77436. return;
  77437. }
  77438. document.body.removeChild(_this._loadingDiv);
  77439. window.removeEventListener("resize", _this._resizeLoadingUI);
  77440. _this._loadingDiv = null;
  77441. };
  77442. this._loadingDiv.style.opacity = "0";
  77443. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  77444. };
  77445. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  77446. get: function () {
  77447. return this._loadingText;
  77448. },
  77449. /**
  77450. * Gets or sets the text to display while loading
  77451. */
  77452. set: function (text) {
  77453. this._loadingText = text;
  77454. if (this._loadingTextDiv) {
  77455. this._loadingTextDiv.innerHTML = this._loadingText;
  77456. }
  77457. },
  77458. enumerable: true,
  77459. configurable: true
  77460. });
  77461. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  77462. /**
  77463. * Gets or sets the color to use for the background
  77464. */
  77465. get: function () {
  77466. return this._loadingDivBackgroundColor;
  77467. },
  77468. set: function (color) {
  77469. this._loadingDivBackgroundColor = color;
  77470. if (!this._loadingDiv) {
  77471. return;
  77472. }
  77473. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  77474. },
  77475. enumerable: true,
  77476. configurable: true
  77477. });
  77478. return DefaultLoadingScreen;
  77479. }());
  77480. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  77481. })(BABYLON || (BABYLON = {}));
  77482. //# sourceMappingURL=babylon.loadingScreen.js.map
  77483. var BABYLON;
  77484. (function (BABYLON) {
  77485. /**
  77486. * Class used to represent data loading progression
  77487. */
  77488. var SceneLoaderProgressEvent = /** @class */ (function () {
  77489. /**
  77490. * Create a new progress event
  77491. * @param lengthComputable defines if data length to load can be evaluated
  77492. * @param loaded defines the loaded data length
  77493. * @param total defines the data length to load
  77494. */
  77495. function SceneLoaderProgressEvent(
  77496. /** defines if data length to load can be evaluated */
  77497. lengthComputable,
  77498. /** defines the loaded data length */
  77499. loaded,
  77500. /** defines the data length to load */
  77501. total) {
  77502. this.lengthComputable = lengthComputable;
  77503. this.loaded = loaded;
  77504. this.total = total;
  77505. }
  77506. /**
  77507. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  77508. * @param event defines the source event
  77509. * @returns a new SceneLoaderProgressEvent
  77510. */
  77511. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  77512. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  77513. };
  77514. return SceneLoaderProgressEvent;
  77515. }());
  77516. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  77517. /**
  77518. * Class used to load scene from various file formats using registered plugins
  77519. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  77520. */
  77521. var SceneLoader = /** @class */ (function () {
  77522. function SceneLoader() {
  77523. }
  77524. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  77525. /**
  77526. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  77527. */
  77528. get: function () {
  77529. return SceneLoader._ForceFullSceneLoadingForIncremental;
  77530. },
  77531. set: function (value) {
  77532. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  77533. },
  77534. enumerable: true,
  77535. configurable: true
  77536. });
  77537. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  77538. /**
  77539. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  77540. */
  77541. get: function () {
  77542. return SceneLoader._ShowLoadingScreen;
  77543. },
  77544. set: function (value) {
  77545. SceneLoader._ShowLoadingScreen = value;
  77546. },
  77547. enumerable: true,
  77548. configurable: true
  77549. });
  77550. Object.defineProperty(SceneLoader, "loggingLevel", {
  77551. /**
  77552. * Defines the current logging level (while loading the scene)
  77553. * @ignorenaming
  77554. */
  77555. get: function () {
  77556. return SceneLoader._loggingLevel;
  77557. },
  77558. set: function (value) {
  77559. SceneLoader._loggingLevel = value;
  77560. },
  77561. enumerable: true,
  77562. configurable: true
  77563. });
  77564. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  77565. /**
  77566. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  77567. */
  77568. get: function () {
  77569. return SceneLoader._CleanBoneMatrixWeights;
  77570. },
  77571. set: function (value) {
  77572. SceneLoader._CleanBoneMatrixWeights = value;
  77573. },
  77574. enumerable: true,
  77575. configurable: true
  77576. });
  77577. SceneLoader._getDefaultPlugin = function () {
  77578. return SceneLoader._registeredPlugins[".babylon"];
  77579. };
  77580. SceneLoader._getPluginForExtension = function (extension) {
  77581. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  77582. if (registeredPlugin) {
  77583. return registeredPlugin;
  77584. }
  77585. 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");
  77586. return SceneLoader._getDefaultPlugin();
  77587. };
  77588. SceneLoader._getPluginForDirectLoad = function (data) {
  77589. for (var extension in SceneLoader._registeredPlugins) {
  77590. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  77591. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  77592. return SceneLoader._registeredPlugins[extension];
  77593. }
  77594. }
  77595. return SceneLoader._getDefaultPlugin();
  77596. };
  77597. SceneLoader._getPluginForFilename = function (sceneFilename) {
  77598. var queryStringPosition = sceneFilename.indexOf("?");
  77599. if (queryStringPosition !== -1) {
  77600. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  77601. }
  77602. var dotPosition = sceneFilename.lastIndexOf(".");
  77603. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  77604. return SceneLoader._getPluginForExtension(extension);
  77605. };
  77606. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  77607. SceneLoader._getDirectLoad = function (sceneFilename) {
  77608. if (sceneFilename.substr(0, 5) === "data:") {
  77609. return sceneFilename.substr(5);
  77610. }
  77611. return null;
  77612. };
  77613. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  77614. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  77615. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  77616. var plugin;
  77617. if (registeredPlugin.plugin.createPlugin) {
  77618. plugin = registeredPlugin.plugin.createPlugin();
  77619. }
  77620. else {
  77621. plugin = registeredPlugin.plugin;
  77622. }
  77623. var useArrayBuffer = registeredPlugin.isBinary;
  77624. var offlineProvider;
  77625. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  77626. var dataCallback = function (data, responseURL) {
  77627. if (scene.isDisposed) {
  77628. onError("Scene has been disposed");
  77629. return;
  77630. }
  77631. scene.offlineProvider = offlineProvider;
  77632. onSuccess(plugin, data, responseURL);
  77633. };
  77634. var request = null;
  77635. var pluginDisposed = false;
  77636. var onDisposeObservable = plugin.onDisposeObservable;
  77637. if (onDisposeObservable) {
  77638. onDisposeObservable.add(function () {
  77639. pluginDisposed = true;
  77640. if (request) {
  77641. request.abort();
  77642. request = null;
  77643. }
  77644. onDispose();
  77645. });
  77646. }
  77647. var manifestChecked = function () {
  77648. if (pluginDisposed) {
  77649. return;
  77650. }
  77651. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  77652. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  77653. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  77654. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  77655. });
  77656. };
  77657. if (directLoad) {
  77658. dataCallback(directLoad);
  77659. return plugin;
  77660. }
  77661. if (fileInfo.rootUrl.indexOf("file:") === -1) {
  77662. var engine = scene.getEngine();
  77663. var canUseOfflineSupport = engine.enableOfflineSupport;
  77664. if (canUseOfflineSupport) {
  77665. // Also check for exceptions
  77666. var exceptionFound = false;
  77667. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  77668. var regex = _a[_i];
  77669. if (regex.test(fileInfo.url)) {
  77670. exceptionFound = true;
  77671. break;
  77672. }
  77673. }
  77674. canUseOfflineSupport = !exceptionFound;
  77675. }
  77676. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  77677. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  77678. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  77679. }
  77680. else {
  77681. manifestChecked();
  77682. }
  77683. }
  77684. // Loading file from disk via input file or drag'n'drop
  77685. else {
  77686. var file = BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  77687. if (file) {
  77688. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  77689. }
  77690. else {
  77691. onError("Unable to find file named " + fileInfo.name);
  77692. }
  77693. }
  77694. return plugin;
  77695. };
  77696. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  77697. var url;
  77698. var name;
  77699. if (!sceneFilename) {
  77700. url = rootUrl;
  77701. name = BABYLON.Tools.GetFilename(rootUrl);
  77702. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  77703. }
  77704. else {
  77705. if (sceneFilename.substr(0, 1) === "/") {
  77706. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  77707. return null;
  77708. }
  77709. url = rootUrl + sceneFilename;
  77710. name = sceneFilename;
  77711. }
  77712. return {
  77713. url: url,
  77714. rootUrl: rootUrl,
  77715. name: name
  77716. };
  77717. };
  77718. // Public functions
  77719. /**
  77720. * Gets a plugin that can load the given extension
  77721. * @param extension defines the extension to load
  77722. * @returns a plugin or null if none works
  77723. */
  77724. SceneLoader.GetPluginForExtension = function (extension) {
  77725. return SceneLoader._getPluginForExtension(extension).plugin;
  77726. };
  77727. /**
  77728. * Gets a boolean indicating that the given extension can be loaded
  77729. * @param extension defines the extension to load
  77730. * @returns true if the extension is supported
  77731. */
  77732. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  77733. return !!SceneLoader._registeredPlugins[extension];
  77734. };
  77735. /**
  77736. * Adds a new plugin to the list of registered plugins
  77737. * @param plugin defines the plugin to add
  77738. */
  77739. SceneLoader.RegisterPlugin = function (plugin) {
  77740. if (typeof plugin.extensions === "string") {
  77741. var extension = plugin.extensions;
  77742. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77743. plugin: plugin,
  77744. isBinary: false
  77745. };
  77746. }
  77747. else {
  77748. var extensions = plugin.extensions;
  77749. Object.keys(extensions).forEach(function (extension) {
  77750. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  77751. plugin: plugin,
  77752. isBinary: extensions[extension].isBinary
  77753. };
  77754. });
  77755. }
  77756. };
  77757. /**
  77758. * Import meshes into a scene
  77759. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77760. * @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)
  77761. * @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)
  77762. * @param scene the instance of BABYLON.Scene to append to
  77763. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  77764. * @param onProgress a callback with a progress event for each file being loaded
  77765. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77766. * @param pluginExtension the extension used to determine the plugin
  77767. * @returns The loaded plugin
  77768. */
  77769. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77770. if (sceneFilename === void 0) { sceneFilename = ""; }
  77771. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77772. if (onSuccess === void 0) { onSuccess = null; }
  77773. if (onProgress === void 0) { onProgress = null; }
  77774. if (onError === void 0) { onError = null; }
  77775. if (pluginExtension === void 0) { pluginExtension = null; }
  77776. if (!scene) {
  77777. BABYLON.Tools.Error("No scene available to import mesh to");
  77778. return null;
  77779. }
  77780. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77781. if (!fileInfo) {
  77782. return null;
  77783. }
  77784. var loadingToken = {};
  77785. scene._addPendingData(loadingToken);
  77786. var disposeHandler = function () {
  77787. scene._removePendingData(loadingToken);
  77788. };
  77789. var errorHandler = function (message, exception) {
  77790. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  77791. if (onError) {
  77792. onError(scene, errorMessage, exception);
  77793. }
  77794. else {
  77795. BABYLON.Tools.Error(errorMessage);
  77796. // should the exception be thrown?
  77797. }
  77798. disposeHandler();
  77799. };
  77800. var progressHandler = onProgress ? function (event) {
  77801. try {
  77802. onProgress(event);
  77803. }
  77804. catch (e) {
  77805. errorHandler("Error in onProgress callback", e);
  77806. }
  77807. } : undefined;
  77808. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  77809. scene.importedMeshesFiles.push(fileInfo.url);
  77810. if (onSuccess) {
  77811. try {
  77812. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  77813. }
  77814. catch (e) {
  77815. errorHandler("Error in onSuccess callback", e);
  77816. }
  77817. }
  77818. scene._removePendingData(loadingToken);
  77819. };
  77820. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77821. if (plugin.rewriteRootURL) {
  77822. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  77823. }
  77824. if (plugin.importMesh) {
  77825. var syncedPlugin = plugin;
  77826. var meshes = new Array();
  77827. var particleSystems = new Array();
  77828. var skeletons = new Array();
  77829. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  77830. return;
  77831. }
  77832. scene.loadingPluginName = plugin.name;
  77833. successHandler(meshes, particleSystems, skeletons, []);
  77834. }
  77835. else {
  77836. var asyncedPlugin = plugin;
  77837. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  77838. scene.loadingPluginName = plugin.name;
  77839. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  77840. }).catch(function (error) {
  77841. errorHandler(error.message, error);
  77842. });
  77843. }
  77844. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  77845. };
  77846. /**
  77847. * Import meshes into a scene
  77848. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  77849. * @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)
  77850. * @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)
  77851. * @param scene the instance of BABYLON.Scene to append to
  77852. * @param onProgress a callback with a progress event for each file being loaded
  77853. * @param pluginExtension the extension used to determine the plugin
  77854. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  77855. */
  77856. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  77857. if (sceneFilename === void 0) { sceneFilename = ""; }
  77858. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77859. if (onProgress === void 0) { onProgress = null; }
  77860. if (pluginExtension === void 0) { pluginExtension = null; }
  77861. return new Promise(function (resolve, reject) {
  77862. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  77863. resolve({
  77864. meshes: meshes,
  77865. particleSystems: particleSystems,
  77866. skeletons: skeletons,
  77867. animationGroups: animationGroups
  77868. });
  77869. }, onProgress, function (scene, message, exception) {
  77870. reject(exception || new Error(message));
  77871. }, pluginExtension);
  77872. });
  77873. };
  77874. /**
  77875. * Load a scene
  77876. * @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)
  77877. * @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)
  77878. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77879. * @param onSuccess a callback with the scene when import succeeds
  77880. * @param onProgress a callback with a progress event for each file being loaded
  77881. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77882. * @param pluginExtension the extension used to determine the plugin
  77883. * @returns The loaded plugin
  77884. */
  77885. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  77886. if (onSuccess === void 0) { onSuccess = null; }
  77887. if (onProgress === void 0) { onProgress = null; }
  77888. if (onError === void 0) { onError = null; }
  77889. if (pluginExtension === void 0) { pluginExtension = null; }
  77890. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  77891. };
  77892. /**
  77893. * Load a scene
  77894. * @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)
  77895. * @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)
  77896. * @param engine is the instance of BABYLON.Engine to use to create the scene
  77897. * @param onProgress a callback with a progress event for each file being loaded
  77898. * @param pluginExtension the extension used to determine the plugin
  77899. * @returns The loaded scene
  77900. */
  77901. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  77902. if (onProgress === void 0) { onProgress = null; }
  77903. if (pluginExtension === void 0) { pluginExtension = null; }
  77904. return new Promise(function (resolve, reject) {
  77905. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  77906. resolve(scene);
  77907. }, onProgress, function (scene, message, exception) {
  77908. reject(exception || new Error(message));
  77909. }, pluginExtension);
  77910. });
  77911. };
  77912. /**
  77913. * Append a scene
  77914. * @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)
  77915. * @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)
  77916. * @param scene is the instance of BABYLON.Scene to append to
  77917. * @param onSuccess a callback with the scene when import succeeds
  77918. * @param onProgress a callback with a progress event for each file being loaded
  77919. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  77920. * @param pluginExtension the extension used to determine the plugin
  77921. * @returns The loaded plugin
  77922. */
  77923. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  77924. if (sceneFilename === void 0) { sceneFilename = ""; }
  77925. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  77926. if (onSuccess === void 0) { onSuccess = null; }
  77927. if (onProgress === void 0) { onProgress = null; }
  77928. if (onError === void 0) { onError = null; }
  77929. if (pluginExtension === void 0) { pluginExtension = null; }
  77930. if (!scene) {
  77931. BABYLON.Tools.Error("No scene available to append to");
  77932. return null;
  77933. }
  77934. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  77935. if (!fileInfo) {
  77936. return null;
  77937. }
  77938. if (SceneLoader.ShowLoadingScreen) {
  77939. scene.getEngine().displayLoadingUI();
  77940. }
  77941. var loadingToken = {};
  77942. scene._addPendingData(loadingToken);
  77943. var disposeHandler = function () {
  77944. scene._removePendingData(loadingToken);
  77945. scene.getEngine().hideLoadingUI();
  77946. };
  77947. var errorHandler = function (message, exception) {
  77948. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  77949. if (onError) {
  77950. onError(scene, errorMessage, exception);
  77951. }
  77952. else {
  77953. BABYLON.Tools.Error(errorMessage);
  77954. // should the exception be thrown?
  77955. }
  77956. disposeHandler();
  77957. };
  77958. var progressHandler = onProgress ? function (event) {
  77959. try {
  77960. onProgress(event);
  77961. }
  77962. catch (e) {
  77963. errorHandler("Error in onProgress callback", e);
  77964. }
  77965. } : undefined;
  77966. var successHandler = function () {
  77967. if (onSuccess) {
  77968. try {
  77969. onSuccess(scene);
  77970. }
  77971. catch (e) {
  77972. errorHandler("Error in onSuccess callback", e);
  77973. }
  77974. }
  77975. scene._removePendingData(loadingToken);
  77976. };
  77977. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  77978. if (plugin.load) {
  77979. var syncedPlugin = plugin;
  77980. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  77981. return;
  77982. }
  77983. scene.loadingPluginName = plugin.name;
  77984. successHandler();
  77985. }
  77986. else {
  77987. var asyncedPlugin = plugin;
  77988. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  77989. scene.loadingPluginName = plugin.name;
  77990. successHandler();
  77991. }).catch(function (error) {
  77992. errorHandler(error.message, error);
  77993. });
  77994. }
  77995. if (SceneLoader.ShowLoadingScreen) {
  77996. scene.executeWhenReady(function () {
  77997. scene.getEngine().hideLoadingUI();
  77998. });
  77999. }
  78000. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78001. };
  78002. /**
  78003. * Append a scene
  78004. * @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)
  78005. * @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)
  78006. * @param scene is the instance of BABYLON.Scene to append to
  78007. * @param onProgress a callback with a progress event for each file being loaded
  78008. * @param pluginExtension the extension used to determine the plugin
  78009. * @returns The given scene
  78010. */
  78011. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78012. if (sceneFilename === void 0) { sceneFilename = ""; }
  78013. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78014. if (onProgress === void 0) { onProgress = null; }
  78015. if (pluginExtension === void 0) { pluginExtension = null; }
  78016. return new Promise(function (resolve, reject) {
  78017. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78018. resolve(scene);
  78019. }, onProgress, function (scene, message, exception) {
  78020. reject(exception || new Error(message));
  78021. }, pluginExtension);
  78022. });
  78023. };
  78024. /**
  78025. * Load a scene into an asset container
  78026. * @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)
  78027. * @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)
  78028. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78029. * @param onSuccess a callback with the scene when import succeeds
  78030. * @param onProgress a callback with a progress event for each file being loaded
  78031. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78032. * @param pluginExtension the extension used to determine the plugin
  78033. * @returns The loaded plugin
  78034. */
  78035. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78036. if (sceneFilename === void 0) { sceneFilename = ""; }
  78037. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78038. if (onSuccess === void 0) { onSuccess = null; }
  78039. if (onProgress === void 0) { onProgress = null; }
  78040. if (onError === void 0) { onError = null; }
  78041. if (pluginExtension === void 0) { pluginExtension = null; }
  78042. if (!scene) {
  78043. BABYLON.Tools.Error("No scene available to load asset container to");
  78044. return null;
  78045. }
  78046. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78047. if (!fileInfo) {
  78048. return null;
  78049. }
  78050. var loadingToken = {};
  78051. scene._addPendingData(loadingToken);
  78052. var disposeHandler = function () {
  78053. scene._removePendingData(loadingToken);
  78054. };
  78055. var errorHandler = function (message, exception) {
  78056. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78057. if (onError) {
  78058. onError(scene, errorMessage, exception);
  78059. }
  78060. else {
  78061. BABYLON.Tools.Error(errorMessage);
  78062. // should the exception be thrown?
  78063. }
  78064. disposeHandler();
  78065. };
  78066. var progressHandler = onProgress ? function (event) {
  78067. try {
  78068. onProgress(event);
  78069. }
  78070. catch (e) {
  78071. errorHandler("Error in onProgress callback", e);
  78072. }
  78073. } : undefined;
  78074. var successHandler = function (assets) {
  78075. if (onSuccess) {
  78076. try {
  78077. onSuccess(assets);
  78078. }
  78079. catch (e) {
  78080. errorHandler("Error in onSuccess callback", e);
  78081. }
  78082. }
  78083. scene._removePendingData(loadingToken);
  78084. };
  78085. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78086. if (plugin.loadAssetContainer) {
  78087. var syncedPlugin = plugin;
  78088. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78089. if (!assetContainer) {
  78090. return;
  78091. }
  78092. scene.loadingPluginName = plugin.name;
  78093. successHandler(assetContainer);
  78094. }
  78095. else if (plugin.loadAssetContainerAsync) {
  78096. var asyncedPlugin = plugin;
  78097. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78098. scene.loadingPluginName = plugin.name;
  78099. successHandler(assetContainer);
  78100. }).catch(function (error) {
  78101. errorHandler(error.message, error);
  78102. });
  78103. }
  78104. else {
  78105. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78106. }
  78107. if (SceneLoader.ShowLoadingScreen) {
  78108. scene.executeWhenReady(function () {
  78109. scene.getEngine().hideLoadingUI();
  78110. });
  78111. }
  78112. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78113. };
  78114. /**
  78115. * Load a scene into an asset container
  78116. * @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)
  78117. * @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)
  78118. * @param scene is the instance of BABYLON.Scene to append to
  78119. * @param onProgress a callback with a progress event for each file being loaded
  78120. * @param pluginExtension the extension used to determine the plugin
  78121. * @returns The loaded asset container
  78122. */
  78123. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78124. if (sceneFilename === void 0) { sceneFilename = ""; }
  78125. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78126. if (onProgress === void 0) { onProgress = null; }
  78127. if (pluginExtension === void 0) { pluginExtension = null; }
  78128. return new Promise(function (resolve, reject) {
  78129. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78130. resolve(assetContainer);
  78131. }, onProgress, function (scene, message, exception) {
  78132. reject(exception || new Error(message));
  78133. }, pluginExtension);
  78134. });
  78135. };
  78136. // Flags
  78137. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78138. SceneLoader._ShowLoadingScreen = true;
  78139. SceneLoader._CleanBoneMatrixWeights = false;
  78140. /**
  78141. * No logging while loading
  78142. */
  78143. SceneLoader.NO_LOGGING = 0;
  78144. /**
  78145. * Minimal logging while loading
  78146. */
  78147. SceneLoader.MINIMAL_LOGGING = 1;
  78148. /**
  78149. * Summary logging while loading
  78150. */
  78151. SceneLoader.SUMMARY_LOGGING = 2;
  78152. /**
  78153. * Detailled logging while loading
  78154. */
  78155. SceneLoader.DETAILED_LOGGING = 3;
  78156. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78157. // Members
  78158. /**
  78159. * Event raised when a plugin is used to load a scene
  78160. */
  78161. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78162. SceneLoader._registeredPlugins = {};
  78163. return SceneLoader;
  78164. }());
  78165. BABYLON.SceneLoader = SceneLoader;
  78166. })(BABYLON || (BABYLON = {}));
  78167. //# sourceMappingURL=babylon.sceneLoader.js.map
  78168. var BABYLON;
  78169. (function (BABYLON) {
  78170. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78171. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78172. var parsedMaterial = parsedData.materials[index];
  78173. if (parsedMaterial.id === id) {
  78174. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78175. }
  78176. }
  78177. return null;
  78178. };
  78179. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78180. for (var i in names) {
  78181. if (mesh.name === names[i]) {
  78182. hierarchyIds.push(mesh.id);
  78183. return true;
  78184. }
  78185. }
  78186. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78187. hierarchyIds.push(mesh.id);
  78188. return true;
  78189. }
  78190. return false;
  78191. };
  78192. var logOperation = function (operation, producer) {
  78193. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78194. };
  78195. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78196. if (addToScene === void 0) { addToScene = false; }
  78197. var container = new BABYLON.AssetContainer(scene);
  78198. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78199. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78200. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78201. // and avoid problems with multiple concurrent .babylon loads.
  78202. var log = "importScene has failed JSON parse";
  78203. try {
  78204. var parsedData = JSON.parse(data);
  78205. log = "";
  78206. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78207. var index;
  78208. var cache;
  78209. // Lights
  78210. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78211. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78212. var parsedLight = parsedData.lights[index];
  78213. var light = BABYLON.Light.Parse(parsedLight, scene);
  78214. if (light) {
  78215. container.lights.push(light);
  78216. log += (index === 0 ? "\n\tLights:" : "");
  78217. log += "\n\t\t" + light.toString(fullDetails);
  78218. }
  78219. }
  78220. }
  78221. // Animations
  78222. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78223. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78224. var parsedAnimation = parsedData.animations[index];
  78225. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78226. scene.animations.push(animation);
  78227. container.animations.push(animation);
  78228. log += (index === 0 ? "\n\tAnimations:" : "");
  78229. log += "\n\t\t" + animation.toString(fullDetails);
  78230. }
  78231. }
  78232. // Materials
  78233. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78234. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78235. var parsedMaterial = parsedData.materials[index];
  78236. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78237. container.materials.push(mat);
  78238. log += (index === 0 ? "\n\tMaterials:" : "");
  78239. log += "\n\t\t" + mat.toString(fullDetails);
  78240. }
  78241. }
  78242. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78243. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78244. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78245. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78246. container.multiMaterials.push(mmat);
  78247. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78248. log += "\n\t\t" + mmat.toString(fullDetails);
  78249. }
  78250. }
  78251. // Morph targets
  78252. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78253. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78254. var managerData = _a[_i];
  78255. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78256. }
  78257. }
  78258. // Skeletons
  78259. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78260. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  78261. var parsedSkeleton = parsedData.skeletons[index];
  78262. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78263. container.skeletons.push(skeleton);
  78264. log += (index === 0 ? "\n\tSkeletons:" : "");
  78265. log += "\n\t\t" + skeleton.toString(fullDetails);
  78266. }
  78267. }
  78268. // Geometries
  78269. var geometries = parsedData.geometries;
  78270. if (geometries !== undefined && geometries !== null) {
  78271. var addedGeometry = new Array();
  78272. // Boxes
  78273. var boxes = geometries.boxes;
  78274. if (boxes !== undefined && boxes !== null) {
  78275. for (index = 0, cache = boxes.length; index < cache; index++) {
  78276. var parsedBox = boxes[index];
  78277. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  78278. }
  78279. }
  78280. // Spheres
  78281. var spheres = geometries.spheres;
  78282. if (spheres !== undefined && spheres !== null) {
  78283. for (index = 0, cache = spheres.length; index < cache; index++) {
  78284. var parsedSphere = spheres[index];
  78285. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  78286. }
  78287. }
  78288. // Cylinders
  78289. var cylinders = geometries.cylinders;
  78290. if (cylinders !== undefined && cylinders !== null) {
  78291. for (index = 0, cache = cylinders.length; index < cache; index++) {
  78292. var parsedCylinder = cylinders[index];
  78293. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  78294. }
  78295. }
  78296. // Toruses
  78297. var toruses = geometries.toruses;
  78298. if (toruses !== undefined && toruses !== null) {
  78299. for (index = 0, cache = toruses.length; index < cache; index++) {
  78300. var parsedTorus = toruses[index];
  78301. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  78302. }
  78303. }
  78304. // Grounds
  78305. var grounds = geometries.grounds;
  78306. if (grounds !== undefined && grounds !== null) {
  78307. for (index = 0, cache = grounds.length; index < cache; index++) {
  78308. var parsedGround = grounds[index];
  78309. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  78310. }
  78311. }
  78312. // Planes
  78313. var planes = geometries.planes;
  78314. if (planes !== undefined && planes !== null) {
  78315. for (index = 0, cache = planes.length; index < cache; index++) {
  78316. var parsedPlane = planes[index];
  78317. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  78318. }
  78319. }
  78320. // TorusKnots
  78321. var torusKnots = geometries.torusKnots;
  78322. if (torusKnots !== undefined && torusKnots !== null) {
  78323. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  78324. var parsedTorusKnot = torusKnots[index];
  78325. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  78326. }
  78327. }
  78328. // VertexData
  78329. var vertexData = geometries.vertexData;
  78330. if (vertexData !== undefined && vertexData !== null) {
  78331. for (index = 0, cache = vertexData.length; index < cache; index++) {
  78332. var parsedVertexData = vertexData[index];
  78333. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  78334. }
  78335. }
  78336. addedGeometry.forEach(function (g) {
  78337. if (g) {
  78338. container.geometries.push(g);
  78339. }
  78340. });
  78341. }
  78342. // Transform nodes
  78343. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  78344. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  78345. var parsedTransformNode = parsedData.transformNodes[index];
  78346. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  78347. container.transformNodes.push(node);
  78348. }
  78349. }
  78350. // Meshes
  78351. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78352. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78353. var parsedMesh = parsedData.meshes[index];
  78354. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78355. container.meshes.push(mesh);
  78356. log += (index === 0 ? "\n\tMeshes:" : "");
  78357. log += "\n\t\t" + mesh.toString(fullDetails);
  78358. }
  78359. }
  78360. // Cameras
  78361. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  78362. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  78363. var parsedCamera = parsedData.cameras[index];
  78364. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  78365. container.cameras.push(camera);
  78366. log += (index === 0 ? "\n\tCameras:" : "");
  78367. log += "\n\t\t" + camera.toString(fullDetails);
  78368. }
  78369. }
  78370. // Animation Groups
  78371. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  78372. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  78373. var parsedAnimationGroup = parsedData.animationGroups[index];
  78374. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  78375. container.animationGroups.push(animationGroup);
  78376. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  78377. log += "\n\t\t" + animationGroup.toString(fullDetails);
  78378. }
  78379. }
  78380. // Browsing all the graph to connect the dots
  78381. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  78382. var camera = scene.cameras[index];
  78383. if (camera._waitingParentId) {
  78384. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  78385. camera._waitingParentId = null;
  78386. }
  78387. }
  78388. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78389. var light_1 = scene.lights[index];
  78390. if (light_1 && light_1._waitingParentId) {
  78391. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  78392. light_1._waitingParentId = null;
  78393. }
  78394. }
  78395. // Connect parents & children and parse actions
  78396. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  78397. var transformNode = scene.transformNodes[index];
  78398. if (transformNode._waitingParentId) {
  78399. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  78400. transformNode._waitingParentId = null;
  78401. }
  78402. }
  78403. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78404. var mesh = scene.meshes[index];
  78405. if (mesh._waitingParentId) {
  78406. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  78407. mesh._waitingParentId = null;
  78408. }
  78409. }
  78410. // freeze world matrix application
  78411. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78412. var currentMesh = scene.meshes[index];
  78413. if (currentMesh._waitingFreezeWorldMatrix) {
  78414. currentMesh.freezeWorldMatrix();
  78415. currentMesh._waitingFreezeWorldMatrix = null;
  78416. }
  78417. else {
  78418. currentMesh.computeWorldMatrix(true);
  78419. }
  78420. }
  78421. // Lights exclusions / inclusions
  78422. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  78423. var light_2 = scene.lights[index];
  78424. // Excluded check
  78425. if (light_2._excludedMeshesIds.length > 0) {
  78426. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  78427. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  78428. if (excludedMesh) {
  78429. light_2.excludedMeshes.push(excludedMesh);
  78430. }
  78431. }
  78432. light_2._excludedMeshesIds = [];
  78433. }
  78434. // Included check
  78435. if (light_2._includedOnlyMeshesIds.length > 0) {
  78436. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  78437. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  78438. if (includedOnlyMesh) {
  78439. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  78440. }
  78441. }
  78442. light_2._includedOnlyMeshesIds = [];
  78443. }
  78444. }
  78445. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  78446. // Actions (scene) Done last as it can access other objects.
  78447. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78448. var mesh = scene.meshes[index];
  78449. if (mesh._waitingActions) {
  78450. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  78451. mesh._waitingActions = null;
  78452. }
  78453. }
  78454. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  78455. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  78456. }
  78457. if (!addToScene) {
  78458. container.removeAllFromScene();
  78459. }
  78460. }
  78461. catch (err) {
  78462. var msg = logOperation("loadAssets", 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("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78474. }
  78475. }
  78476. return container;
  78477. };
  78478. BABYLON.SceneLoader.RegisterPlugin({
  78479. name: "babylon.js",
  78480. extensions: ".babylon",
  78481. canDirectLoad: function (data) {
  78482. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  78483. return true;
  78484. }
  78485. return false;
  78486. },
  78487. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  78488. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78489. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78490. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78491. // and avoid problems with multiple concurrent .babylon loads.
  78492. var log = "importMesh has failed JSON parse";
  78493. try {
  78494. var parsedData = JSON.parse(data);
  78495. log = "";
  78496. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78497. if (!meshesNames) {
  78498. meshesNames = null;
  78499. }
  78500. else if (!Array.isArray(meshesNames)) {
  78501. meshesNames = [meshesNames];
  78502. }
  78503. var hierarchyIds = new Array();
  78504. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  78505. var loadedSkeletonsIds = [];
  78506. var loadedMaterialsIds = [];
  78507. var index;
  78508. var cache;
  78509. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  78510. var parsedMesh = parsedData.meshes[index];
  78511. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  78512. if (meshesNames !== null) {
  78513. // Remove found mesh name from list.
  78514. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  78515. }
  78516. //Geometry?
  78517. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  78518. //does the file contain geometries?
  78519. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  78520. //find the correct geometry and add it to the scene
  78521. var found = false;
  78522. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  78523. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  78524. return;
  78525. }
  78526. else {
  78527. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  78528. if (parsedGeometryData.id === parsedMesh.geometryId) {
  78529. switch (geometryType) {
  78530. case "boxes":
  78531. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  78532. break;
  78533. case "spheres":
  78534. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  78535. break;
  78536. case "cylinders":
  78537. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  78538. break;
  78539. case "toruses":
  78540. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  78541. break;
  78542. case "grounds":
  78543. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  78544. break;
  78545. case "planes":
  78546. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  78547. break;
  78548. case "torusKnots":
  78549. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  78550. break;
  78551. case "vertexData":
  78552. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  78553. break;
  78554. }
  78555. found = true;
  78556. }
  78557. });
  78558. }
  78559. });
  78560. if (found === false) {
  78561. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  78562. }
  78563. }
  78564. }
  78565. // Material ?
  78566. if (parsedMesh.materialId) {
  78567. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  78568. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78569. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  78570. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  78571. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  78572. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  78573. var subMatId = parsedMultiMaterial.materials[matIndex];
  78574. loadedMaterialsIds.push(subMatId);
  78575. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  78576. if (mat) {
  78577. log += "\n\tMaterial " + mat.toString(fullDetails);
  78578. }
  78579. }
  78580. loadedMaterialsIds.push(parsedMultiMaterial.id);
  78581. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78582. if (mmat) {
  78583. materialFound = true;
  78584. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  78585. }
  78586. break;
  78587. }
  78588. }
  78589. }
  78590. if (materialFound === false) {
  78591. loadedMaterialsIds.push(parsedMesh.materialId);
  78592. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  78593. if (!mat) {
  78594. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  78595. }
  78596. else {
  78597. log += "\n\tMaterial " + mat.toString(fullDetails);
  78598. }
  78599. }
  78600. }
  78601. // Skeleton ?
  78602. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  78603. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  78604. if (skeletonAlreadyLoaded === false) {
  78605. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  78606. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  78607. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  78608. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  78609. skeletons.push(skeleton);
  78610. loadedSkeletonsIds.push(parsedSkeleton.id);
  78611. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  78612. }
  78613. }
  78614. }
  78615. }
  78616. // Morph targets ?
  78617. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78618. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78619. var managerData = _a[_i];
  78620. BABYLON.MorphTargetManager.Parse(managerData, scene);
  78621. }
  78622. }
  78623. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  78624. meshes.push(mesh);
  78625. log += "\n\tMesh " + mesh.toString(fullDetails);
  78626. }
  78627. }
  78628. // Connecting parents
  78629. var currentMesh;
  78630. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78631. currentMesh = scene.meshes[index];
  78632. if (currentMesh._waitingParentId) {
  78633. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  78634. currentMesh._waitingParentId = null;
  78635. }
  78636. }
  78637. // freeze and compute world matrix application
  78638. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  78639. currentMesh = scene.meshes[index];
  78640. if (currentMesh._waitingFreezeWorldMatrix) {
  78641. currentMesh.freezeWorldMatrix();
  78642. currentMesh._waitingFreezeWorldMatrix = null;
  78643. }
  78644. else {
  78645. currentMesh.computeWorldMatrix(true);
  78646. }
  78647. }
  78648. }
  78649. // Particles
  78650. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  78651. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  78652. if (parser) {
  78653. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  78654. var parsedParticleSystem = parsedData.particleSystems[index];
  78655. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  78656. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  78657. }
  78658. }
  78659. }
  78660. }
  78661. return true;
  78662. }
  78663. catch (err) {
  78664. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  78665. if (onError) {
  78666. onError(msg, err);
  78667. }
  78668. else {
  78669. BABYLON.Tools.Log(msg);
  78670. throw err;
  78671. }
  78672. }
  78673. finally {
  78674. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78675. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78676. }
  78677. }
  78678. return false;
  78679. },
  78680. load: function (scene, data, rootUrl, onError) {
  78681. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78682. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78683. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78684. // and avoid problems with multiple concurrent .babylon loads.
  78685. var log = "importScene has failed JSON parse";
  78686. try {
  78687. var parsedData = JSON.parse(data);
  78688. log = "";
  78689. // Scene
  78690. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  78691. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  78692. }
  78693. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  78694. scene.autoClear = parsedData.autoClear;
  78695. }
  78696. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  78697. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  78698. }
  78699. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  78700. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  78701. }
  78702. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  78703. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  78704. }
  78705. // Fog
  78706. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  78707. scene.fogMode = parsedData.fogMode;
  78708. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  78709. scene.fogStart = parsedData.fogStart;
  78710. scene.fogEnd = parsedData.fogEnd;
  78711. scene.fogDensity = parsedData.fogDensity;
  78712. log += "\tFog mode for scene: ";
  78713. switch (scene.fogMode) {
  78714. // getters not compiling, so using hardcoded
  78715. case 1:
  78716. log += "exp\n";
  78717. break;
  78718. case 2:
  78719. log += "exp2\n";
  78720. break;
  78721. case 3:
  78722. log += "linear\n";
  78723. break;
  78724. }
  78725. }
  78726. //Physics
  78727. if (parsedData.physicsEnabled) {
  78728. var physicsPlugin;
  78729. if (parsedData.physicsEngine === "cannon") {
  78730. physicsPlugin = new BABYLON.CannonJSPlugin();
  78731. }
  78732. else if (parsedData.physicsEngine === "oimo") {
  78733. physicsPlugin = new BABYLON.OimoJSPlugin();
  78734. }
  78735. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  78736. //else - default engine, which is currently oimo
  78737. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  78738. scene.enablePhysics(physicsGravity, physicsPlugin);
  78739. }
  78740. // Metadata
  78741. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  78742. scene.metadata = parsedData.metadata;
  78743. }
  78744. //collisions, if defined. otherwise, default is true
  78745. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  78746. scene.collisionsEnabled = parsedData.collisionsEnabled;
  78747. }
  78748. scene.workerCollisions = !!parsedData.workerCollisions;
  78749. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  78750. if (!container) {
  78751. return false;
  78752. }
  78753. if (parsedData.autoAnimate) {
  78754. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  78755. }
  78756. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  78757. scene.setActiveCameraByID(parsedData.activeCameraID);
  78758. }
  78759. // Environment texture
  78760. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  78761. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  78762. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  78763. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize);
  78764. if (parsedData.environmentTextureRotationY) {
  78765. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  78766. }
  78767. scene.environmentTexture = hdrTexture;
  78768. }
  78769. else {
  78770. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  78771. if (parsedData.environmentTextureRotationY) {
  78772. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  78773. }
  78774. scene.environmentTexture = cubeTexture;
  78775. }
  78776. if (parsedData.createDefaultSkybox === true) {
  78777. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  78778. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  78779. scene.createDefaultSkybox(undefined, true, skyboxScale, skyboxBlurLevel);
  78780. }
  78781. }
  78782. // Finish
  78783. return true;
  78784. }
  78785. catch (err) {
  78786. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  78787. if (onError) {
  78788. onError(msg, err);
  78789. }
  78790. else {
  78791. BABYLON.Tools.Log(msg);
  78792. throw err;
  78793. }
  78794. }
  78795. finally {
  78796. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  78797. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  78798. }
  78799. }
  78800. return false;
  78801. },
  78802. loadAssetContainer: function (scene, data, rootUrl, onError) {
  78803. var container = loadAssetContainer(scene, data, rootUrl, onError);
  78804. return container;
  78805. }
  78806. });
  78807. })(BABYLON || (BABYLON = {}));
  78808. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  78809. var BABYLON;
  78810. (function (BABYLON) {
  78811. /**
  78812. * Class used to help managing file picking and drag'n'drop
  78813. */
  78814. var FilesInput = /** @class */ (function () {
  78815. /**
  78816. * Creates a new FilesInput
  78817. * @param engine defines the rendering engine
  78818. * @param scene defines the hosting scene
  78819. * @param sceneLoadedCallback callback called when scene is loaded
  78820. * @param progressCallback callback called to track progress
  78821. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  78822. * @param textureLoadingCallback callback called when a texture is loading
  78823. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  78824. * @param onReloadCallback callback called when a reload is requested
  78825. * @param errorCallback callback call if an error occurs
  78826. */
  78827. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  78828. /**
  78829. * Callback called when a file is processed
  78830. */
  78831. this.onProcessFileCallback = function () { return true; };
  78832. this._engine = engine;
  78833. this._currentScene = scene;
  78834. this._sceneLoadedCallback = sceneLoadedCallback;
  78835. this._progressCallback = progressCallback;
  78836. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  78837. this._textureLoadingCallback = textureLoadingCallback;
  78838. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  78839. this._onReloadCallback = onReloadCallback;
  78840. this._errorCallback = errorCallback;
  78841. }
  78842. /**
  78843. * Calls this function to listen to drag'n'drop events on a specific DOM element
  78844. * @param elementToMonitor defines the DOM element to track
  78845. */
  78846. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  78847. var _this = this;
  78848. if (elementToMonitor) {
  78849. this._elementToMonitor = elementToMonitor;
  78850. this._dragEnterHandler = function (e) { _this.drag(e); };
  78851. this._dragOverHandler = function (e) { _this.drag(e); };
  78852. this._dropHandler = function (e) { _this.drop(e); };
  78853. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  78854. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  78855. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  78856. }
  78857. };
  78858. /**
  78859. * Release all associated resources
  78860. */
  78861. FilesInput.prototype.dispose = function () {
  78862. if (!this._elementToMonitor) {
  78863. return;
  78864. }
  78865. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  78866. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  78867. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  78868. };
  78869. FilesInput.prototype.renderFunction = function () {
  78870. if (this._additionalRenderLoopLogicCallback) {
  78871. this._additionalRenderLoopLogicCallback();
  78872. }
  78873. if (this._currentScene) {
  78874. if (this._textureLoadingCallback) {
  78875. var remaining = this._currentScene.getWaitingItemsCount();
  78876. if (remaining > 0) {
  78877. this._textureLoadingCallback(remaining);
  78878. }
  78879. }
  78880. this._currentScene.render();
  78881. }
  78882. };
  78883. FilesInput.prototype.drag = function (e) {
  78884. e.stopPropagation();
  78885. e.preventDefault();
  78886. };
  78887. FilesInput.prototype.drop = function (eventDrop) {
  78888. eventDrop.stopPropagation();
  78889. eventDrop.preventDefault();
  78890. this.loadFiles(eventDrop);
  78891. };
  78892. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  78893. var _this = this;
  78894. var reader = folder.createReader();
  78895. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  78896. reader.readEntries(function (entries) {
  78897. remaining.count += entries.length;
  78898. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  78899. var entry = entries_1[_i];
  78900. if (entry.isFile) {
  78901. entry.file(function (file) {
  78902. file.correctName = relativePath + file.name;
  78903. files.push(file);
  78904. if (--remaining.count === 0) {
  78905. callback();
  78906. }
  78907. });
  78908. }
  78909. else if (entry.isDirectory) {
  78910. _this._traverseFolder(entry, files, remaining, callback);
  78911. }
  78912. }
  78913. if (--remaining.count) {
  78914. callback();
  78915. }
  78916. });
  78917. };
  78918. FilesInput.prototype._processFiles = function (files) {
  78919. for (var i = 0; i < files.length; i++) {
  78920. var name = files[i].correctName.toLowerCase();
  78921. var extension = name.split('.').pop();
  78922. if (!this.onProcessFileCallback(files[i], name, extension)) {
  78923. continue;
  78924. }
  78925. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  78926. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  78927. this._sceneFileToLoad = files[i];
  78928. }
  78929. FilesInput.FilesToLoad[name] = files[i];
  78930. }
  78931. };
  78932. /**
  78933. * Load files from a drop event
  78934. * @param event defines the drop event to use as source
  78935. */
  78936. FilesInput.prototype.loadFiles = function (event) {
  78937. var _this = this;
  78938. // Handling data transfer via drag'n'drop
  78939. if (event && event.dataTransfer && event.dataTransfer.files) {
  78940. this._filesToLoad = event.dataTransfer.files;
  78941. }
  78942. // Handling files from input files
  78943. if (event && event.target && event.target.files) {
  78944. this._filesToLoad = event.target.files;
  78945. }
  78946. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  78947. return;
  78948. }
  78949. if (this._startingProcessingFilesCallback) {
  78950. this._startingProcessingFilesCallback(this._filesToLoad);
  78951. }
  78952. if (this._filesToLoad && this._filesToLoad.length > 0) {
  78953. var files_1 = new Array();
  78954. var folders = [];
  78955. var items = event.dataTransfer ? event.dataTransfer.items : null;
  78956. for (var i = 0; i < this._filesToLoad.length; i++) {
  78957. var fileToLoad = this._filesToLoad[i];
  78958. var name_1 = fileToLoad.name.toLowerCase();
  78959. var entry = void 0;
  78960. fileToLoad.correctName = name_1;
  78961. if (items) {
  78962. var item = items[i];
  78963. if (item.getAsEntry) {
  78964. entry = item.getAsEntry();
  78965. }
  78966. else if (item.webkitGetAsEntry) {
  78967. entry = item.webkitGetAsEntry();
  78968. }
  78969. }
  78970. if (!entry) {
  78971. files_1.push(fileToLoad);
  78972. }
  78973. else {
  78974. if (entry.isDirectory) {
  78975. folders.push(entry);
  78976. }
  78977. else {
  78978. files_1.push(fileToLoad);
  78979. }
  78980. }
  78981. }
  78982. if (folders.length === 0) {
  78983. this._processFiles(files_1);
  78984. this._processReload();
  78985. }
  78986. else {
  78987. var remaining = { count: folders.length };
  78988. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  78989. var folder = folders_1[_i];
  78990. this._traverseFolder(folder, files_1, remaining, function () {
  78991. _this._processFiles(files_1);
  78992. if (remaining.count === 0) {
  78993. _this._processReload();
  78994. }
  78995. });
  78996. }
  78997. }
  78998. }
  78999. };
  79000. FilesInput.prototype._processReload = function () {
  79001. if (this._onReloadCallback) {
  79002. this._onReloadCallback(this._sceneFileToLoad);
  79003. }
  79004. else {
  79005. this.reload();
  79006. }
  79007. };
  79008. /**
  79009. * Reload the current scene from the loaded files
  79010. */
  79011. FilesInput.prototype.reload = function () {
  79012. var _this = this;
  79013. // If a scene file has been provided
  79014. if (this._sceneFileToLoad) {
  79015. if (this._currentScene) {
  79016. if (BABYLON.Tools.errorsCount > 0) {
  79017. BABYLON.Tools.ClearLogCache();
  79018. }
  79019. this._engine.stopRenderLoop();
  79020. }
  79021. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad.name, this._engine, function (progress) {
  79022. if (_this._progressCallback) {
  79023. _this._progressCallback(progress);
  79024. }
  79025. }).then(function (scene) {
  79026. if (_this._currentScene) {
  79027. _this._currentScene.dispose();
  79028. }
  79029. _this._currentScene = scene;
  79030. if (_this._sceneLoadedCallback) {
  79031. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79032. }
  79033. // Wait for textures and shaders to be ready
  79034. _this._currentScene.executeWhenReady(function () {
  79035. _this._engine.runRenderLoop(function () {
  79036. _this.renderFunction();
  79037. });
  79038. });
  79039. }).catch(function (error) {
  79040. if (_this._errorCallback) {
  79041. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79042. }
  79043. });
  79044. }
  79045. else {
  79046. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79047. }
  79048. };
  79049. /**
  79050. * List of files ready to be loaded
  79051. */
  79052. FilesInput.FilesToLoad = {};
  79053. return FilesInput;
  79054. }());
  79055. BABYLON.FilesInput = FilesInput;
  79056. })(BABYLON || (BABYLON = {}));
  79057. //# sourceMappingURL=babylon.filesInput.js.map
  79058. var BABYLON;
  79059. (function (BABYLON) {
  79060. /**
  79061. * Class used to store custom tags
  79062. */
  79063. var Tags = /** @class */ (function () {
  79064. function Tags() {
  79065. }
  79066. /**
  79067. * Adds support for tags on the given object
  79068. * @param obj defines the object to use
  79069. */
  79070. Tags.EnableFor = function (obj) {
  79071. obj._tags = obj._tags || {};
  79072. obj.hasTags = function () {
  79073. return Tags.HasTags(obj);
  79074. };
  79075. obj.addTags = function (tagsString) {
  79076. return Tags.AddTagsTo(obj, tagsString);
  79077. };
  79078. obj.removeTags = function (tagsString) {
  79079. return Tags.RemoveTagsFrom(obj, tagsString);
  79080. };
  79081. obj.matchesTagsQuery = function (tagsQuery) {
  79082. return Tags.MatchesQuery(obj, tagsQuery);
  79083. };
  79084. };
  79085. /**
  79086. * Removes tags support
  79087. * @param obj defines the object to use
  79088. */
  79089. Tags.DisableFor = function (obj) {
  79090. delete obj._tags;
  79091. delete obj.hasTags;
  79092. delete obj.addTags;
  79093. delete obj.removeTags;
  79094. delete obj.matchesTagsQuery;
  79095. };
  79096. /**
  79097. * Gets a boolean indicating if the given object has tags
  79098. * @param obj defines the object to use
  79099. * @returns a boolean
  79100. */
  79101. Tags.HasTags = function (obj) {
  79102. if (!obj._tags) {
  79103. return false;
  79104. }
  79105. return !BABYLON.Tools.IsEmpty(obj._tags);
  79106. };
  79107. /**
  79108. * Gets the tags available on a given object
  79109. * @param obj defines the object to use
  79110. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79111. * @returns the tags
  79112. */
  79113. Tags.GetTags = function (obj, asString) {
  79114. if (asString === void 0) { asString = true; }
  79115. if (!obj._tags) {
  79116. return null;
  79117. }
  79118. if (asString) {
  79119. var tagsArray = [];
  79120. for (var tag in obj._tags) {
  79121. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79122. tagsArray.push(tag);
  79123. }
  79124. }
  79125. return tagsArray.join(" ");
  79126. }
  79127. else {
  79128. return obj._tags;
  79129. }
  79130. };
  79131. /**
  79132. * Adds tags to an object
  79133. * @param obj defines the object to use
  79134. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79135. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79136. */
  79137. Tags.AddTagsTo = function (obj, tagsString) {
  79138. if (!tagsString) {
  79139. return;
  79140. }
  79141. if (typeof tagsString !== "string") {
  79142. return;
  79143. }
  79144. var tags = tagsString.split(" ");
  79145. tags.forEach(function (tag, index, array) {
  79146. Tags._AddTagTo(obj, tag);
  79147. });
  79148. };
  79149. /**
  79150. * @hidden
  79151. */
  79152. Tags._AddTagTo = function (obj, tag) {
  79153. tag = tag.trim();
  79154. if (tag === "" || tag === "true" || tag === "false") {
  79155. return;
  79156. }
  79157. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79158. return;
  79159. }
  79160. Tags.EnableFor(obj);
  79161. obj._tags[tag] = true;
  79162. };
  79163. /**
  79164. * Removes specific tags from a specific object
  79165. * @param obj defines the object to use
  79166. * @param tagsString defines the tags to remove
  79167. */
  79168. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79169. if (!Tags.HasTags(obj)) {
  79170. return;
  79171. }
  79172. var tags = tagsString.split(" ");
  79173. for (var t in tags) {
  79174. Tags._RemoveTagFrom(obj, tags[t]);
  79175. }
  79176. };
  79177. /**
  79178. * @hidden
  79179. */
  79180. Tags._RemoveTagFrom = function (obj, tag) {
  79181. delete obj._tags[tag];
  79182. };
  79183. /**
  79184. * Defines if tags hosted on an object match a given query
  79185. * @param obj defines the object to use
  79186. * @param tagsQuery defines the tag query
  79187. * @returns a boolean
  79188. */
  79189. Tags.MatchesQuery = function (obj, tagsQuery) {
  79190. if (tagsQuery === undefined) {
  79191. return true;
  79192. }
  79193. if (tagsQuery === "") {
  79194. return Tags.HasTags(obj);
  79195. }
  79196. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79197. };
  79198. return Tags;
  79199. }());
  79200. BABYLON.Tags = Tags;
  79201. })(BABYLON || (BABYLON = {}));
  79202. //# sourceMappingURL=babylon.tags.js.map
  79203. var BABYLON;
  79204. (function (BABYLON) {
  79205. /**
  79206. * Class used to evalaute queries containing `and` and `or` operators
  79207. */
  79208. var AndOrNotEvaluator = /** @class */ (function () {
  79209. function AndOrNotEvaluator() {
  79210. }
  79211. /**
  79212. * Evaluate a query
  79213. * @param query defines the query to evaluate
  79214. * @param evaluateCallback defines the callback used to filter result
  79215. * @returns true if the query matches
  79216. */
  79217. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79218. if (!query.match(/\([^\(\)]*\)/g)) {
  79219. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79220. }
  79221. else {
  79222. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79223. // remove parenthesis
  79224. r = r.slice(1, r.length - 1);
  79225. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79226. });
  79227. }
  79228. if (query === "true") {
  79229. return true;
  79230. }
  79231. if (query === "false") {
  79232. return false;
  79233. }
  79234. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79235. };
  79236. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79237. evaluateCallback = evaluateCallback || (function (r) {
  79238. return r === "true" ? true : false;
  79239. });
  79240. var result;
  79241. var or = parenthesisContent.split("||");
  79242. for (var i in or) {
  79243. if (or.hasOwnProperty(i)) {
  79244. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79245. var and = ori.split("&&");
  79246. if (and.length > 1) {
  79247. for (var j = 0; j < and.length; ++j) {
  79248. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79249. if (andj !== "true" && andj !== "false") {
  79250. if (andj[0] === "!") {
  79251. result = !evaluateCallback(andj.substring(1));
  79252. }
  79253. else {
  79254. result = evaluateCallback(andj);
  79255. }
  79256. }
  79257. else {
  79258. result = andj === "true" ? true : false;
  79259. }
  79260. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  79261. ori = "false";
  79262. break;
  79263. }
  79264. }
  79265. }
  79266. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  79267. result = true;
  79268. break;
  79269. }
  79270. // result equals false (or undefined)
  79271. if (ori !== "true" && ori !== "false") {
  79272. if (ori[0] === "!") {
  79273. result = !evaluateCallback(ori.substring(1));
  79274. }
  79275. else {
  79276. result = evaluateCallback(ori);
  79277. }
  79278. }
  79279. else {
  79280. result = ori === "true" ? true : false;
  79281. }
  79282. }
  79283. }
  79284. // the whole parenthesis scope is replaced by 'true' or 'false'
  79285. return result ? "true" : "false";
  79286. };
  79287. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  79288. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  79289. // remove whitespaces
  79290. r = r.replace(/[\s]/g, function () { return ""; });
  79291. return r.length % 2 ? "!" : "";
  79292. });
  79293. booleanString = booleanString.trim();
  79294. if (booleanString === "!true") {
  79295. booleanString = "false";
  79296. }
  79297. else if (booleanString === "!false") {
  79298. booleanString = "true";
  79299. }
  79300. return booleanString;
  79301. };
  79302. return AndOrNotEvaluator;
  79303. }());
  79304. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  79305. })(BABYLON || (BABYLON = {}));
  79306. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  79307. var BABYLON;
  79308. (function (BABYLON) {
  79309. // Sets the default offline provider to Babylon.js
  79310. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  79311. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79312. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  79313. };
  79314. /**
  79315. * Class used to enable access to IndexedDB
  79316. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  79317. */
  79318. var Database = /** @class */ (function () {
  79319. /**
  79320. * Creates a new Database
  79321. * @param urlToScene defines the url to load the scene
  79322. * @param callbackManifestChecked defines the callback to use when manifest is checked
  79323. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  79324. */
  79325. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  79326. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  79327. var _this = this;
  79328. // Handling various flavors of prefixed version of IndexedDB
  79329. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  79330. this._callbackManifestChecked = callbackManifestChecked;
  79331. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  79332. this._db = null;
  79333. this._enableSceneOffline = false;
  79334. this._enableTexturesOffline = false;
  79335. this._manifestVersionFound = 0;
  79336. this._mustUpdateRessources = false;
  79337. this._hasReachedQuota = false;
  79338. if (!Database.IDBStorageEnabled) {
  79339. this._callbackManifestChecked(true);
  79340. }
  79341. else {
  79342. if (disableManifestCheck) {
  79343. this._enableSceneOffline = true;
  79344. this._enableTexturesOffline = true;
  79345. this._manifestVersionFound = 1;
  79346. BABYLON.Tools.SetImmediate(function () {
  79347. _this._callbackManifestChecked(true);
  79348. });
  79349. }
  79350. else {
  79351. this._checkManifestFile();
  79352. }
  79353. }
  79354. }
  79355. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  79356. /**
  79357. * Gets a boolean indicating if scene must be saved in the database
  79358. */
  79359. get: function () {
  79360. return this._enableSceneOffline;
  79361. },
  79362. enumerable: true,
  79363. configurable: true
  79364. });
  79365. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  79366. /**
  79367. * Gets a boolean indicating if textures must be saved in the database
  79368. */
  79369. get: function () {
  79370. return this._enableTexturesOffline;
  79371. },
  79372. enumerable: true,
  79373. configurable: true
  79374. });
  79375. Database.prototype._checkManifestFile = function () {
  79376. var _this = this;
  79377. var noManifestFile = function () {
  79378. _this._enableSceneOffline = false;
  79379. _this._enableTexturesOffline = false;
  79380. _this._callbackManifestChecked(false);
  79381. };
  79382. var timeStampUsed = false;
  79383. var manifestURL = this._currentSceneUrl + ".manifest";
  79384. var xhr = new XMLHttpRequest();
  79385. if (navigator.onLine) {
  79386. // Adding a timestamp to by-pass browsers' cache
  79387. timeStampUsed = true;
  79388. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  79389. }
  79390. xhr.open("GET", manifestURL, true);
  79391. xhr.addEventListener("load", function () {
  79392. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  79393. try {
  79394. var manifestFile = JSON.parse(xhr.response);
  79395. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  79396. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  79397. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  79398. _this._manifestVersionFound = manifestFile.version;
  79399. }
  79400. if (_this._callbackManifestChecked) {
  79401. _this._callbackManifestChecked(true);
  79402. }
  79403. }
  79404. catch (ex) {
  79405. noManifestFile();
  79406. }
  79407. }
  79408. else {
  79409. noManifestFile();
  79410. }
  79411. }, false);
  79412. xhr.addEventListener("error", function (event) {
  79413. if (timeStampUsed) {
  79414. timeStampUsed = false;
  79415. // Let's retry without the timeStamp
  79416. // It could fail when coupled with HTML5 Offline API
  79417. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  79418. xhr.open("GET", retryManifestURL, true);
  79419. xhr.send();
  79420. }
  79421. else {
  79422. noManifestFile();
  79423. }
  79424. }, false);
  79425. try {
  79426. xhr.send();
  79427. }
  79428. catch (ex) {
  79429. BABYLON.Tools.Error("Error on XHR send request.");
  79430. this._callbackManifestChecked(false);
  79431. }
  79432. };
  79433. /**
  79434. * Open the database and make it available
  79435. * @param successCallback defines the callback to call on success
  79436. * @param errorCallback defines the callback to call on error
  79437. */
  79438. Database.prototype.open = function (successCallback, errorCallback) {
  79439. var _this = this;
  79440. var handleError = function () {
  79441. _this._isSupported = false;
  79442. if (errorCallback) {
  79443. errorCallback();
  79444. }
  79445. };
  79446. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  79447. // Your browser doesn't support IndexedDB
  79448. this._isSupported = false;
  79449. if (errorCallback) {
  79450. errorCallback();
  79451. }
  79452. }
  79453. else {
  79454. // If the DB hasn't been opened or created yet
  79455. if (!this._db) {
  79456. this._hasReachedQuota = false;
  79457. this._isSupported = true;
  79458. var request = this._idbFactory.open("babylonjs", 1);
  79459. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  79460. request.onerror = function (event) {
  79461. handleError();
  79462. };
  79463. // executes when a version change transaction cannot complete due to other active transactions
  79464. request.onblocked = function (event) {
  79465. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  79466. handleError();
  79467. };
  79468. // DB has been opened successfully
  79469. request.onsuccess = function (event) {
  79470. _this._db = request.result;
  79471. successCallback();
  79472. };
  79473. // Initialization of the DB. Creating Scenes & Textures stores
  79474. request.onupgradeneeded = function (event) {
  79475. _this._db = (event.target).result;
  79476. if (_this._db) {
  79477. try {
  79478. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  79479. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  79480. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  79481. }
  79482. catch (ex) {
  79483. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  79484. handleError();
  79485. }
  79486. }
  79487. };
  79488. }
  79489. // DB has already been created and opened
  79490. else {
  79491. if (successCallback) {
  79492. successCallback();
  79493. }
  79494. }
  79495. }
  79496. };
  79497. /**
  79498. * Loads an image from the database
  79499. * @param url defines the url to load from
  79500. * @param image defines the target DOM image
  79501. */
  79502. Database.prototype.loadImage = function (url, image) {
  79503. var _this = this;
  79504. var completeURL = Database._ReturnFullUrlLocation(url);
  79505. var saveAndLoadImage = function () {
  79506. if (!_this._hasReachedQuota && _this._db !== null) {
  79507. // the texture is not yet in the DB, let's try to save it
  79508. _this._saveImageIntoDBAsync(completeURL, image);
  79509. }
  79510. // If the texture is not in the DB and we've reached the DB quota limit
  79511. // let's load it directly from the web
  79512. else {
  79513. image.src = url;
  79514. }
  79515. };
  79516. if (!this._mustUpdateRessources) {
  79517. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  79518. }
  79519. // First time we're download the images or update requested in the manifest file by a version change
  79520. else {
  79521. saveAndLoadImage();
  79522. }
  79523. };
  79524. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  79525. if (this._isSupported && this._db !== null) {
  79526. var texture;
  79527. var transaction = this._db.transaction(["textures"]);
  79528. transaction.onabort = function (event) {
  79529. image.src = url;
  79530. };
  79531. transaction.oncomplete = function (event) {
  79532. var blobTextureURL;
  79533. if (texture) {
  79534. var URL = window.URL || window.webkitURL;
  79535. blobTextureURL = URL.createObjectURL(texture.data);
  79536. image.onerror = function () {
  79537. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  79538. image.src = url;
  79539. };
  79540. image.src = blobTextureURL;
  79541. }
  79542. else {
  79543. notInDBCallback();
  79544. }
  79545. };
  79546. var getRequest = transaction.objectStore("textures").get(url);
  79547. getRequest.onsuccess = function (event) {
  79548. texture = (event.target).result;
  79549. };
  79550. getRequest.onerror = function (event) {
  79551. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  79552. image.src = url;
  79553. };
  79554. }
  79555. else {
  79556. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79557. image.src = url;
  79558. }
  79559. };
  79560. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  79561. var _this = this;
  79562. if (this._isSupported) {
  79563. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  79564. var generateBlobUrl = function () {
  79565. var blobTextureURL;
  79566. if (blob) {
  79567. var URL = window.URL || window.webkitURL;
  79568. try {
  79569. blobTextureURL = URL.createObjectURL(blob);
  79570. }
  79571. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  79572. catch (ex) {
  79573. blobTextureURL = URL.createObjectURL(blob);
  79574. }
  79575. }
  79576. if (blobTextureURL) {
  79577. image.src = blobTextureURL;
  79578. }
  79579. };
  79580. if (Database.IsUASupportingBlobStorage) { // Create XHR
  79581. var xhr = new XMLHttpRequest(), blob;
  79582. xhr.open("GET", url, true);
  79583. xhr.responseType = "blob";
  79584. xhr.addEventListener("load", function () {
  79585. if (xhr.status === 200 && _this._db) {
  79586. // Blob as response (XHR2)
  79587. blob = xhr.response;
  79588. var transaction = _this._db.transaction(["textures"], "readwrite");
  79589. // the transaction could abort because of a QuotaExceededError error
  79590. transaction.onabort = function (event) {
  79591. try {
  79592. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79593. var srcElement = (event.srcElement || event.target);
  79594. var error = srcElement.error;
  79595. if (error && error.name === "QuotaExceededError") {
  79596. _this._hasReachedQuota = true;
  79597. }
  79598. }
  79599. catch (ex) { }
  79600. generateBlobUrl();
  79601. };
  79602. transaction.oncomplete = function (event) {
  79603. generateBlobUrl();
  79604. };
  79605. var newTexture = { textureUrl: url, data: blob };
  79606. try {
  79607. // Put the blob into the dabase
  79608. var addRequest = transaction.objectStore("textures").put(newTexture);
  79609. addRequest.onsuccess = function (event) {
  79610. };
  79611. addRequest.onerror = function (event) {
  79612. generateBlobUrl();
  79613. };
  79614. }
  79615. catch (ex) {
  79616. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  79617. if (ex.code === 25) {
  79618. Database.IsUASupportingBlobStorage = false;
  79619. _this._enableTexturesOffline = false;
  79620. }
  79621. image.src = url;
  79622. }
  79623. }
  79624. else {
  79625. image.src = url;
  79626. }
  79627. }, false);
  79628. xhr.addEventListener("error", function (event) {
  79629. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  79630. image.src = url;
  79631. }, false);
  79632. xhr.send();
  79633. }
  79634. else {
  79635. image.src = url;
  79636. }
  79637. }
  79638. else {
  79639. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79640. image.src = url;
  79641. }
  79642. };
  79643. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  79644. var _this = this;
  79645. var updateVersion = function () {
  79646. // the version is not yet in the DB or we need to update it
  79647. _this._saveVersionIntoDBAsync(url, versionLoaded);
  79648. };
  79649. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  79650. };
  79651. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  79652. var _this = this;
  79653. if (this._isSupported && this._db) {
  79654. var version;
  79655. try {
  79656. var transaction = this._db.transaction(["versions"]);
  79657. transaction.oncomplete = function (event) {
  79658. if (version) {
  79659. // If the version in the JSON file is different from the version in DB
  79660. if (_this._manifestVersionFound !== version.data) {
  79661. _this._mustUpdateRessources = true;
  79662. updateInDBCallback();
  79663. }
  79664. else {
  79665. callback(version.data);
  79666. }
  79667. }
  79668. // version was not found in DB
  79669. else {
  79670. _this._mustUpdateRessources = true;
  79671. updateInDBCallback();
  79672. }
  79673. };
  79674. transaction.onabort = function (event) {
  79675. callback(-1);
  79676. };
  79677. var getRequest = transaction.objectStore("versions").get(url);
  79678. getRequest.onsuccess = function (event) {
  79679. version = (event.target).result;
  79680. };
  79681. getRequest.onerror = function (event) {
  79682. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  79683. callback(-1);
  79684. };
  79685. }
  79686. catch (ex) {
  79687. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  79688. callback(-1);
  79689. }
  79690. }
  79691. else {
  79692. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79693. callback(-1);
  79694. }
  79695. };
  79696. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  79697. var _this = this;
  79698. if (this._isSupported && !this._hasReachedQuota && this._db) {
  79699. try {
  79700. // Open a transaction to the database
  79701. var transaction = this._db.transaction(["versions"], "readwrite");
  79702. // the transaction could abort because of a QuotaExceededError error
  79703. transaction.onabort = function (event) {
  79704. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79705. var error = event.srcElement['error'];
  79706. if (error && error.name === "QuotaExceededError") {
  79707. _this._hasReachedQuota = true;
  79708. }
  79709. }
  79710. catch (ex) { }
  79711. callback(-1);
  79712. };
  79713. transaction.oncomplete = function (event) {
  79714. callback(_this._manifestVersionFound);
  79715. };
  79716. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  79717. // Put the scene into the database
  79718. var addRequest = transaction.objectStore("versions").put(newVersion);
  79719. addRequest.onsuccess = function (event) {
  79720. };
  79721. addRequest.onerror = function (event) {
  79722. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  79723. };
  79724. }
  79725. catch (ex) {
  79726. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  79727. callback(-1);
  79728. }
  79729. }
  79730. else {
  79731. callback(-1);
  79732. }
  79733. };
  79734. /**
  79735. * Loads a file from database
  79736. * @param url defines the URL to load from
  79737. * @param sceneLoaded defines a callback to call on success
  79738. * @param progressCallBack defines a callback to call when progress changed
  79739. * @param errorCallback defines a callback to call on error
  79740. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  79741. */
  79742. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  79743. var _this = this;
  79744. var completeUrl = Database._ReturnFullUrlLocation(url);
  79745. var saveAndLoadFile = function () {
  79746. // the scene is not yet in the DB, let's try to save it
  79747. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79748. };
  79749. this._checkVersionFromDB(completeUrl, function (version) {
  79750. if (version !== -1) {
  79751. if (!_this._mustUpdateRessources) {
  79752. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  79753. }
  79754. else {
  79755. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  79756. }
  79757. }
  79758. else {
  79759. if (errorCallback) {
  79760. errorCallback();
  79761. }
  79762. }
  79763. });
  79764. };
  79765. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  79766. if (this._isSupported && this._db) {
  79767. var targetStore;
  79768. if (url.indexOf(".babylon") !== -1) {
  79769. targetStore = "scenes";
  79770. }
  79771. else {
  79772. targetStore = "textures";
  79773. }
  79774. var file;
  79775. var transaction = this._db.transaction([targetStore]);
  79776. transaction.oncomplete = function (event) {
  79777. if (file) {
  79778. callback(file.data);
  79779. }
  79780. // file was not found in DB
  79781. else {
  79782. notInDBCallback();
  79783. }
  79784. };
  79785. transaction.onabort = function (event) {
  79786. notInDBCallback();
  79787. };
  79788. var getRequest = transaction.objectStore(targetStore).get(url);
  79789. getRequest.onsuccess = function (event) {
  79790. file = (event.target).result;
  79791. };
  79792. getRequest.onerror = function (event) {
  79793. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  79794. notInDBCallback();
  79795. };
  79796. }
  79797. else {
  79798. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  79799. callback();
  79800. }
  79801. };
  79802. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  79803. var _this = this;
  79804. if (this._isSupported) {
  79805. var targetStore;
  79806. if (url.indexOf(".babylon") !== -1) {
  79807. targetStore = "scenes";
  79808. }
  79809. else {
  79810. targetStore = "textures";
  79811. }
  79812. // Create XHR
  79813. var xhr = new XMLHttpRequest();
  79814. var fileData;
  79815. xhr.open("GET", url + "?" + Date.now(), true);
  79816. if (useArrayBuffer) {
  79817. xhr.responseType = "arraybuffer";
  79818. }
  79819. if (progressCallback) {
  79820. xhr.onprogress = progressCallback;
  79821. }
  79822. xhr.addEventListener("load", function () {
  79823. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  79824. // Blob as response (XHR2)
  79825. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  79826. if (!_this._hasReachedQuota && _this._db) {
  79827. // Open a transaction to the database
  79828. var transaction = _this._db.transaction([targetStore], "readwrite");
  79829. // the transaction could abort because of a QuotaExceededError error
  79830. transaction.onabort = function (event) {
  79831. try {
  79832. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  79833. var error = event.srcElement['error'];
  79834. if (error && error.name === "QuotaExceededError") {
  79835. _this._hasReachedQuota = true;
  79836. }
  79837. }
  79838. catch (ex) { }
  79839. callback(fileData);
  79840. };
  79841. transaction.oncomplete = function (event) {
  79842. callback(fileData);
  79843. };
  79844. var newFile;
  79845. if (targetStore === "scenes") {
  79846. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  79847. }
  79848. else {
  79849. newFile = { textureUrl: url, data: fileData };
  79850. }
  79851. try {
  79852. // Put the scene into the database
  79853. var addRequest = transaction.objectStore(targetStore).put(newFile);
  79854. addRequest.onsuccess = function (event) {
  79855. };
  79856. addRequest.onerror = function (event) {
  79857. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  79858. };
  79859. }
  79860. catch (ex) {
  79861. callback(fileData);
  79862. }
  79863. }
  79864. else {
  79865. callback(fileData);
  79866. }
  79867. }
  79868. else {
  79869. if (xhr.status >= 400 && errorCallback) {
  79870. errorCallback(xhr);
  79871. }
  79872. else {
  79873. callback();
  79874. }
  79875. }
  79876. }, false);
  79877. xhr.addEventListener("error", function (event) {
  79878. BABYLON.Tools.Error("error on XHR request.");
  79879. callback();
  79880. }, false);
  79881. xhr.send();
  79882. }
  79883. else {
  79884. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  79885. callback();
  79886. }
  79887. };
  79888. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  79889. Database.IsUASupportingBlobStorage = true;
  79890. /**
  79891. * Gets a boolean indicating if Database storate is enabled (off by default)
  79892. */
  79893. Database.IDBStorageEnabled = false;
  79894. Database._ParseURL = function (url) {
  79895. var a = document.createElement('a');
  79896. a.href = url;
  79897. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  79898. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  79899. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  79900. return absLocation;
  79901. };
  79902. Database._ReturnFullUrlLocation = function (url) {
  79903. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  79904. return (Database._ParseURL(window.location.href) + url);
  79905. }
  79906. else {
  79907. return url;
  79908. }
  79909. };
  79910. return Database;
  79911. }());
  79912. BABYLON.Database = Database;
  79913. })(BABYLON || (BABYLON = {}));
  79914. //# sourceMappingURL=babylon.database.js.map
  79915. var BABYLON;
  79916. (function (BABYLON) {
  79917. /**
  79918. * This represents all the required information to add a fresnel effect on a material:
  79919. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  79920. */
  79921. var FresnelParameters = /** @class */ (function () {
  79922. function FresnelParameters() {
  79923. this._isEnabled = true;
  79924. /**
  79925. * Define the color used on edges (grazing angle)
  79926. */
  79927. this.leftColor = BABYLON.Color3.White();
  79928. /**
  79929. * Define the color used on center
  79930. */
  79931. this.rightColor = BABYLON.Color3.Black();
  79932. /**
  79933. * Define bias applied to computed fresnel term
  79934. */
  79935. this.bias = 0;
  79936. /**
  79937. * Defined the power exponent applied to fresnel term
  79938. */
  79939. this.power = 1;
  79940. }
  79941. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  79942. /**
  79943. * Define if the fresnel effect is enable or not.
  79944. */
  79945. get: function () {
  79946. return this._isEnabled;
  79947. },
  79948. set: function (value) {
  79949. if (this._isEnabled === value) {
  79950. return;
  79951. }
  79952. this._isEnabled = value;
  79953. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  79954. },
  79955. enumerable: true,
  79956. configurable: true
  79957. });
  79958. /**
  79959. * Clones the current fresnel and its valuues
  79960. * @returns a clone fresnel configuration
  79961. */
  79962. FresnelParameters.prototype.clone = function () {
  79963. var newFresnelParameters = new FresnelParameters();
  79964. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  79965. return newFresnelParameters;
  79966. };
  79967. /**
  79968. * Serializes the current fresnel parameters to a JSON representation.
  79969. * @return the JSON serialization
  79970. */
  79971. FresnelParameters.prototype.serialize = function () {
  79972. var serializationObject = {};
  79973. serializationObject.isEnabled = this.isEnabled;
  79974. serializationObject.leftColor = this.leftColor.asArray();
  79975. serializationObject.rightColor = this.rightColor.asArray();
  79976. serializationObject.bias = this.bias;
  79977. serializationObject.power = this.power;
  79978. return serializationObject;
  79979. };
  79980. /**
  79981. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  79982. * @param parsedFresnelParameters Define the JSON representation
  79983. * @returns the parsed parameters
  79984. */
  79985. FresnelParameters.Parse = function (parsedFresnelParameters) {
  79986. var fresnelParameters = new FresnelParameters();
  79987. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  79988. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  79989. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  79990. fresnelParameters.bias = parsedFresnelParameters.bias;
  79991. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  79992. return fresnelParameters;
  79993. };
  79994. return FresnelParameters;
  79995. }());
  79996. BABYLON.FresnelParameters = FresnelParameters;
  79997. })(BABYLON || (BABYLON = {}));
  79998. //# sourceMappingURL=babylon.fresnelParameters.js.map
  79999. var BABYLON;
  80000. (function (BABYLON) {
  80001. /**
  80002. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80003. * separate meshes. This can be use to improve performances.
  80004. * @see http://doc.babylonjs.com/how_to/multi_materials
  80005. */
  80006. var MultiMaterial = /** @class */ (function (_super) {
  80007. __extends(MultiMaterial, _super);
  80008. /**
  80009. * Instantiates a new Multi Material
  80010. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80011. * separate meshes. This can be use to improve performances.
  80012. * @see http://doc.babylonjs.com/how_to/multi_materials
  80013. * @param name Define the name in the scene
  80014. * @param scene Define the scene the material belongs to
  80015. */
  80016. function MultiMaterial(name, scene) {
  80017. var _this = _super.call(this, name, scene, true) || this;
  80018. scene.multiMaterials.push(_this);
  80019. _this.subMaterials = new Array();
  80020. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80021. return _this;
  80022. }
  80023. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80024. /**
  80025. * Gets or Sets the list of Materials used within the multi material.
  80026. * They need to be ordered according to the submeshes order in the associated mesh
  80027. */
  80028. get: function () {
  80029. return this._subMaterials;
  80030. },
  80031. set: function (value) {
  80032. this._subMaterials = value;
  80033. this._hookArray(value);
  80034. },
  80035. enumerable: true,
  80036. configurable: true
  80037. });
  80038. MultiMaterial.prototype._hookArray = function (array) {
  80039. var _this = this;
  80040. var oldPush = array.push;
  80041. array.push = function () {
  80042. var items = [];
  80043. for (var _i = 0; _i < arguments.length; _i++) {
  80044. items[_i] = arguments[_i];
  80045. }
  80046. var result = oldPush.apply(array, items);
  80047. _this._markAllSubMeshesAsTexturesDirty();
  80048. return result;
  80049. };
  80050. var oldSplice = array.splice;
  80051. array.splice = function (index, deleteCount) {
  80052. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80053. _this._markAllSubMeshesAsTexturesDirty();
  80054. return deleted;
  80055. };
  80056. };
  80057. /**
  80058. * Get one of the submaterial by its index in the submaterials array
  80059. * @param index The index to look the sub material at
  80060. * @returns The Material if the index has been defined
  80061. */
  80062. MultiMaterial.prototype.getSubMaterial = function (index) {
  80063. if (index < 0 || index >= this.subMaterials.length) {
  80064. return this.getScene().defaultMaterial;
  80065. }
  80066. return this.subMaterials[index];
  80067. };
  80068. /**
  80069. * Get the list of active textures for the whole sub materials list.
  80070. * @returns All the textures that will be used during the rendering
  80071. */
  80072. MultiMaterial.prototype.getActiveTextures = function () {
  80073. var _a;
  80074. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80075. if (subMaterial) {
  80076. return subMaterial.getActiveTextures();
  80077. }
  80078. else {
  80079. return [];
  80080. }
  80081. }));
  80082. };
  80083. /**
  80084. * Gets the current class name of the material e.g. "MultiMaterial"
  80085. * Mainly use in serialization.
  80086. * @returns the class name
  80087. */
  80088. MultiMaterial.prototype.getClassName = function () {
  80089. return "MultiMaterial";
  80090. };
  80091. /**
  80092. * Checks if the material is ready to render the requested sub mesh
  80093. * @param mesh Define the mesh the submesh belongs to
  80094. * @param subMesh Define the sub mesh to look readyness for
  80095. * @param useInstances Define whether or not the material is used with instances
  80096. * @returns true if ready, otherwise false
  80097. */
  80098. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80099. for (var index = 0; index < this.subMaterials.length; index++) {
  80100. var subMaterial = this.subMaterials[index];
  80101. if (subMaterial) {
  80102. if (subMaterial._storeEffectOnSubMeshes) {
  80103. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80104. return false;
  80105. }
  80106. continue;
  80107. }
  80108. if (!subMaterial.isReady(mesh)) {
  80109. return false;
  80110. }
  80111. }
  80112. }
  80113. return true;
  80114. };
  80115. /**
  80116. * Clones the current material and its related sub materials
  80117. * @param name Define the name of the newly cloned material
  80118. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80119. * @returns the cloned material
  80120. */
  80121. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80122. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80123. for (var index = 0; index < this.subMaterials.length; index++) {
  80124. var subMaterial = null;
  80125. var current = this.subMaterials[index];
  80126. if (cloneChildren && current) {
  80127. subMaterial = current.clone(name + "-" + current.name);
  80128. }
  80129. else {
  80130. subMaterial = this.subMaterials[index];
  80131. }
  80132. newMultiMaterial.subMaterials.push(subMaterial);
  80133. }
  80134. return newMultiMaterial;
  80135. };
  80136. /**
  80137. * Serializes the materials into a JSON representation.
  80138. * @returns the JSON representation
  80139. */
  80140. MultiMaterial.prototype.serialize = function () {
  80141. var serializationObject = {};
  80142. serializationObject.name = this.name;
  80143. serializationObject.id = this.id;
  80144. if (BABYLON.Tags) {
  80145. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80146. }
  80147. serializationObject.materials = [];
  80148. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80149. var subMat = this.subMaterials[matIndex];
  80150. if (subMat) {
  80151. serializationObject.materials.push(subMat.id);
  80152. }
  80153. else {
  80154. serializationObject.materials.push(null);
  80155. }
  80156. }
  80157. return serializationObject;
  80158. };
  80159. /**
  80160. * Dispose the material and release its associated resources
  80161. * @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)
  80162. * @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)
  80163. */
  80164. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80165. var scene = this.getScene();
  80166. if (!scene) {
  80167. return;
  80168. }
  80169. var index = scene.multiMaterials.indexOf(this);
  80170. if (index >= 0) {
  80171. scene.multiMaterials.splice(index, 1);
  80172. }
  80173. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80174. };
  80175. return MultiMaterial;
  80176. }(BABYLON.Material));
  80177. BABYLON.MultiMaterial = MultiMaterial;
  80178. })(BABYLON || (BABYLON = {}));
  80179. //# sourceMappingURL=babylon.multiMaterial.js.map
  80180. var BABYLON;
  80181. (function (BABYLON) {
  80182. /**
  80183. * Manage the touch inputs to control the movement of a free camera.
  80184. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80185. */
  80186. var FreeCameraTouchInput = /** @class */ (function () {
  80187. function FreeCameraTouchInput() {
  80188. /**
  80189. * Defines the touch sensibility for rotation.
  80190. * The higher the faster.
  80191. */
  80192. this.touchAngularSensibility = 200000.0;
  80193. /**
  80194. * Defines the touch sensibility for move.
  80195. * The higher the faster.
  80196. */
  80197. this.touchMoveSensibility = 250.0;
  80198. this._offsetX = null;
  80199. this._offsetY = null;
  80200. this._pointerPressed = new Array();
  80201. }
  80202. /**
  80203. * Attach the input controls to a specific dom element to get the input from.
  80204. * @param element Defines the element the controls should be listened from
  80205. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80206. */
  80207. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80208. var _this = this;
  80209. var previousPosition = null;
  80210. if (this._pointerInput === undefined) {
  80211. this._onLostFocus = function (evt) {
  80212. _this._offsetX = null;
  80213. _this._offsetY = null;
  80214. };
  80215. this._pointerInput = function (p, s) {
  80216. var evt = p.event;
  80217. if (evt.pointerType === "mouse") {
  80218. return;
  80219. }
  80220. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80221. if (!noPreventDefault) {
  80222. evt.preventDefault();
  80223. }
  80224. _this._pointerPressed.push(evt.pointerId);
  80225. if (_this._pointerPressed.length !== 1) {
  80226. return;
  80227. }
  80228. previousPosition = {
  80229. x: evt.clientX,
  80230. y: evt.clientY
  80231. };
  80232. }
  80233. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80234. if (!noPreventDefault) {
  80235. evt.preventDefault();
  80236. }
  80237. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80238. if (index === -1) {
  80239. return;
  80240. }
  80241. _this._pointerPressed.splice(index, 1);
  80242. if (index != 0) {
  80243. return;
  80244. }
  80245. previousPosition = null;
  80246. _this._offsetX = null;
  80247. _this._offsetY = null;
  80248. }
  80249. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  80250. if (!noPreventDefault) {
  80251. evt.preventDefault();
  80252. }
  80253. if (!previousPosition) {
  80254. return;
  80255. }
  80256. var index = _this._pointerPressed.indexOf(evt.pointerId);
  80257. if (index != 0) {
  80258. return;
  80259. }
  80260. _this._offsetX = evt.clientX - previousPosition.x;
  80261. _this._offsetY = -(evt.clientY - previousPosition.y);
  80262. }
  80263. };
  80264. }
  80265. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  80266. if (this._onLostFocus) {
  80267. element.addEventListener("blur", this._onLostFocus);
  80268. }
  80269. };
  80270. /**
  80271. * Detach the current controls from the specified dom element.
  80272. * @param element Defines the element to stop listening the inputs from
  80273. */
  80274. FreeCameraTouchInput.prototype.detachControl = function (element) {
  80275. if (this._pointerInput && element) {
  80276. if (this._observer) {
  80277. this.camera.getScene().onPointerObservable.remove(this._observer);
  80278. this._observer = null;
  80279. }
  80280. if (this._onLostFocus) {
  80281. element.removeEventListener("blur", this._onLostFocus);
  80282. this._onLostFocus = null;
  80283. }
  80284. this._pointerPressed = [];
  80285. this._offsetX = null;
  80286. this._offsetY = null;
  80287. }
  80288. };
  80289. /**
  80290. * Update the current camera state depending on the inputs that have been used this frame.
  80291. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  80292. */
  80293. FreeCameraTouchInput.prototype.checkInputs = function () {
  80294. if (this._offsetX && this._offsetY) {
  80295. var camera = this.camera;
  80296. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  80297. if (this._pointerPressed.length > 1) {
  80298. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  80299. }
  80300. else {
  80301. var speed = camera._computeLocalCameraSpeed();
  80302. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  80303. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  80304. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  80305. }
  80306. }
  80307. };
  80308. /**
  80309. * Gets the class name of the current intput.
  80310. * @returns the class name
  80311. */
  80312. FreeCameraTouchInput.prototype.getClassName = function () {
  80313. return "FreeCameraTouchInput";
  80314. };
  80315. /**
  80316. * Get the friendly name associated with the input class.
  80317. * @returns the input friendly name
  80318. */
  80319. FreeCameraTouchInput.prototype.getSimpleName = function () {
  80320. return "touch";
  80321. };
  80322. __decorate([
  80323. BABYLON.serialize()
  80324. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  80325. __decorate([
  80326. BABYLON.serialize()
  80327. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  80328. return FreeCameraTouchInput;
  80329. }());
  80330. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  80331. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  80332. })(BABYLON || (BABYLON = {}));
  80333. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  80334. var BABYLON;
  80335. (function (BABYLON) {
  80336. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  80337. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  80338. });
  80339. /**
  80340. * This represents a FPS type of camera controlled by touch.
  80341. * This is like a universal camera minus the Gamepad controls.
  80342. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80343. */
  80344. var TouchCamera = /** @class */ (function (_super) {
  80345. __extends(TouchCamera, _super);
  80346. /**
  80347. * Instantiates a new touch camera.
  80348. * This represents a FPS type of camera controlled by touch.
  80349. * This is like a universal camera minus the Gamepad controls.
  80350. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80351. * @param name Define the name of the camera in the scene
  80352. * @param position Define the start position of the camera in the scene
  80353. * @param scene Define the scene the camera belongs to
  80354. */
  80355. function TouchCamera(name, position, scene) {
  80356. var _this = _super.call(this, name, position, scene) || this;
  80357. _this.inputs.addTouch();
  80358. _this._setupInputs();
  80359. return _this;
  80360. }
  80361. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  80362. /**
  80363. * Defines the touch sensibility for rotation.
  80364. * The higher the faster.
  80365. */
  80366. get: function () {
  80367. var touch = this.inputs.attached["touch"];
  80368. if (touch) {
  80369. return touch.touchAngularSensibility;
  80370. }
  80371. return 0;
  80372. },
  80373. set: function (value) {
  80374. var touch = this.inputs.attached["touch"];
  80375. if (touch) {
  80376. touch.touchAngularSensibility = value;
  80377. }
  80378. },
  80379. enumerable: true,
  80380. configurable: true
  80381. });
  80382. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  80383. /**
  80384. * Defines the touch sensibility for move.
  80385. * The higher the faster.
  80386. */
  80387. get: function () {
  80388. var touch = this.inputs.attached["touch"];
  80389. if (touch) {
  80390. return touch.touchMoveSensibility;
  80391. }
  80392. return 0;
  80393. },
  80394. set: function (value) {
  80395. var touch = this.inputs.attached["touch"];
  80396. if (touch) {
  80397. touch.touchMoveSensibility = value;
  80398. }
  80399. },
  80400. enumerable: true,
  80401. configurable: true
  80402. });
  80403. /**
  80404. * Gets the current object class name.
  80405. * @return the class name
  80406. */
  80407. TouchCamera.prototype.getClassName = function () {
  80408. return "TouchCamera";
  80409. };
  80410. /** @hidden */
  80411. TouchCamera.prototype._setupInputs = function () {
  80412. var mouse = this.inputs.attached["mouse"];
  80413. if (mouse) {
  80414. mouse.touchEnabled = false;
  80415. }
  80416. };
  80417. return TouchCamera;
  80418. }(BABYLON.FreeCamera));
  80419. BABYLON.TouchCamera = TouchCamera;
  80420. })(BABYLON || (BABYLON = {}));
  80421. //# sourceMappingURL=babylon.touchCamera.js.map
  80422. var BABYLON;
  80423. (function (BABYLON) {
  80424. /**
  80425. * 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.
  80426. * This is the base class of any Procedural texture and contains most of the shareable code.
  80427. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80428. */
  80429. var ProceduralTexture = /** @class */ (function (_super) {
  80430. __extends(ProceduralTexture, _super);
  80431. /**
  80432. * Instantiates a new procedural texture.
  80433. * 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.
  80434. * This is the base class of any Procedural texture and contains most of the shareable code.
  80435. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  80436. * @param name Define the name of the texture
  80437. * @param size Define the size of the texture to create
  80438. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  80439. * @param scene Define the scene the texture belongs to
  80440. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  80441. * @param generateMipMaps Define if the texture should creates mip maps or not
  80442. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  80443. */
  80444. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  80445. if (fallbackTexture === void 0) { fallbackTexture = null; }
  80446. if (generateMipMaps === void 0) { generateMipMaps = true; }
  80447. if (isCube === void 0) { isCube = false; }
  80448. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  80449. _this.isCube = isCube;
  80450. /**
  80451. * Define if the texture is enabled or not (disabled texture will not render)
  80452. */
  80453. _this.isEnabled = true;
  80454. /**
  80455. * Define if the texture must be cleared before rendering (default is true)
  80456. */
  80457. _this.autoClear = true;
  80458. /**
  80459. * Event raised when the texture is generated
  80460. */
  80461. _this.onGeneratedObservable = new BABYLON.Observable();
  80462. /** @hidden */
  80463. _this._textures = {};
  80464. _this._currentRefreshId = -1;
  80465. _this._refreshRate = 1;
  80466. _this._vertexBuffers = {};
  80467. _this._uniforms = new Array();
  80468. _this._samplers = new Array();
  80469. _this._floats = {};
  80470. _this._ints = {};
  80471. _this._floatsArrays = {};
  80472. _this._colors3 = {};
  80473. _this._colors4 = {};
  80474. _this._vectors2 = {};
  80475. _this._vectors3 = {};
  80476. _this._matrices = {};
  80477. _this._fallbackTextureUsed = false;
  80478. _this._cachedDefines = "";
  80479. _this._contentUpdateId = -1;
  80480. scene = _this.getScene();
  80481. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  80482. if (!component) {
  80483. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  80484. scene._addComponent(component);
  80485. }
  80486. scene.proceduralTextures.push(_this);
  80487. _this._engine = scene.getEngine();
  80488. _this.name = name;
  80489. _this.isRenderTarget = true;
  80490. _this._size = size;
  80491. _this._generateMipMaps = generateMipMaps;
  80492. _this.setFragment(fragment);
  80493. _this._fallbackTexture = fallbackTexture;
  80494. if (isCube) {
  80495. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80496. _this.setFloat("face", 0);
  80497. }
  80498. else {
  80499. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  80500. }
  80501. // VBO
  80502. var vertices = [];
  80503. vertices.push(1, 1);
  80504. vertices.push(-1, 1);
  80505. vertices.push(-1, -1);
  80506. vertices.push(1, -1);
  80507. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  80508. _this._createIndexBuffer();
  80509. return _this;
  80510. }
  80511. /**
  80512. * The effect that is created when initializing the post process.
  80513. * @returns The created effect corrisponding the the postprocess.
  80514. */
  80515. ProceduralTexture.prototype.getEffect = function () {
  80516. return this._effect;
  80517. };
  80518. /**
  80519. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  80520. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  80521. */
  80522. ProceduralTexture.prototype.getContent = function () {
  80523. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  80524. return this._contentData;
  80525. }
  80526. this._contentData = this.readPixels(0, 0, this._contentData);
  80527. this._contentUpdateId = this._currentRefreshId;
  80528. return this._contentData;
  80529. };
  80530. ProceduralTexture.prototype._createIndexBuffer = function () {
  80531. var engine = this._engine;
  80532. // Indices
  80533. var indices = [];
  80534. indices.push(0);
  80535. indices.push(1);
  80536. indices.push(2);
  80537. indices.push(0);
  80538. indices.push(2);
  80539. indices.push(3);
  80540. this._indexBuffer = engine.createIndexBuffer(indices);
  80541. };
  80542. /** @hidden */
  80543. ProceduralTexture.prototype._rebuild = function () {
  80544. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80545. if (vb) {
  80546. vb._rebuild();
  80547. }
  80548. this._createIndexBuffer();
  80549. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  80550. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  80551. }
  80552. };
  80553. /**
  80554. * Resets the texture in order to recreate its associated resources.
  80555. * This can be called in case of context loss
  80556. */
  80557. ProceduralTexture.prototype.reset = function () {
  80558. if (this._effect === undefined) {
  80559. return;
  80560. }
  80561. var engine = this._engine;
  80562. engine._releaseEffect(this._effect);
  80563. };
  80564. ProceduralTexture.prototype._getDefines = function () {
  80565. return "";
  80566. };
  80567. /**
  80568. * Is the texture ready to be used ? (rendered at least once)
  80569. * @returns true if ready, otherwise, false.
  80570. */
  80571. ProceduralTexture.prototype.isReady = function () {
  80572. var _this = this;
  80573. var engine = this._engine;
  80574. var shaders;
  80575. if (!this._fragment) {
  80576. return false;
  80577. }
  80578. if (this._fallbackTextureUsed) {
  80579. return true;
  80580. }
  80581. var defines = this._getDefines();
  80582. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  80583. return true;
  80584. }
  80585. if (this._fragment.fragmentElement !== undefined) {
  80586. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  80587. }
  80588. else {
  80589. shaders = { vertex: "procedural", fragment: this._fragment };
  80590. }
  80591. this._cachedDefines = defines;
  80592. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  80593. _this.releaseInternalTexture();
  80594. if (_this._fallbackTexture) {
  80595. _this._texture = _this._fallbackTexture._texture;
  80596. if (_this._texture) {
  80597. _this._texture.incrementReferences();
  80598. }
  80599. }
  80600. _this._fallbackTextureUsed = true;
  80601. });
  80602. return this._effect.isReady();
  80603. };
  80604. /**
  80605. * Resets the refresh counter of the texture and start bak from scratch.
  80606. * Could be usefull to regenerate the texture if it is setup to render only once.
  80607. */
  80608. ProceduralTexture.prototype.resetRefreshCounter = function () {
  80609. this._currentRefreshId = -1;
  80610. };
  80611. /**
  80612. * Set the fragment shader to use in order to render the texture.
  80613. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  80614. */
  80615. ProceduralTexture.prototype.setFragment = function (fragment) {
  80616. this._fragment = fragment;
  80617. };
  80618. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  80619. /**
  80620. * Define the refresh rate of the texture or the rendering frequency.
  80621. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  80622. */
  80623. get: function () {
  80624. return this._refreshRate;
  80625. },
  80626. set: function (value) {
  80627. this._refreshRate = value;
  80628. this.resetRefreshCounter();
  80629. },
  80630. enumerable: true,
  80631. configurable: true
  80632. });
  80633. /** @hidden */
  80634. ProceduralTexture.prototype._shouldRender = function () {
  80635. if (!this.isEnabled || !this.isReady() || !this._texture) {
  80636. if (this._texture) {
  80637. this._texture.isReady = false;
  80638. }
  80639. return false;
  80640. }
  80641. if (this._fallbackTextureUsed) {
  80642. return false;
  80643. }
  80644. if (this._currentRefreshId === -1) { // At least render once
  80645. this._currentRefreshId = 1;
  80646. return true;
  80647. }
  80648. if (this.refreshRate === this._currentRefreshId) {
  80649. this._currentRefreshId = 1;
  80650. return true;
  80651. }
  80652. this._currentRefreshId++;
  80653. return false;
  80654. };
  80655. /**
  80656. * Get the size the texture is rendering at.
  80657. * @returns the size (texture is always squared)
  80658. */
  80659. ProceduralTexture.prototype.getRenderSize = function () {
  80660. return this._size;
  80661. };
  80662. /**
  80663. * Resize the texture to new value.
  80664. * @param size Define the new size the texture should have
  80665. * @param generateMipMaps Define whether the new texture should create mip maps
  80666. */
  80667. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  80668. if (this._fallbackTextureUsed) {
  80669. return;
  80670. }
  80671. this.releaseInternalTexture();
  80672. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  80673. // Update properties
  80674. this._size = size;
  80675. this._generateMipMaps = generateMipMaps;
  80676. };
  80677. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  80678. if (this._uniforms.indexOf(uniformName) === -1) {
  80679. this._uniforms.push(uniformName);
  80680. }
  80681. };
  80682. /**
  80683. * Set a texture in the shader program used to render.
  80684. * @param name Define the name of the uniform samplers as defined in the shader
  80685. * @param texture Define the texture to bind to this sampler
  80686. * @return the texture itself allowing "fluent" like uniform updates
  80687. */
  80688. ProceduralTexture.prototype.setTexture = function (name, texture) {
  80689. if (this._samplers.indexOf(name) === -1) {
  80690. this._samplers.push(name);
  80691. }
  80692. this._textures[name] = texture;
  80693. return this;
  80694. };
  80695. /**
  80696. * Set a float in the shader.
  80697. * @param name Define the name of the uniform as defined in the shader
  80698. * @param value Define the value to give to the uniform
  80699. * @return the texture itself allowing "fluent" like uniform updates
  80700. */
  80701. ProceduralTexture.prototype.setFloat = function (name, value) {
  80702. this._checkUniform(name);
  80703. this._floats[name] = value;
  80704. return this;
  80705. };
  80706. /**
  80707. * Set a int in the shader.
  80708. * @param name Define the name of the uniform as defined in the shader
  80709. * @param value Define the value to give to the uniform
  80710. * @return the texture itself allowing "fluent" like uniform updates
  80711. */
  80712. ProceduralTexture.prototype.setInt = function (name, value) {
  80713. this._checkUniform(name);
  80714. this._ints[name] = value;
  80715. return this;
  80716. };
  80717. /**
  80718. * Set an array of floats in the shader.
  80719. * @param name Define the name of the uniform as defined in the shader
  80720. * @param value Define the value to give to the uniform
  80721. * @return the texture itself allowing "fluent" like uniform updates
  80722. */
  80723. ProceduralTexture.prototype.setFloats = function (name, value) {
  80724. this._checkUniform(name);
  80725. this._floatsArrays[name] = value;
  80726. return this;
  80727. };
  80728. /**
  80729. * Set a vec3 in the shader from a Color3.
  80730. * @param name Define the name of the uniform as defined in the shader
  80731. * @param value Define the value to give to the uniform
  80732. * @return the texture itself allowing "fluent" like uniform updates
  80733. */
  80734. ProceduralTexture.prototype.setColor3 = function (name, value) {
  80735. this._checkUniform(name);
  80736. this._colors3[name] = value;
  80737. return this;
  80738. };
  80739. /**
  80740. * Set a vec4 in the shader from a Color4.
  80741. * @param name Define the name of the uniform as defined in the shader
  80742. * @param value Define the value to give to the uniform
  80743. * @return the texture itself allowing "fluent" like uniform updates
  80744. */
  80745. ProceduralTexture.prototype.setColor4 = function (name, value) {
  80746. this._checkUniform(name);
  80747. this._colors4[name] = value;
  80748. return this;
  80749. };
  80750. /**
  80751. * Set a vec2 in the shader from a Vector2.
  80752. * @param name Define the name of the uniform as defined in the shader
  80753. * @param value Define the value to give to the uniform
  80754. * @return the texture itself allowing "fluent" like uniform updates
  80755. */
  80756. ProceduralTexture.prototype.setVector2 = function (name, value) {
  80757. this._checkUniform(name);
  80758. this._vectors2[name] = value;
  80759. return this;
  80760. };
  80761. /**
  80762. * Set a vec3 in the shader from a Vector3.
  80763. * @param name Define the name of the uniform as defined in the shader
  80764. * @param value Define the value to give to the uniform
  80765. * @return the texture itself allowing "fluent" like uniform updates
  80766. */
  80767. ProceduralTexture.prototype.setVector3 = function (name, value) {
  80768. this._checkUniform(name);
  80769. this._vectors3[name] = value;
  80770. return this;
  80771. };
  80772. /**
  80773. * Set a mat4 in the shader from a MAtrix.
  80774. * @param name Define the name of the uniform as defined in the shader
  80775. * @param value Define the value to give to the uniform
  80776. * @return the texture itself allowing "fluent" like uniform updates
  80777. */
  80778. ProceduralTexture.prototype.setMatrix = function (name, value) {
  80779. this._checkUniform(name);
  80780. this._matrices[name] = value;
  80781. return this;
  80782. };
  80783. /**
  80784. * Render the texture to its associated render target.
  80785. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  80786. */
  80787. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  80788. var scene = this.getScene();
  80789. if (!scene) {
  80790. return;
  80791. }
  80792. var engine = this._engine;
  80793. // Render
  80794. engine.enableEffect(this._effect);
  80795. engine.setState(false);
  80796. // Texture
  80797. for (var name in this._textures) {
  80798. this._effect.setTexture(name, this._textures[name]);
  80799. }
  80800. // Float
  80801. for (name in this._ints) {
  80802. this._effect.setInt(name, this._ints[name]);
  80803. }
  80804. // Float
  80805. for (name in this._floats) {
  80806. this._effect.setFloat(name, this._floats[name]);
  80807. }
  80808. // Floats
  80809. for (name in this._floatsArrays) {
  80810. this._effect.setArray(name, this._floatsArrays[name]);
  80811. }
  80812. // Color3
  80813. for (name in this._colors3) {
  80814. this._effect.setColor3(name, this._colors3[name]);
  80815. }
  80816. // Color4
  80817. for (name in this._colors4) {
  80818. var color = this._colors4[name];
  80819. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  80820. }
  80821. // Vector2
  80822. for (name in this._vectors2) {
  80823. this._effect.setVector2(name, this._vectors2[name]);
  80824. }
  80825. // Vector3
  80826. for (name in this._vectors3) {
  80827. this._effect.setVector3(name, this._vectors3[name]);
  80828. }
  80829. // Matrix
  80830. for (name in this._matrices) {
  80831. this._effect.setMatrix(name, this._matrices[name]);
  80832. }
  80833. if (!this._texture) {
  80834. return;
  80835. }
  80836. if (this.isCube) {
  80837. for (var face = 0; face < 6; face++) {
  80838. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  80839. // VBOs
  80840. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80841. this._effect.setFloat("face", face);
  80842. // Clear
  80843. if (this.autoClear) {
  80844. engine.clear(scene.clearColor, true, false, false);
  80845. }
  80846. // Draw order
  80847. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80848. // Mipmaps
  80849. if (face === 5) {
  80850. engine.generateMipMapsForCubemap(this._texture);
  80851. }
  80852. }
  80853. }
  80854. else {
  80855. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  80856. // VBOs
  80857. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  80858. // Clear
  80859. if (this.autoClear) {
  80860. engine.clear(scene.clearColor, true, false, false);
  80861. }
  80862. // Draw order
  80863. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  80864. }
  80865. // Unbind
  80866. engine.unBindFramebuffer(this._texture, this.isCube);
  80867. if (this.onGenerated) {
  80868. this.onGenerated();
  80869. }
  80870. this.onGeneratedObservable.notifyObservers(this);
  80871. };
  80872. /**
  80873. * Clone the texture.
  80874. * @returns the cloned texture
  80875. */
  80876. ProceduralTexture.prototype.clone = function () {
  80877. var textureSize = this.getSize();
  80878. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  80879. // Base texture
  80880. newTexture.hasAlpha = this.hasAlpha;
  80881. newTexture.level = this.level;
  80882. // RenderTarget Texture
  80883. newTexture.coordinatesMode = this.coordinatesMode;
  80884. return newTexture;
  80885. };
  80886. /**
  80887. * Dispose the texture and release its asoociated resources.
  80888. */
  80889. ProceduralTexture.prototype.dispose = function () {
  80890. var scene = this.getScene();
  80891. if (!scene) {
  80892. return;
  80893. }
  80894. var index = scene.proceduralTextures.indexOf(this);
  80895. if (index >= 0) {
  80896. scene.proceduralTextures.splice(index, 1);
  80897. }
  80898. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  80899. if (vertexBuffer) {
  80900. vertexBuffer.dispose();
  80901. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  80902. }
  80903. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  80904. this._indexBuffer = null;
  80905. }
  80906. _super.prototype.dispose.call(this);
  80907. };
  80908. __decorate([
  80909. BABYLON.serialize()
  80910. ], ProceduralTexture.prototype, "isEnabled", void 0);
  80911. __decorate([
  80912. BABYLON.serialize()
  80913. ], ProceduralTexture.prototype, "autoClear", void 0);
  80914. __decorate([
  80915. BABYLON.serialize()
  80916. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  80917. __decorate([
  80918. BABYLON.serialize()
  80919. ], ProceduralTexture.prototype, "_size", void 0);
  80920. __decorate([
  80921. BABYLON.serialize()
  80922. ], ProceduralTexture.prototype, "refreshRate", null);
  80923. return ProceduralTexture;
  80924. }(BABYLON.Texture));
  80925. BABYLON.ProceduralTexture = ProceduralTexture;
  80926. })(BABYLON || (BABYLON = {}));
  80927. //# sourceMappingURL=babylon.proceduralTexture.js.map
  80928. var BABYLON;
  80929. (function (BABYLON) {
  80930. /**
  80931. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  80932. * in a given scene.
  80933. */
  80934. var ProceduralTextureSceneComponent = /** @class */ (function () {
  80935. /**
  80936. * Creates a new instance of the component for the given scene
  80937. * @param scene Defines the scene to register the component in
  80938. */
  80939. function ProceduralTextureSceneComponent(scene) {
  80940. /**
  80941. * The component name helpfull to identify the component in the list of scene components.
  80942. */
  80943. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  80944. this.scene = scene;
  80945. this.scene.proceduralTextures = new Array();
  80946. scene.layers = new Array();
  80947. }
  80948. /**
  80949. * Registers the component in a given scene
  80950. */
  80951. ProceduralTextureSceneComponent.prototype.register = function () {
  80952. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  80953. };
  80954. /**
  80955. * Rebuilds the elements related to this component in case of
  80956. * context lost for instance.
  80957. */
  80958. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  80959. // Nothing to do here.
  80960. };
  80961. /**
  80962. * Disposes the component and the associated ressources.
  80963. */
  80964. ProceduralTextureSceneComponent.prototype.dispose = function () {
  80965. // Nothing to do here.
  80966. };
  80967. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  80968. if (this.scene.proceduralTexturesEnabled) {
  80969. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80970. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  80971. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  80972. if (proceduralTexture._shouldRender()) {
  80973. proceduralTexture.render();
  80974. }
  80975. }
  80976. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  80977. }
  80978. };
  80979. return ProceduralTextureSceneComponent;
  80980. }());
  80981. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  80982. })(BABYLON || (BABYLON = {}));
  80983. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  80984. var BABYLON;
  80985. (function (BABYLON) {
  80986. /**
  80987. * 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.
  80988. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80989. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80990. */
  80991. var CustomProceduralTexture = /** @class */ (function (_super) {
  80992. __extends(CustomProceduralTexture, _super);
  80993. /**
  80994. * Instantiates a new Custom Procedural Texture.
  80995. * 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.
  80996. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  80997. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  80998. * @param name Define the name of the texture
  80999. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81000. * @param size Define the size of the texture to create
  81001. * @param scene Define the scene the texture belongs to
  81002. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81003. * @param generateMipMaps Define if the texture should creates mip maps or not
  81004. */
  81005. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81006. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81007. _this._animate = true;
  81008. _this._time = 0;
  81009. _this._texturePath = texturePath;
  81010. //Try to load json
  81011. _this._loadJson(texturePath);
  81012. _this.refreshRate = 1;
  81013. return _this;
  81014. }
  81015. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81016. var _this = this;
  81017. var noConfigFile = function () {
  81018. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81019. try {
  81020. _this.setFragment(_this._texturePath);
  81021. }
  81022. catch (ex) {
  81023. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81024. }
  81025. };
  81026. var configFileUrl = jsonUrl + "/config.json";
  81027. var xhr = new XMLHttpRequest();
  81028. xhr.open("GET", configFileUrl, true);
  81029. xhr.addEventListener("load", function () {
  81030. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81031. try {
  81032. _this._config = JSON.parse(xhr.response);
  81033. _this.updateShaderUniforms();
  81034. _this.updateTextures();
  81035. _this.setFragment(_this._texturePath + "/custom");
  81036. _this._animate = _this._config.animate;
  81037. _this.refreshRate = _this._config.refreshrate;
  81038. }
  81039. catch (ex) {
  81040. noConfigFile();
  81041. }
  81042. }
  81043. else {
  81044. noConfigFile();
  81045. }
  81046. }, false);
  81047. xhr.addEventListener("error", function () {
  81048. noConfigFile();
  81049. }, false);
  81050. try {
  81051. xhr.send();
  81052. }
  81053. catch (ex) {
  81054. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81055. }
  81056. };
  81057. /**
  81058. * Is the texture ready to be used ? (rendered at least once)
  81059. * @returns true if ready, otherwise, false.
  81060. */
  81061. CustomProceduralTexture.prototype.isReady = function () {
  81062. if (!_super.prototype.isReady.call(this)) {
  81063. return false;
  81064. }
  81065. for (var name in this._textures) {
  81066. var texture = this._textures[name];
  81067. if (!texture.isReady()) {
  81068. return false;
  81069. }
  81070. }
  81071. return true;
  81072. };
  81073. /**
  81074. * Render the texture to its associated render target.
  81075. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81076. */
  81077. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81078. var scene = this.getScene();
  81079. if (this._animate && scene) {
  81080. this._time += scene.getAnimationRatio() * 0.03;
  81081. this.updateShaderUniforms();
  81082. }
  81083. _super.prototype.render.call(this, useCameraPostProcess);
  81084. };
  81085. /**
  81086. * Update the list of dependant textures samplers in the shader.
  81087. */
  81088. CustomProceduralTexture.prototype.updateTextures = function () {
  81089. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81090. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81091. }
  81092. };
  81093. /**
  81094. * Update the uniform values of the procedural texture in the shader.
  81095. */
  81096. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81097. if (this._config) {
  81098. for (var j = 0; j < this._config.uniforms.length; j++) {
  81099. var uniform = this._config.uniforms[j];
  81100. switch (uniform.type) {
  81101. case "float":
  81102. this.setFloat(uniform.name, uniform.value);
  81103. break;
  81104. case "color3":
  81105. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81106. break;
  81107. case "color4":
  81108. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81109. break;
  81110. case "vector2":
  81111. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81112. break;
  81113. case "vector3":
  81114. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81115. break;
  81116. }
  81117. }
  81118. }
  81119. this.setFloat("time", this._time);
  81120. };
  81121. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81122. /**
  81123. * Define if the texture animates or not.
  81124. */
  81125. get: function () {
  81126. return this._animate;
  81127. },
  81128. set: function (value) {
  81129. this._animate = value;
  81130. },
  81131. enumerable: true,
  81132. configurable: true
  81133. });
  81134. return CustomProceduralTexture;
  81135. }(BABYLON.ProceduralTexture));
  81136. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81137. })(BABYLON || (BABYLON = {}));
  81138. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81139. var BABYLON;
  81140. (function (BABYLON) {
  81141. /**
  81142. * Manage the gamepad inputs to control a free camera.
  81143. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81144. */
  81145. var FreeCameraGamepadInput = /** @class */ (function () {
  81146. function FreeCameraGamepadInput() {
  81147. /**
  81148. * Defines the gamepad rotation sensiblity.
  81149. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81150. */
  81151. this.gamepadAngularSensibility = 200;
  81152. /**
  81153. * Defines the gamepad move sensiblity.
  81154. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81155. */
  81156. this.gamepadMoveSensibility = 40;
  81157. this._cameraTransform = BABYLON.Matrix.Identity();
  81158. this._deltaTransform = BABYLON.Vector3.Zero();
  81159. this._vector3 = BABYLON.Vector3.Zero();
  81160. this._vector2 = BABYLON.Vector2.Zero();
  81161. }
  81162. /**
  81163. * Attach the input controls to a specific dom element to get the input from.
  81164. * @param element Defines the element the controls should be listened from
  81165. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81166. */
  81167. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81168. var _this = this;
  81169. var manager = this.camera.getScene().gamepadManager;
  81170. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81171. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81172. // prioritize XBOX gamepads.
  81173. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81174. _this.gamepad = gamepad;
  81175. }
  81176. }
  81177. });
  81178. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81179. if (_this.gamepad === gamepad) {
  81180. _this.gamepad = null;
  81181. }
  81182. });
  81183. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81184. };
  81185. /**
  81186. * Detach the current controls from the specified dom element.
  81187. * @param element Defines the element to stop listening the inputs from
  81188. */
  81189. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81190. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81191. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81192. this.gamepad = null;
  81193. };
  81194. /**
  81195. * Update the current camera state depending on the inputs that have been used this frame.
  81196. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81197. */
  81198. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81199. if (this.gamepad && this.gamepad.leftStick) {
  81200. var camera = this.camera;
  81201. var LSValues = this.gamepad.leftStick;
  81202. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81203. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81204. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81205. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81206. var RSValues = this.gamepad.rightStick;
  81207. if (RSValues) {
  81208. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81209. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81210. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81211. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81212. }
  81213. else {
  81214. RSValues = { x: 0, y: 0 };
  81215. }
  81216. if (!camera.rotationQuaternion) {
  81217. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81218. }
  81219. else {
  81220. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81221. }
  81222. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81223. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81224. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81225. camera.cameraDirection.addInPlace(this._deltaTransform);
  81226. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81227. camera.cameraRotation.addInPlace(this._vector2);
  81228. }
  81229. };
  81230. /**
  81231. * Gets the class name of the current intput.
  81232. * @returns the class name
  81233. */
  81234. FreeCameraGamepadInput.prototype.getClassName = function () {
  81235. return "FreeCameraGamepadInput";
  81236. };
  81237. /**
  81238. * Get the friendly name associated with the input class.
  81239. * @returns the input friendly name
  81240. */
  81241. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  81242. return "gamepad";
  81243. };
  81244. __decorate([
  81245. BABYLON.serialize()
  81246. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  81247. __decorate([
  81248. BABYLON.serialize()
  81249. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81250. return FreeCameraGamepadInput;
  81251. }());
  81252. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  81253. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  81254. })(BABYLON || (BABYLON = {}));
  81255. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  81256. var BABYLON;
  81257. (function (BABYLON) {
  81258. /**
  81259. * Manage the gamepad inputs to control an arc rotate camera.
  81260. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81261. */
  81262. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  81263. function ArcRotateCameraGamepadInput() {
  81264. /**
  81265. * Defines the gamepad rotation sensiblity.
  81266. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81267. */
  81268. this.gamepadRotationSensibility = 80;
  81269. /**
  81270. * Defines the gamepad move sensiblity.
  81271. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81272. */
  81273. this.gamepadMoveSensibility = 40;
  81274. }
  81275. /**
  81276. * Attach the input controls to a specific dom element to get the input from.
  81277. * @param element Defines the element the controls should be listened from
  81278. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81279. */
  81280. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81281. var _this = this;
  81282. var manager = this.camera.getScene().gamepadManager;
  81283. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81284. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81285. // prioritize XBOX gamepads.
  81286. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81287. _this.gamepad = gamepad;
  81288. }
  81289. }
  81290. });
  81291. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81292. if (_this.gamepad === gamepad) {
  81293. _this.gamepad = null;
  81294. }
  81295. });
  81296. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81297. };
  81298. /**
  81299. * Detach the current controls from the specified dom element.
  81300. * @param element Defines the element to stop listening the inputs from
  81301. */
  81302. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  81303. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81304. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81305. this.gamepad = null;
  81306. };
  81307. /**
  81308. * Update the current camera state depending on the inputs that have been used this frame.
  81309. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81310. */
  81311. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  81312. if (this.gamepad) {
  81313. var camera = this.camera;
  81314. var RSValues = this.gamepad.rightStick;
  81315. if (RSValues) {
  81316. if (RSValues.x != 0) {
  81317. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  81318. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  81319. camera.inertialAlphaOffset += normalizedRX;
  81320. }
  81321. }
  81322. if (RSValues.y != 0) {
  81323. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  81324. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  81325. camera.inertialBetaOffset += normalizedRY;
  81326. }
  81327. }
  81328. }
  81329. var LSValues = this.gamepad.leftStick;
  81330. if (LSValues && LSValues.y != 0) {
  81331. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81332. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  81333. this.camera.inertialRadiusOffset -= normalizedLY;
  81334. }
  81335. }
  81336. }
  81337. };
  81338. /**
  81339. * Gets the class name of the current intput.
  81340. * @returns the class name
  81341. */
  81342. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  81343. return "ArcRotateCameraGamepadInput";
  81344. };
  81345. /**
  81346. * Get the friendly name associated with the input class.
  81347. * @returns the input friendly name
  81348. */
  81349. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  81350. return "gamepad";
  81351. };
  81352. __decorate([
  81353. BABYLON.serialize()
  81354. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  81355. __decorate([
  81356. BABYLON.serialize()
  81357. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  81358. return ArcRotateCameraGamepadInput;
  81359. }());
  81360. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  81361. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  81362. })(BABYLON || (BABYLON = {}));
  81363. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  81364. var BABYLON;
  81365. (function (BABYLON) {
  81366. /**
  81367. * Manager for handling gamepads
  81368. */
  81369. var GamepadManager = /** @class */ (function () {
  81370. /**
  81371. * Initializes the gamepad manager
  81372. * @param _scene BabylonJS scene
  81373. */
  81374. function GamepadManager(_scene) {
  81375. var _this = this;
  81376. this._scene = _scene;
  81377. this._babylonGamepads = [];
  81378. this._oneGamepadConnected = false;
  81379. /** @hidden */
  81380. this._isMonitoring = false;
  81381. /**
  81382. * observable to be triggered when the gamepad controller has been disconnected
  81383. */
  81384. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  81385. if (!BABYLON.Tools.IsWindowObjectExist()) {
  81386. this._gamepadEventSupported = false;
  81387. }
  81388. else {
  81389. this._gamepadEventSupported = 'GamepadEvent' in window;
  81390. this._gamepadSupport = (navigator.getGamepads ||
  81391. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  81392. }
  81393. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  81394. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  81395. for (var i in _this._babylonGamepads) {
  81396. var gamepad = _this._babylonGamepads[i];
  81397. if (gamepad && gamepad._isConnected) {
  81398. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  81399. }
  81400. }
  81401. });
  81402. this._onGamepadConnectedEvent = function (evt) {
  81403. var gamepad = evt.gamepad;
  81404. if (gamepad.index in _this._babylonGamepads) {
  81405. if (_this._babylonGamepads[gamepad.index].isConnected) {
  81406. return;
  81407. }
  81408. }
  81409. var newGamepad;
  81410. if (_this._babylonGamepads[gamepad.index]) {
  81411. newGamepad = _this._babylonGamepads[gamepad.index];
  81412. newGamepad.browserGamepad = gamepad;
  81413. newGamepad._isConnected = true;
  81414. }
  81415. else {
  81416. newGamepad = _this._addNewGamepad(gamepad);
  81417. }
  81418. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81419. _this._startMonitoringGamepads();
  81420. };
  81421. this._onGamepadDisconnectedEvent = function (evt) {
  81422. var gamepad = evt.gamepad;
  81423. // Remove the gamepad from the list of gamepads to monitor.
  81424. for (var i in _this._babylonGamepads) {
  81425. if (_this._babylonGamepads[i].index === gamepad.index) {
  81426. var disconnectedGamepad = _this._babylonGamepads[i];
  81427. disconnectedGamepad._isConnected = false;
  81428. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  81429. break;
  81430. }
  81431. }
  81432. };
  81433. if (this._gamepadSupport) {
  81434. //first add already-connected gamepads
  81435. this._updateGamepadObjects();
  81436. if (this._babylonGamepads.length) {
  81437. this._startMonitoringGamepads();
  81438. }
  81439. // Checking if the gamepad connected event is supported (like in Firefox)
  81440. if (this._gamepadEventSupported) {
  81441. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  81442. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  81443. }
  81444. else {
  81445. this._startMonitoringGamepads();
  81446. }
  81447. }
  81448. }
  81449. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  81450. /**
  81451. * The gamepads in the game pad manager
  81452. */
  81453. get: function () {
  81454. return this._babylonGamepads;
  81455. },
  81456. enumerable: true,
  81457. configurable: true
  81458. });
  81459. /**
  81460. * Get the gamepad controllers based on type
  81461. * @param type The type of gamepad controller
  81462. * @returns Nullable gamepad
  81463. */
  81464. GamepadManager.prototype.getGamepadByType = function (type) {
  81465. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  81466. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  81467. var gamepad = _a[_i];
  81468. if (gamepad && gamepad.type === type) {
  81469. return gamepad;
  81470. }
  81471. }
  81472. return null;
  81473. };
  81474. /**
  81475. * Disposes the gamepad manager
  81476. */
  81477. GamepadManager.prototype.dispose = function () {
  81478. if (this._gamepadEventSupported) {
  81479. if (this._onGamepadConnectedEvent) {
  81480. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  81481. }
  81482. if (this._onGamepadDisconnectedEvent) {
  81483. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  81484. }
  81485. this._onGamepadConnectedEvent = null;
  81486. this._onGamepadDisconnectedEvent = null;
  81487. }
  81488. this._babylonGamepads.forEach(function (gamepad) {
  81489. gamepad.dispose();
  81490. });
  81491. this.onGamepadConnectedObservable.clear();
  81492. this.onGamepadDisconnectedObservable.clear();
  81493. this._oneGamepadConnected = false;
  81494. this._stopMonitoringGamepads();
  81495. this._babylonGamepads = [];
  81496. };
  81497. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  81498. if (!this._oneGamepadConnected) {
  81499. this._oneGamepadConnected = true;
  81500. }
  81501. var newGamepad;
  81502. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  81503. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  81504. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  81505. }
  81506. // if pose is supported, use the (WebVR) pose enabled controller
  81507. else if (gamepad.pose) {
  81508. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  81509. }
  81510. else {
  81511. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  81512. }
  81513. this._babylonGamepads[newGamepad.index] = newGamepad;
  81514. return newGamepad;
  81515. };
  81516. GamepadManager.prototype._startMonitoringGamepads = function () {
  81517. if (!this._isMonitoring) {
  81518. this._isMonitoring = true;
  81519. //back-comp
  81520. if (!this._scene) {
  81521. this._checkGamepadsStatus();
  81522. }
  81523. }
  81524. };
  81525. GamepadManager.prototype._stopMonitoringGamepads = function () {
  81526. this._isMonitoring = false;
  81527. };
  81528. /** @hidden */
  81529. GamepadManager.prototype._checkGamepadsStatus = function () {
  81530. var _this = this;
  81531. // Hack to be compatible Chrome
  81532. this._updateGamepadObjects();
  81533. for (var i in this._babylonGamepads) {
  81534. var gamepad = this._babylonGamepads[i];
  81535. if (!gamepad || !gamepad.isConnected) {
  81536. continue;
  81537. }
  81538. gamepad.update();
  81539. }
  81540. if (this._isMonitoring && !this._scene) {
  81541. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  81542. }
  81543. };
  81544. // This function is called only on Chrome, which does not properly support
  81545. // connection/disconnection events and forces you to recopy again the gamepad object
  81546. GamepadManager.prototype._updateGamepadObjects = function () {
  81547. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  81548. for (var i = 0; i < gamepads.length; i++) {
  81549. var gamepad = gamepads[i];
  81550. if (gamepad) {
  81551. if (!this._babylonGamepads[gamepad.index]) {
  81552. var newGamepad = this._addNewGamepad(gamepad);
  81553. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  81554. }
  81555. else {
  81556. // Forced to copy again this object for Chrome for unknown reason
  81557. this._babylonGamepads[i].browserGamepad = gamepad;
  81558. if (!this._babylonGamepads[i].isConnected) {
  81559. this._babylonGamepads[i]._isConnected = true;
  81560. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  81561. }
  81562. }
  81563. }
  81564. }
  81565. };
  81566. return GamepadManager;
  81567. }());
  81568. BABYLON.GamepadManager = GamepadManager;
  81569. })(BABYLON || (BABYLON = {}));
  81570. //# sourceMappingURL=babylon.gamepadManager.js.map
  81571. var BABYLON;
  81572. (function (BABYLON) {
  81573. /**
  81574. * Represents a gamepad control stick position
  81575. */
  81576. var StickValues = /** @class */ (function () {
  81577. /**
  81578. * Initializes the gamepad x and y control stick values
  81579. * @param x The x component of the gamepad control stick value
  81580. * @param y The y component of the gamepad control stick value
  81581. */
  81582. function StickValues(
  81583. /**
  81584. * The x component of the control stick
  81585. */
  81586. x,
  81587. /**
  81588. * The y component of the control stick
  81589. */
  81590. y) {
  81591. this.x = x;
  81592. this.y = y;
  81593. }
  81594. return StickValues;
  81595. }());
  81596. BABYLON.StickValues = StickValues;
  81597. /**
  81598. * Represents a gamepad
  81599. */
  81600. var Gamepad = /** @class */ (function () {
  81601. /**
  81602. * Initializes the gamepad
  81603. * @param id The id of the gamepad
  81604. * @param index The index of the gamepad
  81605. * @param browserGamepad The browser gamepad
  81606. * @param leftStickX The x component of the left joystick
  81607. * @param leftStickY The y component of the left joystick
  81608. * @param rightStickX The x component of the right joystick
  81609. * @param rightStickY The y component of the right joystick
  81610. */
  81611. function Gamepad(
  81612. /**
  81613. * The id of the gamepad
  81614. */
  81615. id,
  81616. /**
  81617. * The index of the gamepad
  81618. */
  81619. index,
  81620. /**
  81621. * The browser gamepad
  81622. */
  81623. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  81624. if (leftStickX === void 0) { leftStickX = 0; }
  81625. if (leftStickY === void 0) { leftStickY = 1; }
  81626. if (rightStickX === void 0) { rightStickX = 2; }
  81627. if (rightStickY === void 0) { rightStickY = 3; }
  81628. this.id = id;
  81629. this.index = index;
  81630. this.browserGamepad = browserGamepad;
  81631. this._leftStick = { x: 0, y: 0 };
  81632. this._rightStick = { x: 0, y: 0 };
  81633. /** @hidden */
  81634. this._isConnected = true;
  81635. /**
  81636. * Specifies whether the left control stick should be Y-inverted
  81637. */
  81638. this._invertLeftStickY = false;
  81639. this.type = Gamepad.GAMEPAD;
  81640. this._leftStickAxisX = leftStickX;
  81641. this._leftStickAxisY = leftStickY;
  81642. this._rightStickAxisX = rightStickX;
  81643. this._rightStickAxisY = rightStickY;
  81644. if (this.browserGamepad.axes.length >= 2) {
  81645. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81646. }
  81647. if (this.browserGamepad.axes.length >= 4) {
  81648. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81649. }
  81650. }
  81651. Object.defineProperty(Gamepad.prototype, "isConnected", {
  81652. /**
  81653. * Specifies if the gamepad has been connected
  81654. */
  81655. get: function () {
  81656. return this._isConnected;
  81657. },
  81658. enumerable: true,
  81659. configurable: true
  81660. });
  81661. /**
  81662. * Callback triggered when the left joystick has changed
  81663. * @param callback
  81664. */
  81665. Gamepad.prototype.onleftstickchanged = function (callback) {
  81666. this._onleftstickchanged = callback;
  81667. };
  81668. /**
  81669. * Callback triggered when the right joystick has changed
  81670. * @param callback
  81671. */
  81672. Gamepad.prototype.onrightstickchanged = function (callback) {
  81673. this._onrightstickchanged = callback;
  81674. };
  81675. Object.defineProperty(Gamepad.prototype, "leftStick", {
  81676. /**
  81677. * Gets the left joystick
  81678. */
  81679. get: function () {
  81680. return this._leftStick;
  81681. },
  81682. /**
  81683. * Sets the left joystick values
  81684. */
  81685. set: function (newValues) {
  81686. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  81687. this._onleftstickchanged(newValues);
  81688. }
  81689. this._leftStick = newValues;
  81690. },
  81691. enumerable: true,
  81692. configurable: true
  81693. });
  81694. Object.defineProperty(Gamepad.prototype, "rightStick", {
  81695. /**
  81696. * Gets the right joystick
  81697. */
  81698. get: function () {
  81699. return this._rightStick;
  81700. },
  81701. /**
  81702. * Sets the right joystick value
  81703. */
  81704. set: function (newValues) {
  81705. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  81706. this._onrightstickchanged(newValues);
  81707. }
  81708. this._rightStick = newValues;
  81709. },
  81710. enumerable: true,
  81711. configurable: true
  81712. });
  81713. /**
  81714. * Updates the gamepad joystick positions
  81715. */
  81716. Gamepad.prototype.update = function () {
  81717. if (this._leftStick) {
  81718. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  81719. if (this._invertLeftStickY) {
  81720. this.leftStick.y *= -1;
  81721. }
  81722. }
  81723. if (this._rightStick) {
  81724. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  81725. }
  81726. };
  81727. /**
  81728. * Disposes the gamepad
  81729. */
  81730. Gamepad.prototype.dispose = function () {
  81731. };
  81732. /**
  81733. * Represents a gamepad controller
  81734. */
  81735. Gamepad.GAMEPAD = 0;
  81736. /**
  81737. * Represents a generic controller
  81738. */
  81739. Gamepad.GENERIC = 1;
  81740. /**
  81741. * Represents an XBox controller
  81742. */
  81743. Gamepad.XBOX = 2;
  81744. /**
  81745. * Represents a pose-enabled controller
  81746. */
  81747. Gamepad.POSE_ENABLED = 3;
  81748. return Gamepad;
  81749. }());
  81750. BABYLON.Gamepad = Gamepad;
  81751. /**
  81752. * Represents a generic gamepad
  81753. */
  81754. var GenericPad = /** @class */ (function (_super) {
  81755. __extends(GenericPad, _super);
  81756. /**
  81757. * Initializes the generic gamepad
  81758. * @param id The id of the generic gamepad
  81759. * @param index The index of the generic gamepad
  81760. * @param browserGamepad The browser gamepad
  81761. */
  81762. function GenericPad(id, index, browserGamepad) {
  81763. var _this = _super.call(this, id, index, browserGamepad) || this;
  81764. /**
  81765. * Observable triggered when a button has been pressed
  81766. */
  81767. _this.onButtonDownObservable = new BABYLON.Observable();
  81768. /**
  81769. * Observable triggered when a button has been released
  81770. */
  81771. _this.onButtonUpObservable = new BABYLON.Observable();
  81772. _this.type = Gamepad.GENERIC;
  81773. _this._buttons = new Array(browserGamepad.buttons.length);
  81774. return _this;
  81775. }
  81776. /**
  81777. * Callback triggered when a button has been pressed
  81778. * @param callback Called when a button has been pressed
  81779. */
  81780. GenericPad.prototype.onbuttondown = function (callback) {
  81781. this._onbuttondown = callback;
  81782. };
  81783. /**
  81784. * Callback triggered when a button has been released
  81785. * @param callback Called when a button has been released
  81786. */
  81787. GenericPad.prototype.onbuttonup = function (callback) {
  81788. this._onbuttonup = callback;
  81789. };
  81790. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  81791. if (newValue !== currentValue) {
  81792. if (newValue === 1) {
  81793. if (this._onbuttondown) {
  81794. this._onbuttondown(buttonIndex);
  81795. }
  81796. this.onButtonDownObservable.notifyObservers(buttonIndex);
  81797. }
  81798. if (newValue === 0) {
  81799. if (this._onbuttonup) {
  81800. this._onbuttonup(buttonIndex);
  81801. }
  81802. this.onButtonUpObservable.notifyObservers(buttonIndex);
  81803. }
  81804. }
  81805. return newValue;
  81806. };
  81807. /**
  81808. * Updates the generic gamepad
  81809. */
  81810. GenericPad.prototype.update = function () {
  81811. _super.prototype.update.call(this);
  81812. for (var index = 0; index < this._buttons.length; index++) {
  81813. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  81814. }
  81815. };
  81816. /**
  81817. * Disposes the generic gamepad
  81818. */
  81819. GenericPad.prototype.dispose = function () {
  81820. _super.prototype.dispose.call(this);
  81821. this.onButtonDownObservable.clear();
  81822. this.onButtonUpObservable.clear();
  81823. };
  81824. return GenericPad;
  81825. }(Gamepad));
  81826. BABYLON.GenericPad = GenericPad;
  81827. })(BABYLON || (BABYLON = {}));
  81828. //# sourceMappingURL=babylon.gamepad.js.map
  81829. var BABYLON;
  81830. (function (BABYLON) {
  81831. /**
  81832. * Defines supported buttons for XBox360 compatible gamepads
  81833. */
  81834. var Xbox360Button;
  81835. (function (Xbox360Button) {
  81836. /** A */
  81837. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  81838. /** B */
  81839. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  81840. /** X */
  81841. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  81842. /** Y */
  81843. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  81844. /** Start */
  81845. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  81846. /** Back */
  81847. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  81848. /** Left button */
  81849. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  81850. /** Right button */
  81851. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  81852. /** Left stick */
  81853. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  81854. /** Right stick */
  81855. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  81856. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  81857. /** Defines values for XBox360 DPad */
  81858. var Xbox360Dpad;
  81859. (function (Xbox360Dpad) {
  81860. /** Up */
  81861. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  81862. /** Down */
  81863. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  81864. /** Left */
  81865. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  81866. /** Right */
  81867. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  81868. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  81869. /**
  81870. * Defines a XBox360 gamepad
  81871. */
  81872. var Xbox360Pad = /** @class */ (function (_super) {
  81873. __extends(Xbox360Pad, _super);
  81874. /**
  81875. * Creates a new XBox360 gamepad object
  81876. * @param id defines the id of this gamepad
  81877. * @param index defines its index
  81878. * @param gamepad defines the internal HTML gamepad object
  81879. * @param xboxOne defines if it is a XBox One gamepad
  81880. */
  81881. function Xbox360Pad(id, index, gamepad, xboxOne) {
  81882. if (xboxOne === void 0) { xboxOne = false; }
  81883. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  81884. _this._leftTrigger = 0;
  81885. _this._rightTrigger = 0;
  81886. /** Observable raised when a button is pressed */
  81887. _this.onButtonDownObservable = new BABYLON.Observable();
  81888. /** Observable raised when a button is released */
  81889. _this.onButtonUpObservable = new BABYLON.Observable();
  81890. /** Observable raised when a pad is pressed */
  81891. _this.onPadDownObservable = new BABYLON.Observable();
  81892. /** Observable raised when a pad is released */
  81893. _this.onPadUpObservable = new BABYLON.Observable();
  81894. _this._buttonA = 0;
  81895. _this._buttonB = 0;
  81896. _this._buttonX = 0;
  81897. _this._buttonY = 0;
  81898. _this._buttonBack = 0;
  81899. _this._buttonStart = 0;
  81900. _this._buttonLB = 0;
  81901. _this._buttonRB = 0;
  81902. _this._buttonLeftStick = 0;
  81903. _this._buttonRightStick = 0;
  81904. _this._dPadUp = 0;
  81905. _this._dPadDown = 0;
  81906. _this._dPadLeft = 0;
  81907. _this._dPadRight = 0;
  81908. _this._isXboxOnePad = false;
  81909. _this.type = BABYLON.Gamepad.XBOX;
  81910. _this._isXboxOnePad = xboxOne;
  81911. return _this;
  81912. }
  81913. /**
  81914. * Defines the callback to call when left trigger is pressed
  81915. * @param callback defines the callback to use
  81916. */
  81917. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  81918. this._onlefttriggerchanged = callback;
  81919. };
  81920. /**
  81921. * Defines the callback to call when right trigger is pressed
  81922. * @param callback defines the callback to use
  81923. */
  81924. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  81925. this._onrighttriggerchanged = callback;
  81926. };
  81927. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  81928. /**
  81929. * Gets the left trigger value
  81930. */
  81931. get: function () {
  81932. return this._leftTrigger;
  81933. },
  81934. /**
  81935. * Sets the left trigger value
  81936. */
  81937. set: function (newValue) {
  81938. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  81939. this._onlefttriggerchanged(newValue);
  81940. }
  81941. this._leftTrigger = newValue;
  81942. },
  81943. enumerable: true,
  81944. configurable: true
  81945. });
  81946. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  81947. /**
  81948. * Gets the right trigger value
  81949. */
  81950. get: function () {
  81951. return this._rightTrigger;
  81952. },
  81953. /**
  81954. * Sets the right trigger value
  81955. */
  81956. set: function (newValue) {
  81957. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  81958. this._onrighttriggerchanged(newValue);
  81959. }
  81960. this._rightTrigger = newValue;
  81961. },
  81962. enumerable: true,
  81963. configurable: true
  81964. });
  81965. /**
  81966. * Defines the callback to call when a button is pressed
  81967. * @param callback defines the callback to use
  81968. */
  81969. Xbox360Pad.prototype.onbuttondown = function (callback) {
  81970. this._onbuttondown = callback;
  81971. };
  81972. /**
  81973. * Defines the callback to call when a button is released
  81974. * @param callback defines the callback to use
  81975. */
  81976. Xbox360Pad.prototype.onbuttonup = function (callback) {
  81977. this._onbuttonup = callback;
  81978. };
  81979. /**
  81980. * Defines the callback to call when a pad is pressed
  81981. * @param callback defines the callback to use
  81982. */
  81983. Xbox360Pad.prototype.ondpaddown = function (callback) {
  81984. this._ondpaddown = callback;
  81985. };
  81986. /**
  81987. * Defines the callback to call when a pad is released
  81988. * @param callback defines the callback to use
  81989. */
  81990. Xbox360Pad.prototype.ondpadup = function (callback) {
  81991. this._ondpadup = callback;
  81992. };
  81993. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  81994. if (newValue !== currentValue) {
  81995. if (newValue === 1) {
  81996. if (this._onbuttondown) {
  81997. this._onbuttondown(buttonType);
  81998. }
  81999. this.onButtonDownObservable.notifyObservers(buttonType);
  82000. }
  82001. if (newValue === 0) {
  82002. if (this._onbuttonup) {
  82003. this._onbuttonup(buttonType);
  82004. }
  82005. this.onButtonUpObservable.notifyObservers(buttonType);
  82006. }
  82007. }
  82008. return newValue;
  82009. };
  82010. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82011. if (newValue !== currentValue) {
  82012. if (newValue === 1) {
  82013. if (this._ondpaddown) {
  82014. this._ondpaddown(buttonType);
  82015. }
  82016. this.onPadDownObservable.notifyObservers(buttonType);
  82017. }
  82018. if (newValue === 0) {
  82019. if (this._ondpadup) {
  82020. this._ondpadup(buttonType);
  82021. }
  82022. this.onPadUpObservable.notifyObservers(buttonType);
  82023. }
  82024. }
  82025. return newValue;
  82026. };
  82027. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82028. /**
  82029. * Gets the value of the `A` button
  82030. */
  82031. get: function () {
  82032. return this._buttonA;
  82033. },
  82034. /**
  82035. * Sets the value of the `A` button
  82036. */
  82037. set: function (value) {
  82038. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82039. },
  82040. enumerable: true,
  82041. configurable: true
  82042. });
  82043. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82044. /**
  82045. * Gets the value of the `B` button
  82046. */
  82047. get: function () {
  82048. return this._buttonB;
  82049. },
  82050. /**
  82051. * Sets the value of the `B` button
  82052. */
  82053. set: function (value) {
  82054. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82055. },
  82056. enumerable: true,
  82057. configurable: true
  82058. });
  82059. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82060. /**
  82061. * Gets the value of the `X` button
  82062. */
  82063. get: function () {
  82064. return this._buttonX;
  82065. },
  82066. /**
  82067. * Sets the value of the `X` button
  82068. */
  82069. set: function (value) {
  82070. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82071. },
  82072. enumerable: true,
  82073. configurable: true
  82074. });
  82075. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82076. /**
  82077. * Gets the value of the `Y` button
  82078. */
  82079. get: function () {
  82080. return this._buttonY;
  82081. },
  82082. /**
  82083. * Sets the value of the `Y` button
  82084. */
  82085. set: function (value) {
  82086. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82087. },
  82088. enumerable: true,
  82089. configurable: true
  82090. });
  82091. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82092. /**
  82093. * Gets the value of the `Start` button
  82094. */
  82095. get: function () {
  82096. return this._buttonStart;
  82097. },
  82098. /**
  82099. * Sets the value of the `Start` button
  82100. */
  82101. set: function (value) {
  82102. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82103. },
  82104. enumerable: true,
  82105. configurable: true
  82106. });
  82107. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82108. /**
  82109. * Gets the value of the `Back` button
  82110. */
  82111. get: function () {
  82112. return this._buttonBack;
  82113. },
  82114. /**
  82115. * Sets the value of the `Back` button
  82116. */
  82117. set: function (value) {
  82118. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82119. },
  82120. enumerable: true,
  82121. configurable: true
  82122. });
  82123. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82124. /**
  82125. * Gets the value of the `Left` button
  82126. */
  82127. get: function () {
  82128. return this._buttonLB;
  82129. },
  82130. /**
  82131. * Sets the value of the `Left` button
  82132. */
  82133. set: function (value) {
  82134. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82135. },
  82136. enumerable: true,
  82137. configurable: true
  82138. });
  82139. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82140. /**
  82141. * Gets the value of the `Right` button
  82142. */
  82143. get: function () {
  82144. return this._buttonRB;
  82145. },
  82146. /**
  82147. * Sets the value of the `Right` button
  82148. */
  82149. set: function (value) {
  82150. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82151. },
  82152. enumerable: true,
  82153. configurable: true
  82154. });
  82155. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82156. /**
  82157. * Gets the value of the Left joystick
  82158. */
  82159. get: function () {
  82160. return this._buttonLeftStick;
  82161. },
  82162. /**
  82163. * Sets the value of the Left joystick
  82164. */
  82165. set: function (value) {
  82166. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82167. },
  82168. enumerable: true,
  82169. configurable: true
  82170. });
  82171. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82172. /**
  82173. * Gets the value of the Right joystick
  82174. */
  82175. get: function () {
  82176. return this._buttonRightStick;
  82177. },
  82178. /**
  82179. * Sets the value of the Right joystick
  82180. */
  82181. set: function (value) {
  82182. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82183. },
  82184. enumerable: true,
  82185. configurable: true
  82186. });
  82187. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82188. /**
  82189. * Gets the value of D-pad up
  82190. */
  82191. get: function () {
  82192. return this._dPadUp;
  82193. },
  82194. /**
  82195. * Sets the value of D-pad up
  82196. */
  82197. set: function (value) {
  82198. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82199. },
  82200. enumerable: true,
  82201. configurable: true
  82202. });
  82203. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82204. /**
  82205. * Gets the value of D-pad down
  82206. */
  82207. get: function () {
  82208. return this._dPadDown;
  82209. },
  82210. /**
  82211. * Sets the value of D-pad down
  82212. */
  82213. set: function (value) {
  82214. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82215. },
  82216. enumerable: true,
  82217. configurable: true
  82218. });
  82219. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82220. /**
  82221. * Gets the value of D-pad left
  82222. */
  82223. get: function () {
  82224. return this._dPadLeft;
  82225. },
  82226. /**
  82227. * Sets the value of D-pad left
  82228. */
  82229. set: function (value) {
  82230. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82231. },
  82232. enumerable: true,
  82233. configurable: true
  82234. });
  82235. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  82236. /**
  82237. * Gets the value of D-pad right
  82238. */
  82239. get: function () {
  82240. return this._dPadRight;
  82241. },
  82242. /**
  82243. * Sets the value of D-pad right
  82244. */
  82245. set: function (value) {
  82246. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  82247. },
  82248. enumerable: true,
  82249. configurable: true
  82250. });
  82251. /**
  82252. * Force the gamepad to synchronize with device values
  82253. */
  82254. Xbox360Pad.prototype.update = function () {
  82255. _super.prototype.update.call(this);
  82256. if (this._isXboxOnePad) {
  82257. this.buttonA = this.browserGamepad.buttons[0].value;
  82258. this.buttonB = this.browserGamepad.buttons[1].value;
  82259. this.buttonX = this.browserGamepad.buttons[2].value;
  82260. this.buttonY = this.browserGamepad.buttons[3].value;
  82261. this.buttonLB = this.browserGamepad.buttons[4].value;
  82262. this.buttonRB = this.browserGamepad.buttons[5].value;
  82263. this.leftTrigger = this.browserGamepad.axes[2];
  82264. this.rightTrigger = this.browserGamepad.axes[5];
  82265. this.buttonBack = this.browserGamepad.buttons[9].value;
  82266. this.buttonStart = this.browserGamepad.buttons[8].value;
  82267. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  82268. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  82269. this.dPadUp = this.browserGamepad.buttons[11].value;
  82270. this.dPadDown = this.browserGamepad.buttons[12].value;
  82271. this.dPadLeft = this.browserGamepad.buttons[13].value;
  82272. this.dPadRight = this.browserGamepad.buttons[14].value;
  82273. }
  82274. else {
  82275. this.buttonA = this.browserGamepad.buttons[0].value;
  82276. this.buttonB = this.browserGamepad.buttons[1].value;
  82277. this.buttonX = this.browserGamepad.buttons[2].value;
  82278. this.buttonY = this.browserGamepad.buttons[3].value;
  82279. this.buttonLB = this.browserGamepad.buttons[4].value;
  82280. this.buttonRB = this.browserGamepad.buttons[5].value;
  82281. this.leftTrigger = this.browserGamepad.buttons[6].value;
  82282. this.rightTrigger = this.browserGamepad.buttons[7].value;
  82283. this.buttonBack = this.browserGamepad.buttons[8].value;
  82284. this.buttonStart = this.browserGamepad.buttons[9].value;
  82285. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  82286. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  82287. this.dPadUp = this.browserGamepad.buttons[12].value;
  82288. this.dPadDown = this.browserGamepad.buttons[13].value;
  82289. this.dPadLeft = this.browserGamepad.buttons[14].value;
  82290. this.dPadRight = this.browserGamepad.buttons[15].value;
  82291. }
  82292. };
  82293. /**
  82294. * Disposes the gamepad
  82295. */
  82296. Xbox360Pad.prototype.dispose = function () {
  82297. _super.prototype.dispose.call(this);
  82298. this.onButtonDownObservable.clear();
  82299. this.onButtonUpObservable.clear();
  82300. this.onPadDownObservable.clear();
  82301. this.onPadUpObservable.clear();
  82302. };
  82303. return Xbox360Pad;
  82304. }(BABYLON.Gamepad));
  82305. BABYLON.Xbox360Pad = Xbox360Pad;
  82306. })(BABYLON || (BABYLON = {}));
  82307. //# sourceMappingURL=babylon.xboxGamepad.js.map
  82308. var BABYLON;
  82309. (function (BABYLON) {
  82310. /**
  82311. * Defines the types of pose enabled controllers that are supported
  82312. */
  82313. var PoseEnabledControllerType;
  82314. (function (PoseEnabledControllerType) {
  82315. /**
  82316. * HTC Vive
  82317. */
  82318. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  82319. /**
  82320. * Oculus Rift
  82321. */
  82322. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  82323. /**
  82324. * Windows mixed reality
  82325. */
  82326. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  82327. /**
  82328. * Samsung gear VR
  82329. */
  82330. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  82331. /**
  82332. * Google Daydream
  82333. */
  82334. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  82335. /**
  82336. * Generic
  82337. */
  82338. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  82339. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  82340. /**
  82341. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82342. */
  82343. var PoseEnabledControllerHelper = /** @class */ (function () {
  82344. function PoseEnabledControllerHelper() {
  82345. }
  82346. /**
  82347. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82348. * @param vrGamepad the gamepad to initialized
  82349. * @returns a vr controller of the type the gamepad identified as
  82350. */
  82351. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  82352. // Oculus Touch
  82353. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  82354. return new BABYLON.OculusTouchController(vrGamepad);
  82355. }
  82356. // Windows Mixed Reality controllers
  82357. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  82358. return new BABYLON.WindowsMotionController(vrGamepad);
  82359. }
  82360. // HTC Vive
  82361. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  82362. return new BABYLON.ViveController(vrGamepad);
  82363. }
  82364. // Samsung/Oculus Gear VR or Oculus Go
  82365. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  82366. return new BABYLON.GearVRController(vrGamepad);
  82367. }
  82368. // Google Daydream
  82369. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  82370. return new BABYLON.DaydreamController(vrGamepad);
  82371. }
  82372. // Generic
  82373. else {
  82374. return new BABYLON.GenericController(vrGamepad);
  82375. }
  82376. };
  82377. return PoseEnabledControllerHelper;
  82378. }());
  82379. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  82380. /**
  82381. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82382. */
  82383. var PoseEnabledController = /** @class */ (function (_super) {
  82384. __extends(PoseEnabledController, _super);
  82385. /**
  82386. * Creates a new PoseEnabledController from a gamepad
  82387. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82388. */
  82389. function PoseEnabledController(browserGamepad) {
  82390. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  82391. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  82392. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  82393. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  82394. /**
  82395. * The device position in babylon space
  82396. */
  82397. _this.devicePosition = BABYLON.Vector3.Zero();
  82398. /**
  82399. * The device rotation in babylon space
  82400. */
  82401. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  82402. /**
  82403. * The scale factor of the device in babylon space
  82404. */
  82405. _this.deviceScaleFactor = 1;
  82406. // Used to convert 6dof controllers to 3dof
  82407. _this._trackPosition = true;
  82408. _this._maxRotationDistFromHeadset = Math.PI / 5;
  82409. _this._draggedRoomRotation = 0;
  82410. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  82411. /**
  82412. * Internal, matrix used to convert room space to babylon space
  82413. * @hidden
  82414. */
  82415. _this._deviceToWorld = BABYLON.Matrix.Identity();
  82416. /**
  82417. * Node to be used when casting a ray from the controller
  82418. * @hidden
  82419. */
  82420. _this._pointingPoseNode = null;
  82421. _this._workingMatrix = BABYLON.Matrix.Identity();
  82422. /**
  82423. * @hidden
  82424. */
  82425. _this._meshAttachedObservable = new BABYLON.Observable();
  82426. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  82427. _this.controllerType = PoseEnabledControllerType.GENERIC;
  82428. _this.position = BABYLON.Vector3.Zero();
  82429. _this.rotationQuaternion = new BABYLON.Quaternion();
  82430. _this._calculatedPosition = BABYLON.Vector3.Zero();
  82431. _this._calculatedRotation = new BABYLON.Quaternion();
  82432. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  82433. return _this;
  82434. }
  82435. /**
  82436. * @hidden
  82437. */
  82438. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  82439. if (this._trackPosition) {
  82440. this._calculatedPosition.copyFrom(fixedPosition);
  82441. this._trackPosition = false;
  82442. }
  82443. };
  82444. /**
  82445. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82446. */
  82447. PoseEnabledController.prototype.update = function () {
  82448. _super.prototype.update.call(this);
  82449. this._updatePoseAndMesh();
  82450. };
  82451. /**
  82452. * Updates only the pose device and mesh without doing any button event checking
  82453. */
  82454. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  82455. var pose = this.browserGamepad.pose;
  82456. this.updateFromDevice(pose);
  82457. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  82458. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  82459. camera._computeDevicePosition();
  82460. this._deviceToWorld.setTranslation(camera.devicePosition);
  82461. if (camera.deviceRotationQuaternion) {
  82462. var camera = camera;
  82463. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  82464. // Find the radian distance away that the headset is from the controllers rotation
  82465. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  82466. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  82467. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  82468. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  82469. this._draggedRoomRotation += rotationAmount;
  82470. // Rotate controller around headset
  82471. var sin = Math.sin(-rotationAmount);
  82472. var cos = Math.cos(-rotationAmount);
  82473. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  82474. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  82475. }
  82476. }
  82477. }
  82478. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  82479. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  82480. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  82481. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  82482. if (this._mesh) {
  82483. this._mesh.position.copyFrom(this.devicePosition);
  82484. if (this._mesh.rotationQuaternion) {
  82485. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  82486. }
  82487. }
  82488. };
  82489. /**
  82490. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82491. * @param poseData raw pose fromthe device
  82492. */
  82493. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  82494. if (poseData) {
  82495. this.rawPose = poseData;
  82496. if (poseData.position) {
  82497. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  82498. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  82499. this._deviceRoomPosition.z *= -1;
  82500. }
  82501. if (this._trackPosition) {
  82502. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  82503. }
  82504. this._calculatedPosition.addInPlace(this.position);
  82505. }
  82506. var pose = this.rawPose;
  82507. if (poseData.orientation && pose.orientation) {
  82508. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  82509. if (this._mesh) {
  82510. if (this._mesh.getScene().useRightHandedSystem) {
  82511. this._deviceRoomRotationQuaternion.z *= -1;
  82512. this._deviceRoomRotationQuaternion.w *= -1;
  82513. }
  82514. else {
  82515. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  82516. }
  82517. }
  82518. // if the camera is set, rotate to the camera's rotation
  82519. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  82520. }
  82521. }
  82522. };
  82523. /**
  82524. * Attaches a mesh to the controller
  82525. * @param mesh the mesh to be attached
  82526. */
  82527. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  82528. if (this._mesh) {
  82529. this._mesh.parent = null;
  82530. }
  82531. this._mesh = mesh;
  82532. if (this._poseControlledCamera) {
  82533. this._mesh.parent = this._poseControlledCamera;
  82534. }
  82535. if (!this._mesh.rotationQuaternion) {
  82536. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  82537. }
  82538. // 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
  82539. this._updatePoseAndMesh();
  82540. if (this._pointingPoseNode) {
  82541. var parents = [];
  82542. var obj = this._pointingPoseNode;
  82543. while (obj.parent) {
  82544. parents.push(obj.parent);
  82545. obj = obj.parent;
  82546. }
  82547. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  82548. }
  82549. this._meshAttachedObservable.notifyObservers(mesh);
  82550. };
  82551. /**
  82552. * Attaches the controllers mesh to a camera
  82553. * @param camera the camera the mesh should be attached to
  82554. */
  82555. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  82556. this._poseControlledCamera = camera;
  82557. if (this._mesh) {
  82558. this._mesh.parent = this._poseControlledCamera;
  82559. }
  82560. };
  82561. /**
  82562. * Disposes of the controller
  82563. */
  82564. PoseEnabledController.prototype.dispose = function () {
  82565. if (this._mesh) {
  82566. this._mesh.dispose();
  82567. }
  82568. this._mesh = null;
  82569. _super.prototype.dispose.call(this);
  82570. };
  82571. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  82572. /**
  82573. * The mesh that is attached to the controller
  82574. */
  82575. get: function () {
  82576. return this._mesh;
  82577. },
  82578. enumerable: true,
  82579. configurable: true
  82580. });
  82581. /**
  82582. * Gets the ray of the controller in the direction the controller is pointing
  82583. * @param length the length the resulting ray should be
  82584. * @returns a ray in the direction the controller is pointing
  82585. */
  82586. PoseEnabledController.prototype.getForwardRay = function (length) {
  82587. if (length === void 0) { length = 100; }
  82588. if (!this.mesh) {
  82589. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  82590. }
  82591. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  82592. var origin = m.getTranslation();
  82593. var forward = new BABYLON.Vector3(0, 0, -1);
  82594. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  82595. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  82596. return new BABYLON.Ray(origin, direction, length);
  82597. };
  82598. /**
  82599. * Name of the child mesh that can be used to cast a ray from the controller
  82600. */
  82601. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  82602. return PoseEnabledController;
  82603. }(BABYLON.Gamepad));
  82604. BABYLON.PoseEnabledController = PoseEnabledController;
  82605. })(BABYLON || (BABYLON = {}));
  82606. //# sourceMappingURL=babylon.poseEnabledController.js.map
  82607. var BABYLON;
  82608. (function (BABYLON) {
  82609. /**
  82610. * Defines the WebVRController object that represents controllers tracked in 3D space
  82611. */
  82612. var WebVRController = /** @class */ (function (_super) {
  82613. __extends(WebVRController, _super);
  82614. /**
  82615. * Creates a new WebVRController from a gamepad
  82616. * @param vrGamepad the gamepad that the WebVRController should be created from
  82617. */
  82618. function WebVRController(vrGamepad) {
  82619. var _this = _super.call(this, vrGamepad) || this;
  82620. // Observables
  82621. /**
  82622. * Fired when the trigger state has changed
  82623. */
  82624. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  82625. /**
  82626. * Fired when the main button state has changed
  82627. */
  82628. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  82629. /**
  82630. * Fired when the secondary button state has changed
  82631. */
  82632. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  82633. /**
  82634. * Fired when the pad state has changed
  82635. */
  82636. _this.onPadStateChangedObservable = new BABYLON.Observable();
  82637. /**
  82638. * Fired when controllers stick values have changed
  82639. */
  82640. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  82641. /**
  82642. * X and Y axis corrisponding to the controllers joystick
  82643. */
  82644. _this.pad = { x: 0, y: 0 };
  82645. // avoid GC, store state in a tmp object
  82646. _this._changes = {
  82647. pressChanged: false,
  82648. touchChanged: false,
  82649. valueChanged: false,
  82650. changed: false
  82651. };
  82652. _this._buttons = new Array(vrGamepad.buttons.length);
  82653. _this.hand = vrGamepad.hand;
  82654. return _this;
  82655. }
  82656. /**
  82657. * Fired when a controller button's state has changed
  82658. * @param callback the callback containing the button that was modified
  82659. */
  82660. WebVRController.prototype.onButtonStateChange = function (callback) {
  82661. this._onButtonStateChange = callback;
  82662. };
  82663. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  82664. /**
  82665. * The default controller model for the controller
  82666. */
  82667. get: function () {
  82668. return this._defaultModel;
  82669. },
  82670. enumerable: true,
  82671. configurable: true
  82672. });
  82673. /**
  82674. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82675. */
  82676. WebVRController.prototype.update = function () {
  82677. _super.prototype.update.call(this);
  82678. for (var index = 0; index < this._buttons.length; index++) {
  82679. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  82680. }
  82681. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  82682. this.pad.x = this.leftStick.x;
  82683. this.pad.y = this.leftStick.y;
  82684. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  82685. }
  82686. };
  82687. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  82688. if (!newState) {
  82689. newState = {
  82690. pressed: false,
  82691. touched: false,
  82692. value: 0
  82693. };
  82694. }
  82695. if (!currentState) {
  82696. this._buttons[buttonIndex] = {
  82697. pressed: newState.pressed,
  82698. touched: newState.touched,
  82699. value: newState.value
  82700. };
  82701. return;
  82702. }
  82703. this._checkChanges(newState, currentState);
  82704. if (this._changes.changed) {
  82705. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  82706. this._handleButtonChange(buttonIndex, newState, this._changes);
  82707. }
  82708. this._buttons[buttonIndex].pressed = newState.pressed;
  82709. this._buttons[buttonIndex].touched = newState.touched;
  82710. // oculus triggers are never 0, thou not touched.
  82711. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  82712. };
  82713. WebVRController.prototype._checkChanges = function (newState, currentState) {
  82714. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  82715. this._changes.touchChanged = newState.touched !== currentState.touched;
  82716. this._changes.valueChanged = newState.value !== currentState.value;
  82717. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  82718. return this._changes;
  82719. };
  82720. /**
  82721. * Disposes of th webVRCOntroller
  82722. */
  82723. WebVRController.prototype.dispose = function () {
  82724. _super.prototype.dispose.call(this);
  82725. this.onTriggerStateChangedObservable.clear();
  82726. this.onMainButtonStateChangedObservable.clear();
  82727. this.onSecondaryButtonStateChangedObservable.clear();
  82728. this.onPadStateChangedObservable.clear();
  82729. this.onPadValuesChangedObservable.clear();
  82730. };
  82731. return WebVRController;
  82732. }(BABYLON.PoseEnabledController));
  82733. BABYLON.WebVRController = WebVRController;
  82734. })(BABYLON || (BABYLON = {}));
  82735. //# sourceMappingURL=babylon.webVRController.js.map
  82736. var BABYLON;
  82737. (function (BABYLON) {
  82738. /**
  82739. * Oculus Touch Controller
  82740. */
  82741. var OculusTouchController = /** @class */ (function (_super) {
  82742. __extends(OculusTouchController, _super);
  82743. /**
  82744. * Creates a new OculusTouchController from a gamepad
  82745. * @param vrGamepad the gamepad that the controller should be created from
  82746. */
  82747. function OculusTouchController(vrGamepad) {
  82748. var _this = _super.call(this, vrGamepad) || this;
  82749. /**
  82750. * Fired when the secondary trigger on this controller is modified
  82751. */
  82752. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  82753. /**
  82754. * Fired when the thumb rest on this controller is modified
  82755. */
  82756. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  82757. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  82758. return _this;
  82759. }
  82760. /**
  82761. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82762. * @param scene scene in which to add meshes
  82763. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82764. */
  82765. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82766. var _this = this;
  82767. var meshName;
  82768. // Hand
  82769. if (this.hand === 'left') {
  82770. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  82771. }
  82772. else { // Right is the default if no hand is specified
  82773. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  82774. }
  82775. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  82776. /*
  82777. Parent Mesh name: oculus_touch_left
  82778. - body
  82779. - trigger
  82780. - thumbstick
  82781. - grip
  82782. - button_y
  82783. - button_x
  82784. - button_enter
  82785. */
  82786. _this._defaultModel = newMeshes[1];
  82787. _this.attachToMesh(_this._defaultModel);
  82788. if (meshLoaded) {
  82789. meshLoaded(_this._defaultModel);
  82790. }
  82791. });
  82792. };
  82793. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  82794. /**
  82795. * Fired when the A button on this controller is modified
  82796. */
  82797. get: function () {
  82798. if (this.hand === 'right') {
  82799. return this.onMainButtonStateChangedObservable;
  82800. }
  82801. else {
  82802. throw new Error('No A button on left hand');
  82803. }
  82804. },
  82805. enumerable: true,
  82806. configurable: true
  82807. });
  82808. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  82809. /**
  82810. * Fired when the B button on this controller is modified
  82811. */
  82812. get: function () {
  82813. if (this.hand === 'right') {
  82814. return this.onSecondaryButtonStateChangedObservable;
  82815. }
  82816. else {
  82817. throw new Error('No B button on left hand');
  82818. }
  82819. },
  82820. enumerable: true,
  82821. configurable: true
  82822. });
  82823. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  82824. /**
  82825. * Fired when the X button on this controller is modified
  82826. */
  82827. get: function () {
  82828. if (this.hand === 'left') {
  82829. return this.onMainButtonStateChangedObservable;
  82830. }
  82831. else {
  82832. throw new Error('No X button on right hand');
  82833. }
  82834. },
  82835. enumerable: true,
  82836. configurable: true
  82837. });
  82838. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  82839. /**
  82840. * Fired when the Y button on this controller is modified
  82841. */
  82842. get: function () {
  82843. if (this.hand === 'left') {
  82844. return this.onSecondaryButtonStateChangedObservable;
  82845. }
  82846. else {
  82847. throw new Error('No Y button on right hand');
  82848. }
  82849. },
  82850. enumerable: true,
  82851. configurable: true
  82852. });
  82853. /**
  82854. * Called once for each button that changed state since the last frame
  82855. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  82856. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  82857. * 2) secondary trigger (same)
  82858. * 3) A (right) X (left), touch, pressed = value
  82859. * 4) B / Y
  82860. * 5) thumb rest
  82861. * @param buttonIdx Which button index changed
  82862. * @param state New state of the button
  82863. * @param changes Which properties on the state changed since last frame
  82864. */
  82865. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  82866. var notifyObject = state; //{ state: state, changes: changes };
  82867. var triggerDirection = this.hand === 'right' ? -1 : 1;
  82868. switch (buttonIdx) {
  82869. case 0:
  82870. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  82871. return;
  82872. case 1: // index trigger
  82873. if (this._defaultModel) {
  82874. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  82875. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  82876. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  82877. }
  82878. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  82879. return;
  82880. case 2: // secondary trigger
  82881. if (this._defaultModel) {
  82882. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  82883. }
  82884. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  82885. return;
  82886. case 3:
  82887. if (this._defaultModel) {
  82888. if (notifyObject.pressed) {
  82889. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  82890. }
  82891. else {
  82892. (this._defaultModel.getChildren()[1]).position.y = 0;
  82893. }
  82894. }
  82895. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  82896. return;
  82897. case 4:
  82898. if (this._defaultModel) {
  82899. if (notifyObject.pressed) {
  82900. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  82901. }
  82902. else {
  82903. (this._defaultModel.getChildren()[2]).position.y = 0;
  82904. }
  82905. }
  82906. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  82907. return;
  82908. case 5:
  82909. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  82910. return;
  82911. }
  82912. };
  82913. /**
  82914. * Base Url for the controller model.
  82915. */
  82916. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  82917. /**
  82918. * File name for the left controller model.
  82919. */
  82920. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  82921. /**
  82922. * File name for the right controller model.
  82923. */
  82924. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  82925. return OculusTouchController;
  82926. }(BABYLON.WebVRController));
  82927. BABYLON.OculusTouchController = OculusTouchController;
  82928. })(BABYLON || (BABYLON = {}));
  82929. //# sourceMappingURL=babylon.oculusTouchController.js.map
  82930. var BABYLON;
  82931. (function (BABYLON) {
  82932. /**
  82933. * Vive Controller
  82934. */
  82935. var ViveController = /** @class */ (function (_super) {
  82936. __extends(ViveController, _super);
  82937. /**
  82938. * Creates a new ViveController from a gamepad
  82939. * @param vrGamepad the gamepad that the controller should be created from
  82940. */
  82941. function ViveController(vrGamepad) {
  82942. var _this = _super.call(this, vrGamepad) || this;
  82943. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  82944. _this._invertLeftStickY = true;
  82945. return _this;
  82946. }
  82947. /**
  82948. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  82949. * @param scene scene in which to add meshes
  82950. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  82951. */
  82952. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  82953. var _this = this;
  82954. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  82955. /*
  82956. Parent Mesh name: ViveWand
  82957. - body
  82958. - r_gripper
  82959. - l_gripper
  82960. - menu_button
  82961. - system_button
  82962. - trackpad
  82963. - trigger
  82964. - LED
  82965. */
  82966. _this._defaultModel = newMeshes[1];
  82967. _this.attachToMesh(_this._defaultModel);
  82968. if (meshLoaded) {
  82969. meshLoaded(_this._defaultModel);
  82970. }
  82971. });
  82972. };
  82973. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  82974. /**
  82975. * Fired when the left button on this controller is modified
  82976. */
  82977. get: function () {
  82978. return this.onMainButtonStateChangedObservable;
  82979. },
  82980. enumerable: true,
  82981. configurable: true
  82982. });
  82983. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  82984. /**
  82985. * Fired when the right button on this controller is modified
  82986. */
  82987. get: function () {
  82988. return this.onMainButtonStateChangedObservable;
  82989. },
  82990. enumerable: true,
  82991. configurable: true
  82992. });
  82993. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  82994. /**
  82995. * Fired when the menu button on this controller is modified
  82996. */
  82997. get: function () {
  82998. return this.onSecondaryButtonStateChangedObservable;
  82999. },
  83000. enumerable: true,
  83001. configurable: true
  83002. });
  83003. /**
  83004. * Called once for each button that changed state since the last frame
  83005. * Vive mapping:
  83006. * 0: touchpad
  83007. * 1: trigger
  83008. * 2: left AND right buttons
  83009. * 3: menu button
  83010. * @param buttonIdx Which button index changed
  83011. * @param state New state of the button
  83012. * @param changes Which properties on the state changed since last frame
  83013. */
  83014. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83015. var notifyObject = state; //{ state: state, changes: changes };
  83016. switch (buttonIdx) {
  83017. case 0:
  83018. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83019. return;
  83020. case 1: // index trigger
  83021. if (this._defaultModel) {
  83022. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83023. }
  83024. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83025. return;
  83026. case 2: // left AND right button
  83027. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83028. return;
  83029. case 3:
  83030. if (this._defaultModel) {
  83031. if (notifyObject.pressed) {
  83032. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83033. }
  83034. else {
  83035. (this._defaultModel.getChildren()[2]).position.y = 0;
  83036. }
  83037. }
  83038. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83039. return;
  83040. }
  83041. };
  83042. /**
  83043. * Base Url for the controller model.
  83044. */
  83045. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83046. /**
  83047. * File name for the controller model.
  83048. */
  83049. ViveController.MODEL_FILENAME = 'wand.babylon';
  83050. return ViveController;
  83051. }(BABYLON.WebVRController));
  83052. BABYLON.ViveController = ViveController;
  83053. })(BABYLON || (BABYLON = {}));
  83054. //# sourceMappingURL=babylon.viveController.js.map
  83055. var BABYLON;
  83056. (function (BABYLON) {
  83057. /**
  83058. * Generic Controller
  83059. */
  83060. var GenericController = /** @class */ (function (_super) {
  83061. __extends(GenericController, _super);
  83062. /**
  83063. * Creates a new GenericController from a gamepad
  83064. * @param vrGamepad the gamepad that the controller should be created from
  83065. */
  83066. function GenericController(vrGamepad) {
  83067. return _super.call(this, vrGamepad) || this;
  83068. }
  83069. /**
  83070. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83071. * @param scene scene in which to add meshes
  83072. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83073. */
  83074. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83075. var _this = this;
  83076. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83077. _this._defaultModel = newMeshes[1];
  83078. _this.attachToMesh(_this._defaultModel);
  83079. if (meshLoaded) {
  83080. meshLoaded(_this._defaultModel);
  83081. }
  83082. });
  83083. };
  83084. /**
  83085. * Called once for each button that changed state since the last frame
  83086. * @param buttonIdx Which button index changed
  83087. * @param state New state of the button
  83088. * @param changes Which properties on the state changed since last frame
  83089. */
  83090. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83091. console.log("Button id: " + buttonIdx + "state: ");
  83092. console.dir(state);
  83093. };
  83094. /**
  83095. * Base Url for the controller model.
  83096. */
  83097. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83098. /**
  83099. * File name for the controller model.
  83100. */
  83101. GenericController.MODEL_FILENAME = 'generic.babylon';
  83102. return GenericController;
  83103. }(BABYLON.WebVRController));
  83104. BABYLON.GenericController = GenericController;
  83105. })(BABYLON || (BABYLON = {}));
  83106. //# sourceMappingURL=babylon.genericController.js.map
  83107. var BABYLON;
  83108. (function (BABYLON) {
  83109. /**
  83110. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83111. */
  83112. var LoadedMeshInfo = /** @class */ (function () {
  83113. function LoadedMeshInfo() {
  83114. /**
  83115. * Map of the button meshes contained in the controller
  83116. */
  83117. this.buttonMeshes = {};
  83118. /**
  83119. * Map of the axis meshes contained in the controller
  83120. */
  83121. this.axisMeshes = {};
  83122. }
  83123. return LoadedMeshInfo;
  83124. }());
  83125. /**
  83126. * Defines the WindowsMotionController object that the state of the windows motion controller
  83127. */
  83128. var WindowsMotionController = /** @class */ (function (_super) {
  83129. __extends(WindowsMotionController, _super);
  83130. /**
  83131. * Creates a new WindowsMotionController from a gamepad
  83132. * @param vrGamepad the gamepad that the controller should be created from
  83133. */
  83134. function WindowsMotionController(vrGamepad) {
  83135. var _this = _super.call(this, vrGamepad) || this;
  83136. _this._mapping = {
  83137. // Semantic button names
  83138. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83139. // A mapping of the button name to glTF model node name
  83140. // that should be transformed by button value.
  83141. buttonMeshNames: {
  83142. 'trigger': 'SELECT',
  83143. 'menu': 'MENU',
  83144. 'grip': 'GRASP',
  83145. 'thumbstick': 'THUMBSTICK_PRESS',
  83146. 'trackpad': 'TOUCHPAD_PRESS'
  83147. },
  83148. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83149. buttonObservableNames: {
  83150. 'trigger': 'onTriggerStateChangedObservable',
  83151. 'menu': 'onSecondaryButtonStateChangedObservable',
  83152. 'grip': 'onMainButtonStateChangedObservable',
  83153. 'thumbstick': 'onPadStateChangedObservable',
  83154. 'trackpad': 'onTrackpadChangedObservable'
  83155. },
  83156. // A mapping of the axis name to glTF model node name
  83157. // that should be transformed by axis value.
  83158. // This array mirrors the browserGamepad.axes array, such that
  83159. // the mesh corresponding to axis 0 is in this array index 0.
  83160. axisMeshNames: [
  83161. 'THUMBSTICK_X',
  83162. 'THUMBSTICK_Y',
  83163. 'TOUCHPAD_TOUCH_X',
  83164. 'TOUCHPAD_TOUCH_Y'
  83165. ],
  83166. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83167. };
  83168. /**
  83169. * Fired when the trackpad on this controller is clicked
  83170. */
  83171. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83172. /**
  83173. * Fired when the trackpad on this controller is modified
  83174. */
  83175. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83176. /**
  83177. * The current x and y values of this controller's trackpad
  83178. */
  83179. _this.trackpad = { x: 0, y: 0 };
  83180. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83181. _this._loadedMeshInfo = null;
  83182. return _this;
  83183. }
  83184. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83185. /**
  83186. * Fired when the trigger on this controller is modified
  83187. */
  83188. get: function () {
  83189. return this.onTriggerStateChangedObservable;
  83190. },
  83191. enumerable: true,
  83192. configurable: true
  83193. });
  83194. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83195. /**
  83196. * Fired when the menu button on this controller is modified
  83197. */
  83198. get: function () {
  83199. return this.onSecondaryButtonStateChangedObservable;
  83200. },
  83201. enumerable: true,
  83202. configurable: true
  83203. });
  83204. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83205. /**
  83206. * Fired when the grip button on this controller is modified
  83207. */
  83208. get: function () {
  83209. return this.onMainButtonStateChangedObservable;
  83210. },
  83211. enumerable: true,
  83212. configurable: true
  83213. });
  83214. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83215. /**
  83216. * Fired when the thumbstick button on this controller is modified
  83217. */
  83218. get: function () {
  83219. return this.onPadStateChangedObservable;
  83220. },
  83221. enumerable: true,
  83222. configurable: true
  83223. });
  83224. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83225. /**
  83226. * Fired when the touchpad button on this controller is modified
  83227. */
  83228. get: function () {
  83229. return this.onTrackpadChangedObservable;
  83230. },
  83231. enumerable: true,
  83232. configurable: true
  83233. });
  83234. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  83235. /**
  83236. * Fired when the touchpad values on this controller are modified
  83237. */
  83238. get: function () {
  83239. return this.onTrackpadValuesChangedObservable;
  83240. },
  83241. enumerable: true,
  83242. configurable: true
  83243. });
  83244. WindowsMotionController.prototype._updateTrackpad = function () {
  83245. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  83246. this.trackpad.x = this.browserGamepad["axes"][2];
  83247. this.trackpad.y = this.browserGamepad["axes"][3];
  83248. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  83249. }
  83250. };
  83251. /**
  83252. * Called once per frame by the engine.
  83253. */
  83254. WindowsMotionController.prototype.update = function () {
  83255. _super.prototype.update.call(this);
  83256. if (this.browserGamepad.axes) {
  83257. this._updateTrackpad();
  83258. // Only need to animate axes if there is a loaded mesh
  83259. if (this._loadedMeshInfo) {
  83260. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  83261. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  83262. }
  83263. }
  83264. }
  83265. };
  83266. /**
  83267. * Called once for each button that changed state since the last frame
  83268. * @param buttonIdx Which button index changed
  83269. * @param state New state of the button
  83270. * @param changes Which properties on the state changed since last frame
  83271. */
  83272. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83273. var buttonName = this._mapping.buttons[buttonIdx];
  83274. if (!buttonName) {
  83275. return;
  83276. }
  83277. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  83278. this._updateTrackpad();
  83279. // Only emit events for buttons that we know how to map from index to name
  83280. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  83281. if (observable) {
  83282. observable.notifyObservers(state);
  83283. }
  83284. this._lerpButtonTransform(buttonName, state.value);
  83285. };
  83286. /**
  83287. * Moves the buttons on the controller mesh based on their current state
  83288. * @param buttonName the name of the button to move
  83289. * @param buttonValue the value of the button which determines the buttons new position
  83290. */
  83291. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  83292. // If there is no loaded mesh, there is nothing to transform.
  83293. if (!this._loadedMeshInfo) {
  83294. return;
  83295. }
  83296. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  83297. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83298. return;
  83299. }
  83300. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  83301. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  83302. };
  83303. /**
  83304. * Moves the axis on the controller mesh based on its current state
  83305. * @param axis the index of the axis
  83306. * @param axisValue the value of the axis which determines the meshes new position
  83307. * @hidden
  83308. */
  83309. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  83310. if (!this._loadedMeshInfo) {
  83311. return;
  83312. }
  83313. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  83314. if (!meshInfo) {
  83315. return;
  83316. }
  83317. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  83318. return;
  83319. }
  83320. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  83321. var lerpValue = axisValue * 0.5 + 0.5;
  83322. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  83323. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  83324. };
  83325. /**
  83326. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83327. * @param scene scene in which to add meshes
  83328. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83329. */
  83330. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  83331. var _this = this;
  83332. if (forceDefault === void 0) { forceDefault = false; }
  83333. var path;
  83334. var filename;
  83335. // Checking if GLB loader is present
  83336. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  83337. // Determine the device specific folder based on the ID suffix
  83338. var device = 'default';
  83339. if (this.id && !forceDefault) {
  83340. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  83341. device = ((match && match[0]) || device);
  83342. }
  83343. // Hand
  83344. if (this.hand === 'left') {
  83345. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  83346. }
  83347. else { // Right is the default if no hand is specified
  83348. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  83349. }
  83350. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  83351. }
  83352. else {
  83353. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  83354. path = BABYLON.GenericController.MODEL_BASE_URL;
  83355. filename = BABYLON.GenericController.MODEL_FILENAME;
  83356. }
  83357. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  83358. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  83359. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  83360. if (!_this._loadedMeshInfo) {
  83361. return;
  83362. }
  83363. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  83364. _this.attachToMesh(_this._defaultModel);
  83365. if (meshLoaded) {
  83366. meshLoaded(_this._defaultModel);
  83367. }
  83368. }, null, function (scene, message) {
  83369. BABYLON.Tools.Log(message);
  83370. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  83371. if (!forceDefault) {
  83372. _this.initControllerMesh(scene, meshLoaded, true);
  83373. }
  83374. });
  83375. };
  83376. /**
  83377. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  83378. * can be transformed by button presses and axes values, based on this._mapping.
  83379. *
  83380. * @param scene scene in which the meshes exist
  83381. * @param meshes list of meshes that make up the controller model to process
  83382. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  83383. */
  83384. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  83385. var loadedMeshInfo = null;
  83386. // Create a new mesh to contain the glTF hierarchy
  83387. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  83388. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  83389. var childMesh = null;
  83390. for (var i = 0; i < meshes.length; i++) {
  83391. var mesh = meshes[i];
  83392. if (!mesh.parent) {
  83393. // Exclude controller meshes from picking results
  83394. mesh.isPickable = false;
  83395. // Handle root node, attach to the new parentMesh
  83396. childMesh = mesh;
  83397. break;
  83398. }
  83399. }
  83400. if (childMesh) {
  83401. childMesh.setParent(parentMesh);
  83402. // Create our mesh info. Note that this method will always return non-null.
  83403. loadedMeshInfo = this.createMeshInfo(parentMesh);
  83404. }
  83405. else {
  83406. BABYLON.Tools.Warn('Could not find root node in model file.');
  83407. }
  83408. return loadedMeshInfo;
  83409. };
  83410. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  83411. var loadedMeshInfo = new LoadedMeshInfo();
  83412. var i;
  83413. loadedMeshInfo.rootNode = rootNode;
  83414. // Reset the caches
  83415. loadedMeshInfo.buttonMeshes = {};
  83416. loadedMeshInfo.axisMeshes = {};
  83417. // Button Meshes
  83418. for (i = 0; i < this._mapping.buttons.length; i++) {
  83419. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  83420. if (!buttonMeshName) {
  83421. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  83422. continue;
  83423. }
  83424. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  83425. if (!buttonMesh) {
  83426. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  83427. continue;
  83428. }
  83429. var buttonMeshInfo = {
  83430. index: i,
  83431. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  83432. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  83433. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  83434. };
  83435. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  83436. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  83437. }
  83438. else {
  83439. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  83440. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  83441. '(VALUE: ' + !!buttonMeshInfo.value +
  83442. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  83443. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  83444. ')');
  83445. }
  83446. }
  83447. // Axis Meshes
  83448. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  83449. var axisMeshName = this._mapping.axisMeshNames[i];
  83450. if (!axisMeshName) {
  83451. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  83452. continue;
  83453. }
  83454. var axisMesh = getChildByName(rootNode, axisMeshName);
  83455. if (!axisMesh) {
  83456. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  83457. continue;
  83458. }
  83459. var axisMeshInfo = {
  83460. index: i,
  83461. value: getImmediateChildByName(axisMesh, 'VALUE'),
  83462. min: getImmediateChildByName(axisMesh, 'MIN'),
  83463. max: getImmediateChildByName(axisMesh, 'MAX')
  83464. };
  83465. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  83466. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  83467. }
  83468. else {
  83469. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  83470. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  83471. '(VALUE: ' + !!axisMeshInfo.value +
  83472. ', MIN: ' + !!axisMeshInfo.min +
  83473. ', MAX:' + !!axisMeshInfo.max +
  83474. ')');
  83475. }
  83476. }
  83477. // Pointing Ray
  83478. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  83479. if (!loadedMeshInfo.pointingPoseNode) {
  83480. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  83481. }
  83482. else {
  83483. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  83484. }
  83485. return loadedMeshInfo;
  83486. // Look through all children recursively. This will return null if no mesh exists with the given name.
  83487. function getChildByName(node, name) {
  83488. return node.getChildMeshes(false, function (n) { return n.name === name; })[0];
  83489. }
  83490. // Look through only immediate children. This will return null if no mesh exists with the given name.
  83491. function getImmediateChildByName(node, name) {
  83492. return node.getChildMeshes(true, function (n) { return n.name == name; })[0];
  83493. }
  83494. };
  83495. /**
  83496. * Gets the ray of the controller in the direction the controller is pointing
  83497. * @param length the length the resulting ray should be
  83498. * @returns a ray in the direction the controller is pointing
  83499. */
  83500. WindowsMotionController.prototype.getForwardRay = function (length) {
  83501. if (length === void 0) { length = 100; }
  83502. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  83503. return _super.prototype.getForwardRay.call(this, length);
  83504. }
  83505. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  83506. var origin = m.getTranslation();
  83507. var forward = new BABYLON.Vector3(0, 0, -1);
  83508. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83509. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83510. return new BABYLON.Ray(origin, direction, length);
  83511. };
  83512. /**
  83513. * Disposes of the controller
  83514. */
  83515. WindowsMotionController.prototype.dispose = function () {
  83516. _super.prototype.dispose.call(this);
  83517. this.onTrackpadChangedObservable.clear();
  83518. };
  83519. /**
  83520. * The base url used to load the left and right controller models
  83521. */
  83522. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  83523. /**
  83524. * The name of the left controller model file
  83525. */
  83526. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  83527. /**
  83528. * The name of the right controller model file
  83529. */
  83530. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  83531. /**
  83532. * The controller name prefix for this controller type
  83533. */
  83534. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  83535. /**
  83536. * The controller id pattern for this controller type
  83537. */
  83538. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  83539. return WindowsMotionController;
  83540. }(BABYLON.WebVRController));
  83541. BABYLON.WindowsMotionController = WindowsMotionController;
  83542. })(BABYLON || (BABYLON = {}));
  83543. //# sourceMappingURL=babylon.windowsMotionController.js.map
  83544. var BABYLON;
  83545. (function (BABYLON) {
  83546. /**
  83547. * Gear VR Controller
  83548. */
  83549. var GearVRController = /** @class */ (function (_super) {
  83550. __extends(GearVRController, _super);
  83551. /**
  83552. * Creates a new GearVRController from a gamepad
  83553. * @param vrGamepad the gamepad that the controller should be created from
  83554. */
  83555. function GearVRController(vrGamepad) {
  83556. var _this = _super.call(this, vrGamepad) || this;
  83557. _this._buttonIndexToObservableNameMap = [
  83558. 'onTrackpadChangedObservable',
  83559. 'onTriggerStateChangedObservable' // Trigger
  83560. ];
  83561. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  83562. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  83563. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  83564. _this._disableTrackPosition(_this._calculatedPosition);
  83565. return _this;
  83566. }
  83567. /**
  83568. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83569. * @param scene scene in which to add meshes
  83570. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83571. */
  83572. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83573. var _this = this;
  83574. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  83575. // Offset the controller so it will rotate around the users wrist
  83576. var mesh = new BABYLON.Mesh("", scene);
  83577. newMeshes[1].parent = mesh;
  83578. newMeshes[1].position.z = -0.15;
  83579. _this._defaultModel = mesh;
  83580. _this.attachToMesh(_this._defaultModel);
  83581. if (meshLoaded) {
  83582. meshLoaded(_this._defaultModel);
  83583. }
  83584. });
  83585. };
  83586. /**
  83587. * Called once for each button that changed state since the last frame
  83588. * @param buttonIdx Which button index changed
  83589. * @param state New state of the button
  83590. * @param changes Which properties on the state changed since last frame
  83591. */
  83592. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83593. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  83594. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  83595. // Only emit events for buttons that we know how to map from index to observable
  83596. var observable = this[observableName];
  83597. if (observable) {
  83598. observable.notifyObservers(state);
  83599. }
  83600. }
  83601. };
  83602. /**
  83603. * Base Url for the controller model.
  83604. */
  83605. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83606. /**
  83607. * File name for the controller model.
  83608. */
  83609. GearVRController.MODEL_FILENAME = 'generic.babylon';
  83610. /**
  83611. * Gamepad Id prefix used to identify this controller.
  83612. */
  83613. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  83614. return GearVRController;
  83615. }(BABYLON.WebVRController));
  83616. BABYLON.GearVRController = GearVRController;
  83617. })(BABYLON || (BABYLON = {}));
  83618. //# sourceMappingURL=babylon.gearVRController.js.map
  83619. var BABYLON;
  83620. (function (BABYLON) {
  83621. /**
  83622. * Google Daydream controller
  83623. */
  83624. var DaydreamController = /** @class */ (function (_super) {
  83625. __extends(DaydreamController, _super);
  83626. /**
  83627. * Creates a new DaydreamController from a gamepad
  83628. * @param vrGamepad the gamepad that the controller should be created from
  83629. */
  83630. function DaydreamController(vrGamepad) {
  83631. var _this = _super.call(this, vrGamepad) || this;
  83632. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  83633. return _this;
  83634. }
  83635. /**
  83636. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83637. * @param scene scene in which to add meshes
  83638. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83639. */
  83640. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83641. var _this = this;
  83642. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  83643. _this._defaultModel = newMeshes[1];
  83644. _this.attachToMesh(_this._defaultModel);
  83645. if (meshLoaded) {
  83646. meshLoaded(_this._defaultModel);
  83647. }
  83648. });
  83649. };
  83650. /**
  83651. * Called once for each button that changed state since the last frame
  83652. * @param buttonIdx Which button index changed
  83653. * @param state New state of the button
  83654. * @param changes Which properties on the state changed since last frame
  83655. */
  83656. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83657. // Daydream controller only has 1 GamepadButton (on the trackpad).
  83658. if (buttonIdx === 0) {
  83659. var observable = this.onTriggerStateChangedObservable;
  83660. if (observable) {
  83661. observable.notifyObservers(state);
  83662. }
  83663. }
  83664. else {
  83665. // If the app or home buttons are ever made available
  83666. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  83667. }
  83668. };
  83669. /**
  83670. * Base Url for the controller model.
  83671. */
  83672. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83673. /**
  83674. * File name for the controller model.
  83675. */
  83676. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  83677. /**
  83678. * Gamepad Id prefix used to identify Daydream Controller.
  83679. */
  83680. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  83681. return DaydreamController;
  83682. }(BABYLON.WebVRController));
  83683. BABYLON.DaydreamController = DaydreamController;
  83684. })(BABYLON || (BABYLON = {}));
  83685. //# sourceMappingURL=babylon.daydreamController.js.map
  83686. var BABYLON;
  83687. (function (BABYLON) {
  83688. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  83689. get: function () {
  83690. if (!this._gamepadManager) {
  83691. this._gamepadManager = new BABYLON.GamepadManager(this);
  83692. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  83693. if (!component) {
  83694. component = new GamepadSystemSceneComponent(this);
  83695. this._addComponent(component);
  83696. }
  83697. }
  83698. return this._gamepadManager;
  83699. },
  83700. enumerable: true,
  83701. configurable: true
  83702. });
  83703. /**
  83704. * Adds a gamepad to the free camera inputs manager
  83705. */
  83706. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  83707. this.add(new BABYLON.FreeCameraGamepadInput());
  83708. return this;
  83709. };
  83710. /**
  83711. * Adds a gamepad to the arc rotate camera inputs manager
  83712. */
  83713. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  83714. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  83715. return this;
  83716. };
  83717. /**
  83718. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  83719. */
  83720. var GamepadSystemSceneComponent = /** @class */ (function () {
  83721. /**
  83722. * Creates a new instance of the component for the given scene
  83723. * @param scene Defines the scene to register the component in
  83724. */
  83725. function GamepadSystemSceneComponent(scene) {
  83726. /**
  83727. * The component name helpfull to identify the component in the list of scene components.
  83728. */
  83729. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  83730. this.scene = scene;
  83731. }
  83732. /**
  83733. * Registers the component in a given scene
  83734. */
  83735. GamepadSystemSceneComponent.prototype.register = function () {
  83736. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  83737. };
  83738. /**
  83739. * Rebuilds the elements related to this component in case of
  83740. * context lost for instance.
  83741. */
  83742. GamepadSystemSceneComponent.prototype.rebuild = function () {
  83743. // Nothing to do for gamepads
  83744. };
  83745. /**
  83746. * Disposes the component and the associated ressources
  83747. */
  83748. GamepadSystemSceneComponent.prototype.dispose = function () {
  83749. var gamepadManager = this.scene._gamepadManager;
  83750. if (gamepadManager) {
  83751. gamepadManager.dispose();
  83752. this.scene._gamepadManager = null;
  83753. }
  83754. };
  83755. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  83756. var gamepadManager = this.scene._gamepadManager;
  83757. if (gamepadManager && gamepadManager._isMonitoring) {
  83758. gamepadManager._checkGamepadsStatus();
  83759. }
  83760. };
  83761. return GamepadSystemSceneComponent;
  83762. }());
  83763. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  83764. })(BABYLON || (BABYLON = {}));
  83765. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  83766. var BABYLON;
  83767. (function (BABYLON) {
  83768. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  83769. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  83770. });
  83771. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  83772. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  83773. });
  83774. /**
  83775. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  83776. * an arc rotate version arcFollowCamera are available.
  83777. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83778. */
  83779. var FollowCamera = /** @class */ (function (_super) {
  83780. __extends(FollowCamera, _super);
  83781. /**
  83782. * Instantiates the follow camera.
  83783. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83784. * @param name Define the name of the camera in the scene
  83785. * @param position Define the position of the camera
  83786. * @param scene Define the scene the camera belong to
  83787. * @param lockedTarget Define the target of the camera
  83788. */
  83789. function FollowCamera(name, position, scene, lockedTarget) {
  83790. if (lockedTarget === void 0) { lockedTarget = null; }
  83791. var _this = _super.call(this, name, position, scene) || this;
  83792. /**
  83793. * Distance the follow camera should follow an object at
  83794. */
  83795. _this.radius = 12;
  83796. /**
  83797. * Define a rotation offset between the camera and the object it follows
  83798. */
  83799. _this.rotationOffset = 0;
  83800. /**
  83801. * Define a height offset between the camera and the object it follows.
  83802. * It can help following an object from the top (like a car chaing a plane)
  83803. */
  83804. _this.heightOffset = 4;
  83805. /**
  83806. * Define how fast the camera can accelerate to follow it s target.
  83807. */
  83808. _this.cameraAcceleration = 0.05;
  83809. /**
  83810. * Define the speed limit of the camera following an object.
  83811. */
  83812. _this.maxCameraSpeed = 20;
  83813. _this.lockedTarget = lockedTarget;
  83814. return _this;
  83815. }
  83816. FollowCamera.prototype._follow = function (cameraTarget) {
  83817. if (!cameraTarget) {
  83818. return;
  83819. }
  83820. var yRotation;
  83821. if (cameraTarget.rotationQuaternion) {
  83822. var rotMatrix = new BABYLON.Matrix();
  83823. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  83824. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  83825. }
  83826. else {
  83827. yRotation = cameraTarget.rotation.y;
  83828. }
  83829. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  83830. var targetPosition = cameraTarget.getAbsolutePosition();
  83831. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  83832. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  83833. var dx = targetX - this.position.x;
  83834. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  83835. var dz = (targetZ) - this.position.z;
  83836. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  83837. var vy = dy * this.cameraAcceleration;
  83838. var vz = dz * this.cameraAcceleration * 2;
  83839. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  83840. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83841. }
  83842. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  83843. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83844. }
  83845. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  83846. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  83847. }
  83848. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  83849. this.setTarget(targetPosition);
  83850. };
  83851. /** @hidden */
  83852. FollowCamera.prototype._checkInputs = function () {
  83853. _super.prototype._checkInputs.call(this);
  83854. if (this.lockedTarget) {
  83855. this._follow(this.lockedTarget);
  83856. }
  83857. };
  83858. /**
  83859. * Gets the camera class name.
  83860. * @returns the class name
  83861. */
  83862. FollowCamera.prototype.getClassName = function () {
  83863. return "FollowCamera";
  83864. };
  83865. __decorate([
  83866. BABYLON.serialize()
  83867. ], FollowCamera.prototype, "radius", void 0);
  83868. __decorate([
  83869. BABYLON.serialize()
  83870. ], FollowCamera.prototype, "rotationOffset", void 0);
  83871. __decorate([
  83872. BABYLON.serialize()
  83873. ], FollowCamera.prototype, "heightOffset", void 0);
  83874. __decorate([
  83875. BABYLON.serialize()
  83876. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  83877. __decorate([
  83878. BABYLON.serialize()
  83879. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  83880. __decorate([
  83881. BABYLON.serializeAsMeshReference("lockedTargetId")
  83882. ], FollowCamera.prototype, "lockedTarget", void 0);
  83883. return FollowCamera;
  83884. }(BABYLON.TargetCamera));
  83885. BABYLON.FollowCamera = FollowCamera;
  83886. /**
  83887. * Arc Rotate version of the follow camera.
  83888. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  83889. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83890. */
  83891. var ArcFollowCamera = /** @class */ (function (_super) {
  83892. __extends(ArcFollowCamera, _super);
  83893. /**
  83894. * Instantiates a new ArcFollowCamera
  83895. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  83896. * @param name Define the name of the camera
  83897. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  83898. * @param beta Define the rotation angle of the camera around the elevation axis
  83899. * @param radius Define the radius of the camera from its target point
  83900. * @param target Define the target of the camera
  83901. * @param scene Define the scene the camera belongs to
  83902. */
  83903. function ArcFollowCamera(name,
  83904. /** The longitudinal angle of the camera */
  83905. alpha,
  83906. /** The latitudinal angle of the camera */
  83907. beta,
  83908. /** The radius of the camera from its target */
  83909. radius,
  83910. /** Define the camera target (the messh it should follow) */
  83911. target, scene) {
  83912. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  83913. _this.alpha = alpha;
  83914. _this.beta = beta;
  83915. _this.radius = radius;
  83916. _this.target = target;
  83917. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  83918. _this._follow();
  83919. return _this;
  83920. }
  83921. ArcFollowCamera.prototype._follow = function () {
  83922. if (!this.target) {
  83923. return;
  83924. }
  83925. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  83926. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  83927. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  83928. var targetPosition = this.target.getAbsolutePosition();
  83929. this.position = targetPosition.add(this._cartesianCoordinates);
  83930. this.setTarget(targetPosition);
  83931. };
  83932. /** @hidden */
  83933. ArcFollowCamera.prototype._checkInputs = function () {
  83934. _super.prototype._checkInputs.call(this);
  83935. this._follow();
  83936. };
  83937. /**
  83938. * Returns the class name of the object.
  83939. * It is mostly used internally for serialization purposes.
  83940. */
  83941. ArcFollowCamera.prototype.getClassName = function () {
  83942. return "ArcFollowCamera";
  83943. };
  83944. return ArcFollowCamera;
  83945. }(BABYLON.TargetCamera));
  83946. BABYLON.ArcFollowCamera = ArcFollowCamera;
  83947. })(BABYLON || (BABYLON = {}));
  83948. //# sourceMappingURL=babylon.followCamera.js.map
  83949. var BABYLON;
  83950. (function (BABYLON) {
  83951. /**
  83952. * 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,
  83953. * which still works and will still be found in many Playgrounds.
  83954. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83955. */
  83956. var UniversalCamera = /** @class */ (function (_super) {
  83957. __extends(UniversalCamera, _super);
  83958. /**
  83959. * 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,
  83960. * which still works and will still be found in many Playgrounds.
  83961. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  83962. * @param name Define the name of the camera in the scene
  83963. * @param position Define the start position of the camera in the scene
  83964. * @param scene Define the scene the camera belongs to
  83965. */
  83966. function UniversalCamera(name, position, scene) {
  83967. var _this = _super.call(this, name, position, scene) || this;
  83968. _this.inputs.addGamepad();
  83969. return _this;
  83970. }
  83971. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  83972. /**
  83973. * Defines the gamepad rotation sensiblity.
  83974. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  83975. */
  83976. get: function () {
  83977. var gamepad = this.inputs.attached["gamepad"];
  83978. if (gamepad) {
  83979. return gamepad.gamepadAngularSensibility;
  83980. }
  83981. return 0;
  83982. },
  83983. set: function (value) {
  83984. var gamepad = this.inputs.attached["gamepad"];
  83985. if (gamepad) {
  83986. gamepad.gamepadAngularSensibility = value;
  83987. }
  83988. },
  83989. enumerable: true,
  83990. configurable: true
  83991. });
  83992. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  83993. /**
  83994. * Defines the gamepad move sensiblity.
  83995. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  83996. */
  83997. get: function () {
  83998. var gamepad = this.inputs.attached["gamepad"];
  83999. if (gamepad) {
  84000. return gamepad.gamepadMoveSensibility;
  84001. }
  84002. return 0;
  84003. },
  84004. set: function (value) {
  84005. var gamepad = this.inputs.attached["gamepad"];
  84006. if (gamepad) {
  84007. gamepad.gamepadMoveSensibility = value;
  84008. }
  84009. },
  84010. enumerable: true,
  84011. configurable: true
  84012. });
  84013. /**
  84014. * Gets the current object class name.
  84015. * @return the class name
  84016. */
  84017. UniversalCamera.prototype.getClassName = function () {
  84018. return "UniversalCamera";
  84019. };
  84020. return UniversalCamera;
  84021. }(BABYLON.TouchCamera));
  84022. BABYLON.UniversalCamera = UniversalCamera;
  84023. })(BABYLON || (BABYLON = {}));
  84024. //# sourceMappingURL=babylon.universalCamera.js.map
  84025. var BABYLON;
  84026. (function (BABYLON) {
  84027. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84028. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84029. });
  84030. /**
  84031. * This represents a FPS type of camera. This is only here for back compat purpose.
  84032. * Please use the UniversalCamera instead as both are identical.
  84033. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84034. */
  84035. var GamepadCamera = /** @class */ (function (_super) {
  84036. __extends(GamepadCamera, _super);
  84037. /**
  84038. * Instantiates a new Gamepad Camera
  84039. * This represents a FPS type of camera. This is only here for back compat purpose.
  84040. * Please use the UniversalCamera instead as both are identical.
  84041. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84042. * @param name Define the name of the camera in the scene
  84043. * @param position Define the start position of the camera in the scene
  84044. * @param scene Define the scene the camera belongs to
  84045. */
  84046. function GamepadCamera(name, position, scene) {
  84047. return _super.call(this, name, position, scene) || this;
  84048. }
  84049. /**
  84050. * Gets the current object class name.
  84051. * @return the class name
  84052. */
  84053. GamepadCamera.prototype.getClassName = function () {
  84054. return "GamepadCamera";
  84055. };
  84056. return GamepadCamera;
  84057. }(BABYLON.UniversalCamera));
  84058. BABYLON.GamepadCamera = GamepadCamera;
  84059. })(BABYLON || (BABYLON = {}));
  84060. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84061. var BABYLON;
  84062. (function (BABYLON) {
  84063. /**
  84064. * PostProcessRenderPipelineManager class
  84065. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84066. */
  84067. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84068. /**
  84069. * Initializes a PostProcessRenderPipelineManager
  84070. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84071. */
  84072. function PostProcessRenderPipelineManager() {
  84073. this._renderPipelines = {};
  84074. }
  84075. /**
  84076. * Adds a pipeline to the manager
  84077. * @param renderPipeline The pipeline to add
  84078. */
  84079. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84080. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84081. };
  84082. /**
  84083. * Attaches a camera to the pipeline
  84084. * @param renderPipelineName The name of the pipeline to attach to
  84085. * @param cameras the camera to attach
  84086. * @param unique if the camera can be attached multiple times to the pipeline
  84087. */
  84088. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84089. if (unique === void 0) { unique = false; }
  84090. var renderPipeline = this._renderPipelines[renderPipelineName];
  84091. if (!renderPipeline) {
  84092. return;
  84093. }
  84094. renderPipeline._attachCameras(cameras, unique);
  84095. };
  84096. /**
  84097. * Detaches a camera from the pipeline
  84098. * @param renderPipelineName The name of the pipeline to detach from
  84099. * @param cameras the camera to detach
  84100. */
  84101. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84102. var renderPipeline = this._renderPipelines[renderPipelineName];
  84103. if (!renderPipeline) {
  84104. return;
  84105. }
  84106. renderPipeline._detachCameras(cameras);
  84107. };
  84108. /**
  84109. * Enables an effect by name on a pipeline
  84110. * @param renderPipelineName the name of the pipeline to enable the effect in
  84111. * @param renderEffectName the name of the effect to enable
  84112. * @param cameras the cameras that the effect should be enabled on
  84113. */
  84114. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84115. var renderPipeline = this._renderPipelines[renderPipelineName];
  84116. if (!renderPipeline) {
  84117. return;
  84118. }
  84119. renderPipeline._enableEffect(renderEffectName, cameras);
  84120. };
  84121. /**
  84122. * Disables an effect by name on a pipeline
  84123. * @param renderPipelineName the name of the pipeline to disable the effect in
  84124. * @param renderEffectName the name of the effect to disable
  84125. * @param cameras the cameras that the effect should be disabled on
  84126. */
  84127. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84128. var renderPipeline = this._renderPipelines[renderPipelineName];
  84129. if (!renderPipeline) {
  84130. return;
  84131. }
  84132. renderPipeline._disableEffect(renderEffectName, cameras);
  84133. };
  84134. /**
  84135. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84136. */
  84137. PostProcessRenderPipelineManager.prototype.update = function () {
  84138. for (var renderPipelineName in this._renderPipelines) {
  84139. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84140. var pipeline = this._renderPipelines[renderPipelineName];
  84141. if (!pipeline.isSupported) {
  84142. pipeline.dispose();
  84143. delete this._renderPipelines[renderPipelineName];
  84144. }
  84145. else {
  84146. pipeline._update();
  84147. }
  84148. }
  84149. }
  84150. };
  84151. /** @hidden */
  84152. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84153. for (var renderPipelineName in this._renderPipelines) {
  84154. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84155. var pipeline = this._renderPipelines[renderPipelineName];
  84156. pipeline._rebuild();
  84157. }
  84158. }
  84159. };
  84160. /**
  84161. * Disposes of the manager and pipelines
  84162. */
  84163. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84164. for (var renderPipelineName in this._renderPipelines) {
  84165. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84166. var pipeline = this._renderPipelines[renderPipelineName];
  84167. pipeline.dispose();
  84168. }
  84169. }
  84170. };
  84171. return PostProcessRenderPipelineManager;
  84172. }());
  84173. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84174. })(BABYLON || (BABYLON = {}));
  84175. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84176. var BABYLON;
  84177. (function (BABYLON) {
  84178. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84179. get: function () {
  84180. if (!this._postProcessRenderPipelineManager) {
  84181. // Register the G Buffer component to the scene.
  84182. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84183. if (!component) {
  84184. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84185. this._addComponent(component);
  84186. }
  84187. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84188. }
  84189. return this._postProcessRenderPipelineManager;
  84190. },
  84191. enumerable: true,
  84192. configurable: true
  84193. });
  84194. /**
  84195. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84196. */
  84197. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84198. /**
  84199. * Creates a new instance of the component for the given scene
  84200. * @param scene Defines the scene to register the component in
  84201. */
  84202. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84203. /**
  84204. * The component name helpfull to identify the component in the list of scene components.
  84205. */
  84206. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84207. this.scene = scene;
  84208. }
  84209. /**
  84210. * Registers the component in a given scene
  84211. */
  84212. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84213. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84214. };
  84215. /**
  84216. * Rebuilds the elements related to this component in case of
  84217. * context lost for instance.
  84218. */
  84219. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84220. if (this.scene._postProcessRenderPipelineManager) {
  84221. this.scene._postProcessRenderPipelineManager._rebuild();
  84222. }
  84223. };
  84224. /**
  84225. * Disposes the component and the associated ressources
  84226. */
  84227. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84228. if (this.scene._postProcessRenderPipelineManager) {
  84229. this.scene._postProcessRenderPipelineManager.dispose();
  84230. }
  84231. };
  84232. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84233. if (this.scene._postProcessRenderPipelineManager) {
  84234. this.scene._postProcessRenderPipelineManager.update();
  84235. }
  84236. };
  84237. return PostProcessRenderPipelineManagerSceneComponent;
  84238. }());
  84239. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  84240. })(BABYLON || (BABYLON = {}));
  84241. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  84242. var BABYLON;
  84243. (function (BABYLON) {
  84244. /**
  84245. * This represents a set of one or more post processes in Babylon.
  84246. * A post process can be used to apply a shader to a texture after it is rendered.
  84247. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84248. */
  84249. var PostProcessRenderEffect = /** @class */ (function () {
  84250. /**
  84251. * Instantiates a post process render effect.
  84252. * A post process can be used to apply a shader to a texture after it is rendered.
  84253. * @param engine The engine the effect is tied to
  84254. * @param name The name of the effect
  84255. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  84256. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  84257. */
  84258. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  84259. this._name = name;
  84260. this._singleInstance = singleInstance || true;
  84261. this._getPostProcesses = getPostProcesses;
  84262. this._cameras = {};
  84263. this._indicesForCamera = {};
  84264. this._postProcesses = {};
  84265. }
  84266. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  84267. /**
  84268. * Checks if all the post processes in the effect are supported.
  84269. */
  84270. get: function () {
  84271. for (var index in this._postProcesses) {
  84272. if (this._postProcesses.hasOwnProperty(index)) {
  84273. var pps = this._postProcesses[index];
  84274. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  84275. if (!pps[ppIndex].isSupported) {
  84276. return false;
  84277. }
  84278. }
  84279. }
  84280. }
  84281. return true;
  84282. },
  84283. enumerable: true,
  84284. configurable: true
  84285. });
  84286. /**
  84287. * Updates the current state of the effect
  84288. * @hidden
  84289. */
  84290. PostProcessRenderEffect.prototype._update = function () {
  84291. };
  84292. /**
  84293. * Attaches the effect on cameras
  84294. * @param cameras The camera to attach to.
  84295. * @hidden
  84296. */
  84297. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  84298. var _this = this;
  84299. var cameraKey;
  84300. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84301. if (!cams) {
  84302. return;
  84303. }
  84304. for (var i = 0; i < cams.length; i++) {
  84305. var camera = cams[i];
  84306. var cameraName = camera.name;
  84307. if (this._singleInstance) {
  84308. cameraKey = 0;
  84309. }
  84310. else {
  84311. cameraKey = cameraName;
  84312. }
  84313. if (!this._postProcesses[cameraKey]) {
  84314. var postProcess = this._getPostProcesses();
  84315. if (postProcess) {
  84316. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  84317. }
  84318. }
  84319. if (!this._indicesForCamera[cameraName]) {
  84320. this._indicesForCamera[cameraName] = [];
  84321. }
  84322. this._postProcesses[cameraKey].forEach(function (postProcess) {
  84323. var index = camera.attachPostProcess(postProcess);
  84324. _this._indicesForCamera[cameraName].push(index);
  84325. });
  84326. if (!this._cameras[cameraName]) {
  84327. this._cameras[cameraName] = camera;
  84328. }
  84329. }
  84330. };
  84331. /**
  84332. * Detatches the effect on cameras
  84333. * @param cameras The camera to detatch from.
  84334. * @hidden
  84335. */
  84336. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  84337. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84338. if (!cams) {
  84339. return;
  84340. }
  84341. for (var i = 0; i < cams.length; i++) {
  84342. var camera = cams[i];
  84343. var cameraName = camera.name;
  84344. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84345. camera.detachPostProcess(postProcess);
  84346. });
  84347. if (this._cameras[cameraName]) {
  84348. //this._indicesForCamera.splice(index, 1);
  84349. this._cameras[cameraName] = null;
  84350. }
  84351. }
  84352. };
  84353. /**
  84354. * Enables the effect on given cameras
  84355. * @param cameras The camera to enable.
  84356. * @hidden
  84357. */
  84358. PostProcessRenderEffect.prototype._enable = function (cameras) {
  84359. var _this = this;
  84360. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84361. if (!cams) {
  84362. return;
  84363. }
  84364. for (var i = 0; i < cams.length; i++) {
  84365. var camera = cams[i];
  84366. var cameraName = camera.name;
  84367. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  84368. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  84369. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84370. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  84371. });
  84372. }
  84373. }
  84374. }
  84375. };
  84376. /**
  84377. * Disables the effect on the given cameras
  84378. * @param cameras The camera to disable.
  84379. * @hidden
  84380. */
  84381. PostProcessRenderEffect.prototype._disable = function (cameras) {
  84382. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84383. if (!cams) {
  84384. return;
  84385. }
  84386. for (var i = 0; i < cams.length; i++) {
  84387. var camera = cams[i];
  84388. var cameraName = camera.name;
  84389. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  84390. camera.detachPostProcess(postProcess);
  84391. });
  84392. }
  84393. };
  84394. /**
  84395. * Gets a list of the post processes contained in the effect.
  84396. * @param camera The camera to get the post processes on.
  84397. * @returns The list of the post processes in the effect.
  84398. */
  84399. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  84400. if (this._singleInstance) {
  84401. return this._postProcesses[0];
  84402. }
  84403. else {
  84404. if (!camera) {
  84405. return null;
  84406. }
  84407. return this._postProcesses[camera.name];
  84408. }
  84409. };
  84410. return PostProcessRenderEffect;
  84411. }());
  84412. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  84413. })(BABYLON || (BABYLON = {}));
  84414. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  84415. var BABYLON;
  84416. (function (BABYLON) {
  84417. /**
  84418. * PostProcessRenderPipeline
  84419. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84420. */
  84421. var PostProcessRenderPipeline = /** @class */ (function () {
  84422. /**
  84423. * Initializes a PostProcessRenderPipeline
  84424. * @param engine engine to add the pipeline to
  84425. * @param name name of the pipeline
  84426. */
  84427. function PostProcessRenderPipeline(engine, name) {
  84428. this.engine = engine;
  84429. this._name = name;
  84430. this._renderEffects = {};
  84431. this._renderEffectsForIsolatedPass = new Array();
  84432. this._cameras = [];
  84433. }
  84434. /**
  84435. * "PostProcessRenderPipeline"
  84436. * @returns "PostProcessRenderPipeline"
  84437. */
  84438. PostProcessRenderPipeline.prototype.getClassName = function () {
  84439. return "PostProcessRenderPipeline";
  84440. };
  84441. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  84442. /**
  84443. * If all the render effects in the pipeline are support
  84444. */
  84445. get: function () {
  84446. for (var renderEffectName in this._renderEffects) {
  84447. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84448. if (!this._renderEffects[renderEffectName].isSupported) {
  84449. return false;
  84450. }
  84451. }
  84452. }
  84453. return true;
  84454. },
  84455. enumerable: true,
  84456. configurable: true
  84457. });
  84458. /**
  84459. * Adds an effect to the pipeline
  84460. * @param renderEffect the effect to add
  84461. */
  84462. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  84463. this._renderEffects[renderEffect._name] = renderEffect;
  84464. };
  84465. // private
  84466. /** @hidden */
  84467. PostProcessRenderPipeline.prototype._rebuild = function () {
  84468. };
  84469. /** @hidden */
  84470. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  84471. var renderEffects = this._renderEffects[renderEffectName];
  84472. if (!renderEffects) {
  84473. return;
  84474. }
  84475. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84476. };
  84477. /** @hidden */
  84478. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  84479. var renderEffects = this._renderEffects[renderEffectName];
  84480. if (!renderEffects) {
  84481. return;
  84482. }
  84483. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  84484. };
  84485. /** @hidden */
  84486. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  84487. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84488. if (!cams) {
  84489. return;
  84490. }
  84491. var indicesToDelete = [];
  84492. var i;
  84493. for (i = 0; i < cams.length; i++) {
  84494. var camera = cams[i];
  84495. var cameraName = camera.name;
  84496. if (this._cameras.indexOf(camera) === -1) {
  84497. this._cameras[cameraName] = camera;
  84498. }
  84499. else if (unique) {
  84500. indicesToDelete.push(i);
  84501. }
  84502. }
  84503. for (i = 0; i < indicesToDelete.length; i++) {
  84504. cameras.splice(indicesToDelete[i], 1);
  84505. }
  84506. for (var renderEffectName in this._renderEffects) {
  84507. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84508. this._renderEffects[renderEffectName]._attachCameras(cams);
  84509. }
  84510. }
  84511. };
  84512. /** @hidden */
  84513. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  84514. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  84515. if (!cams) {
  84516. return;
  84517. }
  84518. for (var renderEffectName in this._renderEffects) {
  84519. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84520. this._renderEffects[renderEffectName]._detachCameras(cams);
  84521. }
  84522. }
  84523. for (var i = 0; i < cams.length; i++) {
  84524. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  84525. }
  84526. };
  84527. /** @hidden */
  84528. PostProcessRenderPipeline.prototype._update = function () {
  84529. for (var renderEffectName in this._renderEffects) {
  84530. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  84531. this._renderEffects[renderEffectName]._update();
  84532. }
  84533. }
  84534. for (var i = 0; i < this._cameras.length; i++) {
  84535. var cameraName = this._cameras[i].name;
  84536. if (this._renderEffectsForIsolatedPass[cameraName]) {
  84537. this._renderEffectsForIsolatedPass[cameraName]._update();
  84538. }
  84539. }
  84540. };
  84541. /** @hidden */
  84542. PostProcessRenderPipeline.prototype._reset = function () {
  84543. this._renderEffects = {};
  84544. this._renderEffectsForIsolatedPass = new Array();
  84545. };
  84546. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  84547. // 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)
  84548. var effectKeys = Object.keys(this._renderEffects);
  84549. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  84550. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  84551. if (postProcesses) {
  84552. postProcesses[0].samples = sampleCount;
  84553. return true;
  84554. }
  84555. }
  84556. return false;
  84557. };
  84558. /**
  84559. * Disposes of the pipeline
  84560. */
  84561. PostProcessRenderPipeline.prototype.dispose = function () {
  84562. // Must be implemented by children
  84563. };
  84564. __decorate([
  84565. BABYLON.serialize()
  84566. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  84567. return PostProcessRenderPipeline;
  84568. }());
  84569. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  84570. })(BABYLON || (BABYLON = {}));
  84571. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  84572. var BABYLON;
  84573. (function (BABYLON) {
  84574. /**
  84575. * This represents a depth renderer in Babylon.
  84576. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  84577. */
  84578. var DepthRenderer = /** @class */ (function () {
  84579. /**
  84580. * Instantiates a depth renderer
  84581. * @param scene The scene the renderer belongs to
  84582. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  84583. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  84584. */
  84585. function DepthRenderer(scene, type, camera) {
  84586. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  84587. if (camera === void 0) { camera = null; }
  84588. var _this = this;
  84589. /**
  84590. * Specifiess that the depth renderer will only be used within
  84591. * the camera it is created for.
  84592. * This can help forcing its rendering during the camera processing.
  84593. */
  84594. this.useOnlyInActiveCamera = false;
  84595. this._scene = scene;
  84596. // Register the G Buffer component to the scene.
  84597. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  84598. if (!component) {
  84599. component = new BABYLON.DepthRendererSceneComponent(scene);
  84600. scene._addComponent(component);
  84601. }
  84602. this._camera = camera;
  84603. var engine = scene.getEngine();
  84604. // Render target
  84605. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  84606. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84607. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  84608. this._depthMap.refreshRate = 1;
  84609. this._depthMap.renderParticles = false;
  84610. this._depthMap.renderList = null;
  84611. // Camera to get depth map from to support multiple concurrent cameras
  84612. this._depthMap.activeCamera = this._camera;
  84613. this._depthMap.ignoreCameraViewport = true;
  84614. this._depthMap.useCameraPostProcesses = false;
  84615. // set default depth value to 1.0 (far away)
  84616. this._depthMap.onClearObservable.add(function (engine) {
  84617. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  84618. });
  84619. // Custom render function
  84620. var renderSubMesh = function (subMesh) {
  84621. var mesh = subMesh.getRenderingMesh();
  84622. var scene = _this._scene;
  84623. var engine = scene.getEngine();
  84624. var material = subMesh.getMaterial();
  84625. if (!material) {
  84626. return;
  84627. }
  84628. // Culling and reverse (right handed system)
  84629. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  84630. // Managing instances
  84631. var batch = mesh._getInstancesRenderList(subMesh._id);
  84632. if (batch.mustReturn) {
  84633. return;
  84634. }
  84635. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  84636. var camera = _this._camera || scene.activeCamera;
  84637. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  84638. engine.enableEffect(_this._effect);
  84639. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  84640. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  84641. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  84642. // Alpha test
  84643. if (material && material.needAlphaTesting()) {
  84644. var alphaTexture = material.getAlphaTestTexture();
  84645. if (alphaTexture) {
  84646. _this._effect.setTexture("diffuseSampler", alphaTexture);
  84647. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  84648. }
  84649. }
  84650. // Bones
  84651. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  84652. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  84653. }
  84654. // Draw
  84655. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  84656. }
  84657. };
  84658. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  84659. var index;
  84660. if (depthOnlySubMeshes.length) {
  84661. engine.setColorWrite(false);
  84662. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  84663. renderSubMesh(depthOnlySubMeshes.data[index]);
  84664. }
  84665. engine.setColorWrite(true);
  84666. }
  84667. for (index = 0; index < opaqueSubMeshes.length; index++) {
  84668. renderSubMesh(opaqueSubMeshes.data[index]);
  84669. }
  84670. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  84671. renderSubMesh(alphaTestSubMeshes.data[index]);
  84672. }
  84673. };
  84674. }
  84675. /**
  84676. * Creates the depth rendering effect and checks if the effect is ready.
  84677. * @param subMesh The submesh to be used to render the depth map of
  84678. * @param useInstances If multiple world instances should be used
  84679. * @returns if the depth renderer is ready to render the depth map
  84680. */
  84681. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  84682. var material = subMesh.getMaterial();
  84683. if (material.disableDepthWrite) {
  84684. return false;
  84685. }
  84686. var defines = [];
  84687. var attribs = [BABYLON.VertexBuffer.PositionKind];
  84688. var mesh = subMesh.getMesh();
  84689. // Alpha test
  84690. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  84691. defines.push("#define ALPHATEST");
  84692. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84693. attribs.push(BABYLON.VertexBuffer.UVKind);
  84694. defines.push("#define UV1");
  84695. }
  84696. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84697. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84698. defines.push("#define UV2");
  84699. }
  84700. }
  84701. // Bones
  84702. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  84703. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  84704. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  84705. if (mesh.numBoneInfluencers > 4) {
  84706. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  84707. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  84708. }
  84709. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  84710. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  84711. }
  84712. else {
  84713. defines.push("#define NUM_BONE_INFLUENCERS 0");
  84714. }
  84715. // Instances
  84716. if (useInstances) {
  84717. defines.push("#define INSTANCES");
  84718. attribs.push("world0");
  84719. attribs.push("world1");
  84720. attribs.push("world2");
  84721. attribs.push("world3");
  84722. }
  84723. // Get correct effect
  84724. var join = defines.join("\n");
  84725. if (this._cachedDefines !== join) {
  84726. this._cachedDefines = join;
  84727. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  84728. }
  84729. return this._effect.isReady();
  84730. };
  84731. /**
  84732. * Gets the texture which the depth map will be written to.
  84733. * @returns The depth map texture
  84734. */
  84735. DepthRenderer.prototype.getDepthMap = function () {
  84736. return this._depthMap;
  84737. };
  84738. /**
  84739. * Disposes of the depth renderer.
  84740. */
  84741. DepthRenderer.prototype.dispose = function () {
  84742. this._depthMap.dispose();
  84743. };
  84744. return DepthRenderer;
  84745. }());
  84746. BABYLON.DepthRenderer = DepthRenderer;
  84747. })(BABYLON || (BABYLON = {}));
  84748. //# sourceMappingURL=babylon.depthRenderer.js.map
  84749. var BABYLON;
  84750. (function (BABYLON) {
  84751. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  84752. camera = camera || this.activeCamera;
  84753. if (!camera) {
  84754. throw "No camera available to enable depth renderer";
  84755. }
  84756. if (!this._depthRenderer) {
  84757. this._depthRenderer = {};
  84758. }
  84759. if (!this._depthRenderer[camera.id]) {
  84760. var textureType = 0;
  84761. if (this.getEngine().getCaps().textureHalfFloatRender) {
  84762. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  84763. }
  84764. else if (this.getEngine().getCaps().textureFloatRender) {
  84765. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  84766. }
  84767. else {
  84768. throw "Depth renderer does not support int texture type";
  84769. }
  84770. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  84771. }
  84772. return this._depthRenderer[camera.id];
  84773. };
  84774. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  84775. camera = camera || this.activeCamera;
  84776. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  84777. return;
  84778. }
  84779. this._depthRenderer[camera.id].dispose();
  84780. delete this._depthRenderer[camera.id];
  84781. };
  84782. /**
  84783. * Defines the Depth Renderer scene component responsible to manage a depth buffer usefull
  84784. * in several rendering techniques.
  84785. */
  84786. var DepthRendererSceneComponent = /** @class */ (function () {
  84787. /**
  84788. * Creates a new instance of the component for the given scene
  84789. * @param scene Defines the scene to register the component in
  84790. */
  84791. function DepthRendererSceneComponent(scene) {
  84792. /**
  84793. * The component name helpfull to identify the component in the list of scene components.
  84794. */
  84795. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  84796. this.scene = scene;
  84797. }
  84798. /**
  84799. * Registers the component in a given scene
  84800. */
  84801. DepthRendererSceneComponent.prototype.register = function () {
  84802. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  84803. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  84804. };
  84805. /**
  84806. * Rebuilds the elements related to this component in case of
  84807. * context lost for instance.
  84808. */
  84809. DepthRendererSceneComponent.prototype.rebuild = function () {
  84810. // Nothing to do for this component
  84811. };
  84812. /**
  84813. * Disposes the component and the associated ressources
  84814. */
  84815. DepthRendererSceneComponent.prototype.dispose = function () {
  84816. for (var key in this.scene._depthRenderer) {
  84817. this.scene._depthRenderer[key].dispose();
  84818. }
  84819. };
  84820. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84821. if (this.scene._depthRenderer) {
  84822. for (var key in this.scene._depthRenderer) {
  84823. var depthRenderer = this.scene._depthRenderer[key];
  84824. if (!depthRenderer.useOnlyInActiveCamera) {
  84825. renderTargets.push(depthRenderer.getDepthMap());
  84826. }
  84827. }
  84828. }
  84829. };
  84830. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  84831. if (this.scene._depthRenderer) {
  84832. for (var key in this.scene._depthRenderer) {
  84833. var depthRenderer = this.scene._depthRenderer[key];
  84834. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  84835. renderTargets.push(depthRenderer.getDepthMap());
  84836. }
  84837. }
  84838. }
  84839. };
  84840. return DepthRendererSceneComponent;
  84841. }());
  84842. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  84843. })(BABYLON || (BABYLON = {}));
  84844. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  84845. var BABYLON;
  84846. (function (BABYLON) {
  84847. /**
  84848. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  84849. */
  84850. var GeometryBufferRenderer = /** @class */ (function () {
  84851. /**
  84852. * Creates a new G Buffer for the scene
  84853. * @param scene The scene the buffer belongs to
  84854. * @param ratio How big is the buffer related to the main canvas.
  84855. */
  84856. function GeometryBufferRenderer(scene, ratio) {
  84857. if (ratio === void 0) { ratio = 1; }
  84858. /**
  84859. * Dictionary used to store the previous transformation matrices of each rendered mesh
  84860. * in order to compute objects velocities when enableVelocity is set to "true"
  84861. * @hidden
  84862. */
  84863. this._previousTransformationMatrices = {};
  84864. this._enablePosition = false;
  84865. this._enableVelocity = false;
  84866. this._positionIndex = -1;
  84867. this._velocityIndex = -1;
  84868. this._scene = scene;
  84869. this._ratio = ratio;
  84870. // Register the G Buffer component to the scene.
  84871. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  84872. if (!component) {
  84873. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  84874. scene._addComponent(component);
  84875. }
  84876. // Render target
  84877. this._createRenderTargets();
  84878. }
  84879. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  84880. /**
  84881. * Set the render list (meshes to be rendered) used in the G buffer.
  84882. */
  84883. set: function (meshes) {
  84884. this._multiRenderTarget.renderList = meshes;
  84885. },
  84886. enumerable: true,
  84887. configurable: true
  84888. });
  84889. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  84890. /**
  84891. * Gets wether or not G buffer are supported by the running hardware.
  84892. * This requires draw buffer supports
  84893. */
  84894. get: function () {
  84895. return this._multiRenderTarget.isSupported;
  84896. },
  84897. enumerable: true,
  84898. configurable: true
  84899. });
  84900. /**
  84901. * Returns the index of the given texture type in the G-Buffer textures array
  84902. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  84903. * @returns the index of the given texture type in the G-Buffer textures array
  84904. */
  84905. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  84906. switch (textureType) {
  84907. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  84908. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  84909. default: return -1;
  84910. }
  84911. };
  84912. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  84913. /**
  84914. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  84915. */
  84916. get: function () {
  84917. return this._enablePosition;
  84918. },
  84919. /**
  84920. * Sets whether or not objects positions are enabled for the G buffer.
  84921. */
  84922. set: function (enable) {
  84923. this._enablePosition = enable;
  84924. this.dispose();
  84925. this._createRenderTargets();
  84926. },
  84927. enumerable: true,
  84928. configurable: true
  84929. });
  84930. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  84931. /**
  84932. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  84933. */
  84934. get: function () {
  84935. return this._enableVelocity;
  84936. },
  84937. /**
  84938. * Sets wether or not objects velocities are enabled for the G buffer.
  84939. */
  84940. set: function (enable) {
  84941. this._enableVelocity = enable;
  84942. this.dispose();
  84943. this._createRenderTargets();
  84944. },
  84945. enumerable: true,
  84946. configurable: true
  84947. });
  84948. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  84949. /**
  84950. * Gets the scene associated with the buffer.
  84951. */
  84952. get: function () {
  84953. return this._scene;
  84954. },
  84955. enumerable: true,
  84956. configurable: true
  84957. });
  84958. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  84959. /**
  84960. * Gets the ratio used by the buffer during its creation.
  84961. * How big is the buffer related to the main canvas.
  84962. */
  84963. get: function () {
  84964. return this._ratio;
  84965. },
  84966. enumerable: true,
  84967. configurable: true
  84968. });
  84969. /**
  84970. * Checks wether everything is ready to render a submesh to the G buffer.
  84971. * @param subMesh the submesh to check readiness for
  84972. * @param useInstances is the mesh drawn using instance or not
  84973. * @returns true if ready otherwise false
  84974. */
  84975. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  84976. var material = subMesh.getMaterial();
  84977. if (material && material.disableDepthWrite) {
  84978. return false;
  84979. }
  84980. var defines = [];
  84981. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  84982. var mesh = subMesh.getMesh();
  84983. // Alpha test
  84984. if (material && material.needAlphaTesting()) {
  84985. defines.push("#define ALPHATEST");
  84986. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  84987. attribs.push(BABYLON.VertexBuffer.UVKind);
  84988. defines.push("#define UV1");
  84989. }
  84990. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  84991. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  84992. defines.push("#define UV2");
  84993. }
  84994. }
  84995. // Buffers
  84996. if (this._enablePosition) {
  84997. defines.push("#define POSITION");
  84998. defines.push("#define POSITION_INDEX " + this._positionIndex);
  84999. }
  85000. if (this._enableVelocity) {
  85001. defines.push("#define VELOCITY");
  85002. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85003. }
  85004. // Bones
  85005. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85006. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85007. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85008. if (mesh.numBoneInfluencers > 4) {
  85009. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85010. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85011. }
  85012. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85013. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85014. }
  85015. else {
  85016. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85017. }
  85018. // Instances
  85019. if (useInstances) {
  85020. defines.push("#define INSTANCES");
  85021. attribs.push("world0");
  85022. attribs.push("world1");
  85023. attribs.push("world2");
  85024. attribs.push("world3");
  85025. }
  85026. // Setup textures count
  85027. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85028. // Get correct effect
  85029. var join = defines.join("\n");
  85030. if (this._cachedDefines !== join) {
  85031. this._cachedDefines = join;
  85032. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85033. }
  85034. return this._effect.isReady();
  85035. };
  85036. /**
  85037. * Gets the current underlying G Buffer.
  85038. * @returns the buffer
  85039. */
  85040. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85041. return this._multiRenderTarget;
  85042. };
  85043. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85044. /**
  85045. * Gets the number of samples used to render the buffer (anti aliasing).
  85046. */
  85047. get: function () {
  85048. return this._multiRenderTarget.samples;
  85049. },
  85050. /**
  85051. * Sets the number of samples used to render the buffer (anti aliasing).
  85052. */
  85053. set: function (value) {
  85054. this._multiRenderTarget.samples = value;
  85055. },
  85056. enumerable: true,
  85057. configurable: true
  85058. });
  85059. /**
  85060. * Disposes the renderer and frees up associated resources.
  85061. */
  85062. GeometryBufferRenderer.prototype.dispose = function () {
  85063. this.getGBuffer().dispose();
  85064. };
  85065. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85066. var _this = this;
  85067. var engine = this._scene.getEngine();
  85068. var count = 2;
  85069. if (this._enablePosition) {
  85070. this._positionIndex = count;
  85071. count++;
  85072. }
  85073. if (this._enableVelocity) {
  85074. this._velocityIndex = count;
  85075. count++;
  85076. }
  85077. 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 });
  85078. if (!this.isSupported) {
  85079. return;
  85080. }
  85081. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85082. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85083. this._multiRenderTarget.refreshRate = 1;
  85084. this._multiRenderTarget.renderParticles = false;
  85085. this._multiRenderTarget.renderList = null;
  85086. // set default depth value to 1.0 (far away)
  85087. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85088. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85089. });
  85090. // Custom render function
  85091. var renderSubMesh = function (subMesh) {
  85092. var mesh = subMesh.getRenderingMesh();
  85093. var scene = _this._scene;
  85094. var engine = scene.getEngine();
  85095. var material = subMesh.getMaterial();
  85096. if (!material) {
  85097. return;
  85098. }
  85099. // Velocity
  85100. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85101. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85102. }
  85103. // Culling
  85104. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85105. // Managing instances
  85106. var batch = mesh._getInstancesRenderList(subMesh._id);
  85107. if (batch.mustReturn) {
  85108. return;
  85109. }
  85110. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85111. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85112. engine.enableEffect(_this._effect);
  85113. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85114. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85115. _this._effect.setMatrix("view", scene.getViewMatrix());
  85116. // Alpha test
  85117. if (material && material.needAlphaTesting()) {
  85118. var alphaTexture = material.getAlphaTestTexture();
  85119. if (alphaTexture) {
  85120. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85121. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85122. }
  85123. }
  85124. // Bones
  85125. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85126. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85127. }
  85128. // Velocity
  85129. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85130. // Draw
  85131. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85132. }
  85133. // Velocity
  85134. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85135. };
  85136. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85137. var index;
  85138. if (depthOnlySubMeshes.length) {
  85139. engine.setColorWrite(false);
  85140. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85141. renderSubMesh(depthOnlySubMeshes.data[index]);
  85142. }
  85143. engine.setColorWrite(true);
  85144. }
  85145. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85146. renderSubMesh(opaqueSubMeshes.data[index]);
  85147. }
  85148. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85149. renderSubMesh(alphaTestSubMeshes.data[index]);
  85150. }
  85151. };
  85152. };
  85153. /**
  85154. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85155. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85156. */
  85157. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85158. /**
  85159. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85160. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85161. */
  85162. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85163. return GeometryBufferRenderer;
  85164. }());
  85165. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85166. })(BABYLON || (BABYLON = {}));
  85167. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85168. var BABYLON;
  85169. (function (BABYLON) {
  85170. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85171. get: function () {
  85172. this._geometryBufferRenderer;
  85173. },
  85174. set: function (value) {
  85175. if (value && value.isSupported) {
  85176. this._geometryBufferRenderer = value;
  85177. }
  85178. },
  85179. enumerable: true,
  85180. configurable: true
  85181. });
  85182. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85183. if (ratio === void 0) { ratio = 1; }
  85184. if (this._geometryBufferRenderer) {
  85185. return this._geometryBufferRenderer;
  85186. }
  85187. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85188. if (!this._geometryBufferRenderer.isSupported) {
  85189. this._geometryBufferRenderer = null;
  85190. }
  85191. return this._geometryBufferRenderer;
  85192. };
  85193. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85194. if (!this._geometryBufferRenderer) {
  85195. return;
  85196. }
  85197. this._geometryBufferRenderer.dispose();
  85198. this._geometryBufferRenderer = null;
  85199. };
  85200. /**
  85201. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85202. * in several rendering techniques.
  85203. */
  85204. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85205. /**
  85206. * Creates a new instance of the component for the given scene
  85207. * @param scene Defines the scene to register the component in
  85208. */
  85209. function GeometryBufferRendererSceneComponent(scene) {
  85210. /**
  85211. * The component name helpful to identify the component in the list of scene components.
  85212. */
  85213. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85214. this.scene = scene;
  85215. }
  85216. /**
  85217. * Registers the component in a given scene
  85218. */
  85219. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85220. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85221. };
  85222. /**
  85223. * Rebuilds the elements related to this component in case of
  85224. * context lost for instance.
  85225. */
  85226. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85227. // Nothing to do for this component
  85228. };
  85229. /**
  85230. * Disposes the component and the associated ressources
  85231. */
  85232. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  85233. // Nothing to do for this component
  85234. };
  85235. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85236. if (this.scene._geometryBufferRenderer) {
  85237. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  85238. }
  85239. };
  85240. return GeometryBufferRendererSceneComponent;
  85241. }());
  85242. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  85243. })(BABYLON || (BABYLON = {}));
  85244. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  85245. var BABYLON;
  85246. (function (BABYLON) {
  85247. /**
  85248. * Render pipeline to produce ssao effect
  85249. */
  85250. var SSAORenderingPipeline = /** @class */ (function (_super) {
  85251. __extends(SSAORenderingPipeline, _super);
  85252. /**
  85253. * @constructor
  85254. * @param name - The rendering pipeline name
  85255. * @param scene - The scene linked to this pipeline
  85256. * @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 }
  85257. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  85258. */
  85259. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  85260. var _this = _super.call(this, scene.getEngine(), name) || this;
  85261. // Members
  85262. /**
  85263. * @ignore
  85264. * The PassPostProcess id in the pipeline that contains the original scene color
  85265. */
  85266. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85267. /**
  85268. * @ignore
  85269. * The SSAO PostProcess id in the pipeline
  85270. */
  85271. _this.SSAORenderEffect = "SSAORenderEffect";
  85272. /**
  85273. * @ignore
  85274. * The horizontal blur PostProcess id in the pipeline
  85275. */
  85276. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85277. /**
  85278. * @ignore
  85279. * The vertical blur PostProcess id in the pipeline
  85280. */
  85281. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85282. /**
  85283. * @ignore
  85284. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85285. */
  85286. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85287. /**
  85288. * The output strength of the SSAO post-process. Default value is 1.0.
  85289. */
  85290. _this.totalStrength = 1.0;
  85291. /**
  85292. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  85293. */
  85294. _this.radius = 0.0001;
  85295. /**
  85296. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  85297. * Must not be equal to fallOff and superior to fallOff.
  85298. * Default value is 0.975
  85299. */
  85300. _this.area = 0.0075;
  85301. /**
  85302. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  85303. * Must not be equal to area and inferior to area.
  85304. * Default value is 0.0
  85305. */
  85306. _this.fallOff = 0.000001;
  85307. /**
  85308. * The base color of the SSAO post-process
  85309. * The final result is "base + ssao" between [0, 1]
  85310. */
  85311. _this.base = 0.5;
  85312. _this._firstUpdate = true;
  85313. _this._scene = scene;
  85314. // Set up assets
  85315. _this._createRandomTexture();
  85316. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85317. var ssaoRatio = ratio.ssaoRatio || ratio;
  85318. var combineRatio = ratio.combineRatio || ratio;
  85319. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85320. _this._createSSAOPostProcess(ssaoRatio);
  85321. _this._createBlurPostProcess(ssaoRatio);
  85322. _this._createSSAOCombinePostProcess(combineRatio);
  85323. // Set up pipeline
  85324. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85325. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85326. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85327. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85328. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85329. // Finish
  85330. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85331. if (cameras) {
  85332. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85333. }
  85334. return _this;
  85335. }
  85336. // Public Methods
  85337. /**
  85338. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85339. */
  85340. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  85341. if (disableDepthRender === void 0) { disableDepthRender = false; }
  85342. for (var i = 0; i < this._scene.cameras.length; i++) {
  85343. var camera = this._scene.cameras[i];
  85344. this._originalColorPostProcess.dispose(camera);
  85345. this._ssaoPostProcess.dispose(camera);
  85346. this._blurHPostProcess.dispose(camera);
  85347. this._blurVPostProcess.dispose(camera);
  85348. this._ssaoCombinePostProcess.dispose(camera);
  85349. }
  85350. this._randomTexture.dispose();
  85351. if (disableDepthRender) {
  85352. this._scene.disableDepthRenderer();
  85353. }
  85354. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85355. _super.prototype.dispose.call(this);
  85356. };
  85357. // Private Methods
  85358. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  85359. var _this = this;
  85360. var size = 16;
  85361. 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);
  85362. 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);
  85363. this._blurHPostProcess.onActivateObservable.add(function () {
  85364. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  85365. _this._blurHPostProcess.kernel = size * dw;
  85366. });
  85367. this._blurVPostProcess.onActivateObservable.add(function () {
  85368. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  85369. _this._blurVPostProcess.kernel = size * dw;
  85370. });
  85371. };
  85372. /** @hidden */
  85373. SSAORenderingPipeline.prototype._rebuild = function () {
  85374. this._firstUpdate = true;
  85375. _super.prototype._rebuild.call(this);
  85376. };
  85377. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85378. var _this = this;
  85379. var numSamples = 16;
  85380. var sampleSphere = [
  85381. 0.5381, 0.1856, -0.4319,
  85382. 0.1379, 0.2486, 0.4430,
  85383. 0.3371, 0.5679, -0.0057,
  85384. -0.6999, -0.0451, -0.0019,
  85385. 0.0689, -0.1598, -0.8547,
  85386. 0.0560, 0.0069, -0.1843,
  85387. -0.0146, 0.1402, 0.0762,
  85388. 0.0100, -0.1924, -0.0344,
  85389. -0.3577, -0.5301, -0.4358,
  85390. -0.3169, 0.1063, 0.0158,
  85391. 0.0103, -0.5869, 0.0046,
  85392. -0.0897, -0.4940, 0.3287,
  85393. 0.7119, -0.0154, -0.0918,
  85394. -0.0533, 0.0596, -0.5411,
  85395. 0.0352, -0.0631, 0.5460,
  85396. -0.4776, 0.2847, -0.0271
  85397. ];
  85398. var samplesFactor = 1.0 / numSamples;
  85399. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  85400. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85401. "area", "fallOff", "base", "range", "viewport"
  85402. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85403. this._ssaoPostProcess.onApply = function (effect) {
  85404. if (_this._firstUpdate) {
  85405. effect.setArray3("sampleSphere", sampleSphere);
  85406. effect.setFloat("samplesFactor", samplesFactor);
  85407. effect.setFloat("randTextureTiles", 4.0);
  85408. }
  85409. effect.setFloat("totalStrength", _this.totalStrength);
  85410. effect.setFloat("radius", _this.radius);
  85411. effect.setFloat("area", _this.area);
  85412. effect.setFloat("fallOff", _this.fallOff);
  85413. effect.setFloat("base", _this.base);
  85414. effect.setTexture("textureSampler", _this._depthTexture);
  85415. effect.setTexture("randomSampler", _this._randomTexture);
  85416. };
  85417. };
  85418. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85419. var _this = this;
  85420. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85421. this._ssaoCombinePostProcess.onApply = function (effect) {
  85422. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  85423. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85424. };
  85425. };
  85426. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  85427. var size = 512;
  85428. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85429. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85430. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85431. var context = this._randomTexture.getContext();
  85432. var rand = function (min, max) {
  85433. return Math.random() * (max - min) + min;
  85434. };
  85435. var randVector = BABYLON.Vector3.Zero();
  85436. for (var x = 0; x < size; x++) {
  85437. for (var y = 0; y < size; y++) {
  85438. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  85439. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  85440. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  85441. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85442. context.fillRect(x, y, 1, 1);
  85443. }
  85444. }
  85445. this._randomTexture.update(false);
  85446. };
  85447. __decorate([
  85448. BABYLON.serialize()
  85449. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  85450. __decorate([
  85451. BABYLON.serialize()
  85452. ], SSAORenderingPipeline.prototype, "radius", void 0);
  85453. __decorate([
  85454. BABYLON.serialize()
  85455. ], SSAORenderingPipeline.prototype, "area", void 0);
  85456. __decorate([
  85457. BABYLON.serialize()
  85458. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  85459. __decorate([
  85460. BABYLON.serialize()
  85461. ], SSAORenderingPipeline.prototype, "base", void 0);
  85462. return SSAORenderingPipeline;
  85463. }(BABYLON.PostProcessRenderPipeline));
  85464. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  85465. })(BABYLON || (BABYLON = {}));
  85466. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  85467. var BABYLON;
  85468. (function (BABYLON) {
  85469. /**
  85470. * Render pipeline to produce ssao effect
  85471. */
  85472. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  85473. __extends(SSAO2RenderingPipeline, _super);
  85474. /**
  85475. * @constructor
  85476. * @param name The rendering pipeline name
  85477. * @param scene The scene linked to this pipeline
  85478. * @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 }
  85479. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85480. */
  85481. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  85482. var _this = _super.call(this, scene.getEngine(), name) || this;
  85483. // Members
  85484. /**
  85485. * @ignore
  85486. * The PassPostProcess id in the pipeline that contains the original scene color
  85487. */
  85488. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  85489. /**
  85490. * @ignore
  85491. * The SSAO PostProcess id in the pipeline
  85492. */
  85493. _this.SSAORenderEffect = "SSAORenderEffect";
  85494. /**
  85495. * @ignore
  85496. * The horizontal blur PostProcess id in the pipeline
  85497. */
  85498. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  85499. /**
  85500. * @ignore
  85501. * The vertical blur PostProcess id in the pipeline
  85502. */
  85503. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  85504. /**
  85505. * @ignore
  85506. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  85507. */
  85508. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  85509. /**
  85510. * The output strength of the SSAO post-process. Default value is 1.0.
  85511. */
  85512. _this.totalStrength = 1.0;
  85513. /**
  85514. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  85515. */
  85516. _this.maxZ = 100.0;
  85517. /**
  85518. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  85519. */
  85520. _this.minZAspect = 0.2;
  85521. _this._samples = 8;
  85522. _this._textureSamples = 1;
  85523. _this._expensiveBlur = true;
  85524. /**
  85525. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  85526. */
  85527. _this.radius = 2.0;
  85528. /**
  85529. * The base color of the SSAO post-process
  85530. * The final result is "base + ssao" between [0, 1]
  85531. */
  85532. _this.base = 0;
  85533. _this._firstUpdate = true;
  85534. _this._bits = new Uint32Array(1);
  85535. _this._scene = scene;
  85536. _this._ratio = ratio;
  85537. if (!_this.isSupported) {
  85538. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  85539. return _this;
  85540. }
  85541. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  85542. var blurRatio = _this._ratio.blurRatio || ratio;
  85543. // Set up assets
  85544. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  85545. _this._createRandomTexture();
  85546. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  85547. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  85548. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  85549. _this._originalColorPostProcess.samples = _this.textureSamples;
  85550. _this._createSSAOPostProcess(1.0);
  85551. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  85552. _this._createSSAOCombinePostProcess(blurRatio);
  85553. // Set up pipeline
  85554. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  85555. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  85556. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  85557. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  85558. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  85559. // Finish
  85560. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85561. if (cameras) {
  85562. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85563. }
  85564. return _this;
  85565. }
  85566. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  85567. get: function () {
  85568. return this._samples;
  85569. },
  85570. /**
  85571. * Number of samples used for the SSAO calculations. Default value is 8
  85572. */
  85573. set: function (n) {
  85574. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  85575. this._samples = n;
  85576. this._sampleSphere = this._generateHemisphere();
  85577. this._firstUpdate = true;
  85578. },
  85579. enumerable: true,
  85580. configurable: true
  85581. });
  85582. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  85583. get: function () {
  85584. return this._textureSamples;
  85585. },
  85586. /**
  85587. * Number of samples to use for antialiasing
  85588. */
  85589. set: function (n) {
  85590. this._textureSamples = n;
  85591. this._originalColorPostProcess.samples = n;
  85592. this._blurHPostProcess.samples = n;
  85593. this._blurVPostProcess.samples = n;
  85594. this._ssaoPostProcess.samples = n;
  85595. this._ssaoCombinePostProcess.samples = n;
  85596. },
  85597. enumerable: true,
  85598. configurable: true
  85599. });
  85600. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  85601. get: function () {
  85602. return this._expensiveBlur;
  85603. },
  85604. /**
  85605. * If bilateral blur should be used
  85606. */
  85607. set: function (b) {
  85608. 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"]);
  85609. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  85610. this._expensiveBlur = b;
  85611. this._firstUpdate = true;
  85612. },
  85613. enumerable: true,
  85614. configurable: true
  85615. });
  85616. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  85617. /**
  85618. * Support test.
  85619. */
  85620. get: function () {
  85621. var engine = BABYLON.Engine.LastCreatedEngine;
  85622. if (!engine) {
  85623. return false;
  85624. }
  85625. return engine.getCaps().drawBuffersExtension;
  85626. },
  85627. enumerable: true,
  85628. configurable: true
  85629. });
  85630. // Public Methods
  85631. /**
  85632. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  85633. */
  85634. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  85635. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  85636. for (var i = 0; i < this._scene.cameras.length; i++) {
  85637. var camera = this._scene.cameras[i];
  85638. this._originalColorPostProcess.dispose(camera);
  85639. this._ssaoPostProcess.dispose(camera);
  85640. this._blurHPostProcess.dispose(camera);
  85641. this._blurVPostProcess.dispose(camera);
  85642. this._ssaoCombinePostProcess.dispose(camera);
  85643. }
  85644. this._randomTexture.dispose();
  85645. if (disableGeometryBufferRenderer) {
  85646. this._scene.disableGeometryBufferRenderer();
  85647. }
  85648. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  85649. _super.prototype.dispose.call(this);
  85650. };
  85651. // Private Methods
  85652. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  85653. var _this = this;
  85654. this._samplerOffsets = [];
  85655. var expensive = this.expensiveBlur;
  85656. for (var i = -8; i < 8; i++) {
  85657. this._samplerOffsets.push(i * 2 + 0.5);
  85658. }
  85659. 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");
  85660. this._blurHPostProcess.onApply = function (effect) {
  85661. if (!_this._scene.activeCamera) {
  85662. return;
  85663. }
  85664. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  85665. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85666. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85667. effect.setFloat("radius", _this.radius);
  85668. effect.setTexture("depthSampler", _this._depthTexture);
  85669. if (_this._firstUpdate) {
  85670. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85671. }
  85672. };
  85673. 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");
  85674. this._blurVPostProcess.onApply = function (effect) {
  85675. if (!_this._scene.activeCamera) {
  85676. return;
  85677. }
  85678. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  85679. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85680. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85681. effect.setFloat("radius", _this.radius);
  85682. effect.setTexture("depthSampler", _this._depthTexture);
  85683. if (_this._firstUpdate) {
  85684. effect.setArray("samplerOffsets", _this._samplerOffsets);
  85685. _this._firstUpdate = false;
  85686. }
  85687. };
  85688. this._blurHPostProcess.samples = this.textureSamples;
  85689. this._blurVPostProcess.samples = this.textureSamples;
  85690. };
  85691. /** @hidden */
  85692. SSAO2RenderingPipeline.prototype._rebuild = function () {
  85693. this._firstUpdate = true;
  85694. _super.prototype._rebuild.call(this);
  85695. };
  85696. //Van der Corput radical inverse
  85697. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  85698. this._bits[0] = i;
  85699. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  85700. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  85701. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  85702. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  85703. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  85704. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  85705. };
  85706. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  85707. return [i / n, this._radicalInverse_VdC(i)];
  85708. };
  85709. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  85710. var phi = v * 2.0 * Math.PI;
  85711. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  85712. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  85713. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  85714. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  85715. };
  85716. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  85717. var numSamples = this.samples;
  85718. var result = [];
  85719. var vector;
  85720. var i = 0;
  85721. while (i < numSamples) {
  85722. if (numSamples < 16) {
  85723. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  85724. }
  85725. else {
  85726. var rand = this._hammersley(i, numSamples);
  85727. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  85728. }
  85729. result.push(vector.x, vector.y, vector.z);
  85730. i++;
  85731. }
  85732. return result;
  85733. };
  85734. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  85735. var _this = this;
  85736. var numSamples = this.samples;
  85737. this._sampleSphere = this._generateHemisphere();
  85738. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  85739. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  85740. "base", "range", "projection", "near", "far", "texelSize",
  85741. "xViewport", "yViewport", "maxZ", "minZAspect"
  85742. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  85743. this._ssaoPostProcess.onApply = function (effect) {
  85744. if (_this._firstUpdate) {
  85745. effect.setArray3("sampleSphere", _this._sampleSphere);
  85746. effect.setFloat("randTextureTiles", 32.0);
  85747. }
  85748. if (!_this._scene.activeCamera) {
  85749. return;
  85750. }
  85751. effect.setFloat("samplesFactor", 1 / _this.samples);
  85752. effect.setFloat("totalStrength", _this.totalStrength);
  85753. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  85754. effect.setFloat("radius", _this.radius);
  85755. effect.setFloat("maxZ", _this.maxZ);
  85756. effect.setFloat("minZAspect", _this.minZAspect);
  85757. effect.setFloat("base", _this.base);
  85758. effect.setFloat("near", _this._scene.activeCamera.minZ);
  85759. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  85760. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  85761. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  85762. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  85763. effect.setTexture("textureSampler", _this._depthTexture);
  85764. effect.setTexture("normalSampler", _this._normalTexture);
  85765. effect.setTexture("randomSampler", _this._randomTexture);
  85766. };
  85767. this._ssaoPostProcess.samples = this.textureSamples;
  85768. };
  85769. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  85770. var _this = this;
  85771. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  85772. this._ssaoCombinePostProcess.onApply = function (effect) {
  85773. var viewport = _this._scene.activeCamera.viewport;
  85774. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  85775. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  85776. };
  85777. this._ssaoCombinePostProcess.samples = this.textureSamples;
  85778. };
  85779. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  85780. var size = 128;
  85781. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  85782. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  85783. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  85784. var context = this._randomTexture.getContext();
  85785. var rand = function (min, max) {
  85786. return Math.random() * (max - min) + min;
  85787. };
  85788. var randVector = BABYLON.Vector3.Zero();
  85789. for (var x = 0; x < size; x++) {
  85790. for (var y = 0; y < size; y++) {
  85791. randVector.x = rand(0.0, 1.0);
  85792. randVector.y = rand(0.0, 1.0);
  85793. randVector.z = 0.0;
  85794. randVector.normalize();
  85795. randVector.scaleInPlace(255);
  85796. randVector.x = Math.floor(randVector.x);
  85797. randVector.y = Math.floor(randVector.y);
  85798. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  85799. context.fillRect(x, y, 1, 1);
  85800. }
  85801. }
  85802. this._randomTexture.update(false);
  85803. };
  85804. /**
  85805. * Serialize the rendering pipeline (Used when exporting)
  85806. * @returns the serialized object
  85807. */
  85808. SSAO2RenderingPipeline.prototype.serialize = function () {
  85809. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  85810. serializationObject.customType = "SSAO2RenderingPipeline";
  85811. return serializationObject;
  85812. };
  85813. /**
  85814. * Parse the serialized pipeline
  85815. * @param source Source pipeline.
  85816. * @param scene The scene to load the pipeline to.
  85817. * @param rootUrl The URL of the serialized pipeline.
  85818. * @returns An instantiated pipeline from the serialized object.
  85819. */
  85820. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  85821. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  85822. };
  85823. __decorate([
  85824. BABYLON.serialize()
  85825. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  85826. __decorate([
  85827. BABYLON.serialize()
  85828. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  85829. __decorate([
  85830. BABYLON.serialize()
  85831. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  85832. __decorate([
  85833. BABYLON.serialize("samples")
  85834. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  85835. __decorate([
  85836. BABYLON.serialize("textureSamples")
  85837. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  85838. __decorate([
  85839. BABYLON.serialize()
  85840. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  85841. __decorate([
  85842. BABYLON.serialize("expensiveBlur")
  85843. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  85844. __decorate([
  85845. BABYLON.serialize()
  85846. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  85847. __decorate([
  85848. BABYLON.serialize()
  85849. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  85850. return SSAO2RenderingPipeline;
  85851. }(BABYLON.PostProcessRenderPipeline));
  85852. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  85853. })(BABYLON || (BABYLON = {}));
  85854. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  85855. var BABYLON;
  85856. (function (BABYLON) {
  85857. /**
  85858. * BABYLON.JS Chromatic Aberration GLSL Shader
  85859. * Author: Olivier Guyot
  85860. * Separates very slightly R, G and B colors on the edges of the screen
  85861. * Inspired by Francois Tarlier & Martins Upitis
  85862. */
  85863. var LensRenderingPipeline = /** @class */ (function (_super) {
  85864. __extends(LensRenderingPipeline, _super);
  85865. /**
  85866. * @constructor
  85867. *
  85868. * Effect parameters are as follow:
  85869. * {
  85870. * chromatic_aberration: number; // from 0 to x (1 for realism)
  85871. * edge_blur: number; // from 0 to x (1 for realism)
  85872. * distortion: number; // from 0 to x (1 for realism)
  85873. * grain_amount: number; // from 0 to 1
  85874. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  85875. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  85876. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  85877. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  85878. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  85879. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  85880. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  85881. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  85882. * }
  85883. * Note: if an effect parameter is unset, effect is disabled
  85884. *
  85885. * @param name The rendering pipeline name
  85886. * @param parameters - An object containing all parameters (see above)
  85887. * @param scene The scene linked to this pipeline
  85888. * @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)
  85889. * @param cameras The array of cameras that the rendering pipeline will be attached to
  85890. */
  85891. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  85892. if (ratio === void 0) { ratio = 1.0; }
  85893. var _this = _super.call(this, scene.getEngine(), name) || this;
  85894. // Lens effects can be of the following:
  85895. // - chromatic aberration (slight shift of RGB colors)
  85896. // - blur on the edge of the lens
  85897. // - lens distortion
  85898. // - depth-of-field blur & highlights enhancing
  85899. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  85900. // - grain effect (noise or custom texture)
  85901. // Two additional texture samplers are needed:
  85902. // - depth map (for depth-of-field)
  85903. // - grain texture
  85904. /**
  85905. * @ignore
  85906. * The chromatic aberration PostProcess id in the pipeline
  85907. */
  85908. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  85909. /**
  85910. * @ignore
  85911. * The highlights enhancing PostProcess id in the pipeline
  85912. */
  85913. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  85914. /**
  85915. * @ignore
  85916. * The depth-of-field PostProcess id in the pipeline
  85917. */
  85918. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  85919. _this._scene = scene;
  85920. // Fetch texture samplers
  85921. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  85922. if (parameters.grain_texture) {
  85923. _this._grainTexture = parameters.grain_texture;
  85924. }
  85925. else {
  85926. _this._createGrainTexture();
  85927. }
  85928. // save parameters
  85929. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  85930. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  85931. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  85932. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  85933. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  85934. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  85935. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  85936. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  85937. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  85938. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  85939. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  85940. // Create effects
  85941. _this._createChromaticAberrationPostProcess(ratio);
  85942. _this._createHighlightsPostProcess(ratio);
  85943. _this._createDepthOfFieldPostProcess(ratio / 4);
  85944. // Set up pipeline
  85945. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  85946. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  85947. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  85948. if (_this._highlightsGain === -1) {
  85949. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  85950. }
  85951. // Finish
  85952. scene.postProcessRenderPipelineManager.addPipeline(_this);
  85953. if (cameras) {
  85954. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  85955. }
  85956. return _this;
  85957. }
  85958. // public methods (self explanatory)
  85959. /**
  85960. * Sets the amount of blur at the edges
  85961. * @param amount blur amount
  85962. */
  85963. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  85964. /**
  85965. * Sets edge blur to 0
  85966. */
  85967. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  85968. /**
  85969. * Sets the amout of grain
  85970. * @param amount Amount of grain
  85971. */
  85972. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  85973. /**
  85974. * Set grain amount to 0
  85975. */
  85976. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  85977. /**
  85978. * Sets the chromatic aberration amount
  85979. * @param amount amount of chromatic aberration
  85980. */
  85981. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  85982. /**
  85983. * Sets chromatic aberration amount to 0
  85984. */
  85985. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  85986. /**
  85987. * Sets the EdgeDistortion amount
  85988. * @param amount amount of EdgeDistortion
  85989. */
  85990. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  85991. /**
  85992. * Sets edge distortion to 0
  85993. */
  85994. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  85995. /**
  85996. * Sets the FocusDistance amount
  85997. * @param amount amount of FocusDistance
  85998. */
  85999. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86000. /**
  86001. * Disables depth of field
  86002. */
  86003. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86004. /**
  86005. * Sets the Aperture amount
  86006. * @param amount amount of Aperture
  86007. */
  86008. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86009. /**
  86010. * Sets the DarkenOutOfFocus amount
  86011. * @param amount amount of DarkenOutOfFocus
  86012. */
  86013. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86014. /**
  86015. * Creates a pentagon bokeh effect
  86016. */
  86017. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86018. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86019. };
  86020. /**
  86021. * Disables the pentagon bokeh effect
  86022. */
  86023. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86024. this._highlightsPostProcess.updateEffect();
  86025. };
  86026. /**
  86027. * Enables noise blur
  86028. */
  86029. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86030. /**
  86031. * Disables noise blur
  86032. */
  86033. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86034. /**
  86035. * Sets the HighlightsGain amount
  86036. * @param amount amount of HighlightsGain
  86037. */
  86038. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86039. this._highlightsGain = amount;
  86040. };
  86041. /**
  86042. * Sets the HighlightsThreshold amount
  86043. * @param amount amount of HighlightsThreshold
  86044. */
  86045. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86046. if (this._highlightsGain === -1) {
  86047. this._highlightsGain = 1.0;
  86048. }
  86049. this._highlightsThreshold = amount;
  86050. };
  86051. /**
  86052. * Disables highlights
  86053. */
  86054. LensRenderingPipeline.prototype.disableHighlights = function () {
  86055. this._highlightsGain = -1;
  86056. };
  86057. /**
  86058. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86059. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86060. */
  86061. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86062. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86063. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86064. this._chromaticAberrationPostProcess = null;
  86065. this._highlightsPostProcess = null;
  86066. this._depthOfFieldPostProcess = null;
  86067. this._grainTexture.dispose();
  86068. if (disableDepthRender) {
  86069. this._scene.disableDepthRenderer();
  86070. }
  86071. };
  86072. // colors shifting and distortion
  86073. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86074. var _this = this;
  86075. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86076. [], // samplers
  86077. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86078. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86079. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86080. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86081. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86082. effect.setFloat('radialIntensity', 1);
  86083. effect.setFloat2('direction', 17, 17);
  86084. effect.setFloat2('centerPosition', 0.5, 0.5);
  86085. };
  86086. };
  86087. // highlights enhancing
  86088. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86089. var _this = this;
  86090. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86091. [], // samplers
  86092. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86093. this._highlightsPostProcess.onApply = function (effect) {
  86094. effect.setFloat('gain', _this._highlightsGain);
  86095. effect.setFloat('threshold', _this._highlightsThreshold);
  86096. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86097. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86098. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86099. };
  86100. };
  86101. // colors shifting and distortion
  86102. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86103. var _this = this;
  86104. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86105. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86106. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86107. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86108. this._depthOfFieldPostProcess.onApply = function (effect) {
  86109. effect.setTexture("depthSampler", _this._depthTexture);
  86110. effect.setTexture("grainSampler", _this._grainTexture);
  86111. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86112. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86113. effect.setFloat('grain_amount', _this._grainAmount);
  86114. effect.setBool('blur_noise', _this._blurNoise);
  86115. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86116. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86117. effect.setFloat('distortion', _this._distortion);
  86118. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86119. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86120. effect.setFloat('aperture', _this._dofAperture);
  86121. effect.setFloat('darken', _this._dofDarken);
  86122. effect.setFloat('edge_blur', _this._edgeBlur);
  86123. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86124. if (_this._scene.activeCamera) {
  86125. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86126. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86127. }
  86128. };
  86129. };
  86130. // creates a black and white random noise texture, 512x512
  86131. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86132. var size = 512;
  86133. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86134. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86135. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86136. var context = this._grainTexture.getContext();
  86137. var rand = function (min, max) {
  86138. return Math.random() * (max - min) + min;
  86139. };
  86140. var value;
  86141. for (var x = 0; x < size; x++) {
  86142. for (var y = 0; y < size; y++) {
  86143. value = Math.floor(rand(0.42, 0.58) * 255);
  86144. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86145. context.fillRect(x, y, 1, 1);
  86146. }
  86147. }
  86148. this._grainTexture.update(false);
  86149. };
  86150. return LensRenderingPipeline;
  86151. }(BABYLON.PostProcessRenderPipeline));
  86152. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86153. })(BABYLON || (BABYLON = {}));
  86154. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86155. var BABYLON;
  86156. (function (BABYLON) {
  86157. /**
  86158. * Standard rendering pipeline
  86159. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86160. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86161. */
  86162. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86163. __extends(StandardRenderingPipeline, _super);
  86164. /**
  86165. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86166. * @constructor
  86167. * @param name The rendering pipeline name
  86168. * @param scene The scene linked to this pipeline
  86169. * @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)
  86170. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86171. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86172. */
  86173. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86174. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86175. var _this = _super.call(this, scene.getEngine(), name) || this;
  86176. /**
  86177. * Post-process used to down scale an image x4
  86178. */
  86179. _this.downSampleX4PostProcess = null;
  86180. /**
  86181. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86182. */
  86183. _this.brightPassPostProcess = null;
  86184. /**
  86185. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86186. */
  86187. _this.blurHPostProcesses = [];
  86188. /**
  86189. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86190. */
  86191. _this.blurVPostProcesses = [];
  86192. /**
  86193. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86194. */
  86195. _this.textureAdderPostProcess = null;
  86196. /**
  86197. * Post-process used to create volumetric lighting effect
  86198. */
  86199. _this.volumetricLightPostProcess = null;
  86200. /**
  86201. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86202. */
  86203. _this.volumetricLightSmoothXPostProcess = null;
  86204. /**
  86205. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86206. */
  86207. _this.volumetricLightSmoothYPostProcess = null;
  86208. /**
  86209. * Post-process used to merge the volumetric light effect and the real scene color
  86210. */
  86211. _this.volumetricLightMergePostProces = null;
  86212. /**
  86213. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86214. */
  86215. _this.volumetricLightFinalPostProcess = null;
  86216. /**
  86217. * Base post-process used to calculate the average luminance of the final image for HDR
  86218. */
  86219. _this.luminancePostProcess = null;
  86220. /**
  86221. * Post-processes used to create down sample post-processes in order to get
  86222. * the average luminance of the final image for HDR
  86223. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86224. */
  86225. _this.luminanceDownSamplePostProcesses = [];
  86226. /**
  86227. * Post-process used to create a HDR effect (light adaptation)
  86228. */
  86229. _this.hdrPostProcess = null;
  86230. /**
  86231. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86232. */
  86233. _this.textureAdderFinalPostProcess = null;
  86234. /**
  86235. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  86236. */
  86237. _this.lensFlareFinalPostProcess = null;
  86238. /**
  86239. * Post-process used to merge the final HDR post-process and the real scene color
  86240. */
  86241. _this.hdrFinalPostProcess = null;
  86242. /**
  86243. * Post-process used to create a lens flare effect
  86244. */
  86245. _this.lensFlarePostProcess = null;
  86246. /**
  86247. * Post-process that merges the result of the lens flare post-process and the real scene color
  86248. */
  86249. _this.lensFlareComposePostProcess = null;
  86250. /**
  86251. * Post-process used to create a motion blur effect
  86252. */
  86253. _this.motionBlurPostProcess = null;
  86254. /**
  86255. * Post-process used to create a depth of field effect
  86256. */
  86257. _this.depthOfFieldPostProcess = null;
  86258. /**
  86259. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  86260. */
  86261. _this.fxaaPostProcess = null;
  86262. // Values
  86263. /**
  86264. * Represents the brightness threshold in order to configure the illuminated surfaces
  86265. */
  86266. _this.brightThreshold = 1.0;
  86267. /**
  86268. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  86269. */
  86270. _this.blurWidth = 512.0;
  86271. /**
  86272. * Sets if the blur for highlighted surfaces must be only horizontal
  86273. */
  86274. _this.horizontalBlur = false;
  86275. /**
  86276. * Sets the overall exposure used by the pipeline
  86277. */
  86278. _this.exposure = 1.0;
  86279. /**
  86280. * Texture used typically to simulate "dirty" on camera lens
  86281. */
  86282. _this.lensTexture = null;
  86283. /**
  86284. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  86285. */
  86286. _this.volumetricLightCoefficient = 0.2;
  86287. /**
  86288. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  86289. */
  86290. _this.volumetricLightPower = 4.0;
  86291. /**
  86292. * Used the set the blur intensity to smooth the volumetric lights
  86293. */
  86294. _this.volumetricLightBlurScale = 64.0;
  86295. /**
  86296. * Light (spot or directional) used to generate the volumetric lights rays
  86297. * The source light must have a shadow generate so the pipeline can get its
  86298. * depth map
  86299. */
  86300. _this.sourceLight = null;
  86301. /**
  86302. * For eye adaptation, represents the minimum luminance the eye can see
  86303. */
  86304. _this.hdrMinimumLuminance = 1.0;
  86305. /**
  86306. * For eye adaptation, represents the decrease luminance speed
  86307. */
  86308. _this.hdrDecreaseRate = 0.5;
  86309. /**
  86310. * For eye adaptation, represents the increase luminance speed
  86311. */
  86312. _this.hdrIncreaseRate = 0.5;
  86313. /**
  86314. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  86315. */
  86316. _this.lensColorTexture = null;
  86317. /**
  86318. * The overall strengh for the lens flare effect
  86319. */
  86320. _this.lensFlareStrength = 20.0;
  86321. /**
  86322. * Dispersion coefficient for lens flare ghosts
  86323. */
  86324. _this.lensFlareGhostDispersal = 1.4;
  86325. /**
  86326. * Main lens flare halo width
  86327. */
  86328. _this.lensFlareHaloWidth = 0.7;
  86329. /**
  86330. * Based on the lens distortion effect, defines how much the lens flare result
  86331. * is distorted
  86332. */
  86333. _this.lensFlareDistortionStrength = 16.0;
  86334. /**
  86335. * Lens star texture must be used to simulate rays on the flares and is available
  86336. * in the documentation
  86337. */
  86338. _this.lensStarTexture = null;
  86339. /**
  86340. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  86341. * flare effect by taking account of the dirt texture
  86342. */
  86343. _this.lensFlareDirtTexture = null;
  86344. /**
  86345. * Represents the focal length for the depth of field effect
  86346. */
  86347. _this.depthOfFieldDistance = 10.0;
  86348. /**
  86349. * Represents the blur intensity for the blurred part of the depth of field effect
  86350. */
  86351. _this.depthOfFieldBlurWidth = 64.0;
  86352. /**
  86353. * For motion blur, defines how much the image is blurred by the movement
  86354. */
  86355. _this.motionStrength = 1.0;
  86356. /**
  86357. * List of animations for the pipeline (IAnimatable implementation)
  86358. */
  86359. _this.animations = [];
  86360. _this._currentDepthOfFieldSource = null;
  86361. _this._hdrCurrentLuminance = 1.0;
  86362. // Getters and setters
  86363. _this._bloomEnabled = false;
  86364. _this._depthOfFieldEnabled = false;
  86365. _this._vlsEnabled = false;
  86366. _this._lensFlareEnabled = false;
  86367. _this._hdrEnabled = false;
  86368. _this._motionBlurEnabled = false;
  86369. _this._fxaaEnabled = false;
  86370. _this._motionBlurSamples = 64.0;
  86371. _this._volumetricLightStepsCount = 50.0;
  86372. _this._samples = 1;
  86373. _this._cameras = cameras || [];
  86374. // Initialize
  86375. _this._scene = scene;
  86376. _this._basePostProcess = originalPostProcess;
  86377. _this._ratio = ratio;
  86378. // Misc
  86379. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  86380. // Finish
  86381. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86382. _this._buildPipeline();
  86383. return _this;
  86384. }
  86385. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  86386. /**
  86387. * @ignore
  86388. * Specifies if the bloom pipeline is enabled
  86389. */
  86390. get: function () {
  86391. return this._bloomEnabled;
  86392. },
  86393. set: function (enabled) {
  86394. if (this._bloomEnabled === enabled) {
  86395. return;
  86396. }
  86397. this._bloomEnabled = enabled;
  86398. this._buildPipeline();
  86399. },
  86400. enumerable: true,
  86401. configurable: true
  86402. });
  86403. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  86404. /**
  86405. * @ignore
  86406. * Specifies if the depth of field pipeline is enabed
  86407. */
  86408. get: function () {
  86409. return this._depthOfFieldEnabled;
  86410. },
  86411. set: function (enabled) {
  86412. if (this._depthOfFieldEnabled === enabled) {
  86413. return;
  86414. }
  86415. this._depthOfFieldEnabled = enabled;
  86416. this._buildPipeline();
  86417. },
  86418. enumerable: true,
  86419. configurable: true
  86420. });
  86421. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  86422. /**
  86423. * @ignore
  86424. * Specifies if the lens flare pipeline is enabed
  86425. */
  86426. get: function () {
  86427. return this._lensFlareEnabled;
  86428. },
  86429. set: function (enabled) {
  86430. if (this._lensFlareEnabled === enabled) {
  86431. return;
  86432. }
  86433. this._lensFlareEnabled = enabled;
  86434. this._buildPipeline();
  86435. },
  86436. enumerable: true,
  86437. configurable: true
  86438. });
  86439. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  86440. /**
  86441. * @ignore
  86442. * Specifies if the HDR pipeline is enabled
  86443. */
  86444. get: function () {
  86445. return this._hdrEnabled;
  86446. },
  86447. set: function (enabled) {
  86448. if (this._hdrEnabled === enabled) {
  86449. return;
  86450. }
  86451. this._hdrEnabled = enabled;
  86452. this._buildPipeline();
  86453. },
  86454. enumerable: true,
  86455. configurable: true
  86456. });
  86457. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  86458. /**
  86459. * @ignore
  86460. * Specifies if the volumetric lights scattering effect is enabled
  86461. */
  86462. get: function () {
  86463. return this._vlsEnabled;
  86464. },
  86465. set: function (enabled) {
  86466. if (this._vlsEnabled === enabled) {
  86467. return;
  86468. }
  86469. if (enabled) {
  86470. var geometry = this._scene.enableGeometryBufferRenderer();
  86471. if (!geometry) {
  86472. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  86473. return;
  86474. }
  86475. }
  86476. this._vlsEnabled = enabled;
  86477. this._buildPipeline();
  86478. },
  86479. enumerable: true,
  86480. configurable: true
  86481. });
  86482. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  86483. /**
  86484. * @ignore
  86485. * Specifies if the motion blur effect is enabled
  86486. */
  86487. get: function () {
  86488. return this._motionBlurEnabled;
  86489. },
  86490. set: function (enabled) {
  86491. if (this._motionBlurEnabled === enabled) {
  86492. return;
  86493. }
  86494. this._motionBlurEnabled = enabled;
  86495. this._buildPipeline();
  86496. },
  86497. enumerable: true,
  86498. configurable: true
  86499. });
  86500. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  86501. /**
  86502. * Specifies if anti-aliasing is enabled
  86503. */
  86504. get: function () {
  86505. return this._fxaaEnabled;
  86506. },
  86507. set: function (enabled) {
  86508. if (this._fxaaEnabled === enabled) {
  86509. return;
  86510. }
  86511. this._fxaaEnabled = enabled;
  86512. this._buildPipeline();
  86513. },
  86514. enumerable: true,
  86515. configurable: true
  86516. });
  86517. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  86518. /**
  86519. * Specifies the number of steps used to calculate the volumetric lights
  86520. * Typically in interval [50, 200]
  86521. */
  86522. get: function () {
  86523. return this._volumetricLightStepsCount;
  86524. },
  86525. set: function (count) {
  86526. if (this.volumetricLightPostProcess) {
  86527. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  86528. }
  86529. this._volumetricLightStepsCount = count;
  86530. },
  86531. enumerable: true,
  86532. configurable: true
  86533. });
  86534. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  86535. /**
  86536. * Specifies the number of samples used for the motion blur effect
  86537. * Typically in interval [16, 64]
  86538. */
  86539. get: function () {
  86540. return this._motionBlurSamples;
  86541. },
  86542. set: function (samples) {
  86543. if (this.motionBlurPostProcess) {
  86544. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  86545. }
  86546. this._motionBlurSamples = samples;
  86547. },
  86548. enumerable: true,
  86549. configurable: true
  86550. });
  86551. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  86552. /**
  86553. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  86554. */
  86555. get: function () {
  86556. return this._samples;
  86557. },
  86558. set: function (sampleCount) {
  86559. if (this._samples === sampleCount) {
  86560. return;
  86561. }
  86562. this._samples = sampleCount;
  86563. this._buildPipeline();
  86564. },
  86565. enumerable: true,
  86566. configurable: true
  86567. });
  86568. StandardRenderingPipeline.prototype._buildPipeline = function () {
  86569. var _this = this;
  86570. var ratio = this._ratio;
  86571. var scene = this._scene;
  86572. this._disposePostProcesses();
  86573. this._reset();
  86574. // Create pass post-process
  86575. if (!this._basePostProcess) {
  86576. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  86577. this.originalPostProcess.onApply = function (effect) {
  86578. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  86579. };
  86580. }
  86581. else {
  86582. this.originalPostProcess = this._basePostProcess;
  86583. }
  86584. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  86585. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  86586. }
  86587. this._currentDepthOfFieldSource = this.originalPostProcess;
  86588. if (this._bloomEnabled) {
  86589. // Create down sample X4 post-process
  86590. this._createDownSampleX4PostProcess(scene, ratio / 2);
  86591. // Create bright pass post-process
  86592. this._createBrightPassPostProcess(scene, ratio / 2);
  86593. // Create gaussian blur post-processes (down sampling blurs)
  86594. this._createBlurPostProcesses(scene, ratio / 4, 1);
  86595. // Create texture adder post-process
  86596. this._createTextureAdderPostProcess(scene, ratio);
  86597. // Create depth-of-field source post-process
  86598. 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);
  86599. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  86600. }
  86601. if (this._vlsEnabled) {
  86602. // Create volumetric light
  86603. this._createVolumetricLightPostProcess(scene, ratio);
  86604. // Create volumetric light final post-process
  86605. 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);
  86606. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  86607. }
  86608. if (this._lensFlareEnabled) {
  86609. // Create lens flare post-process
  86610. this._createLensFlarePostProcess(scene, ratio);
  86611. // Create depth-of-field source post-process post lens-flare and disable it now
  86612. 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);
  86613. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  86614. }
  86615. if (this._hdrEnabled) {
  86616. // Create luminance
  86617. this._createLuminancePostProcesses(scene, this._floatTextureType);
  86618. // Create HDR
  86619. this._createHdrPostProcess(scene, ratio);
  86620. // Create depth-of-field source post-process post hdr and disable it now
  86621. 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);
  86622. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  86623. }
  86624. if (this._depthOfFieldEnabled) {
  86625. // Create gaussian blur used by depth-of-field
  86626. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  86627. // Create depth-of-field post-process
  86628. this._createDepthOfFieldPostProcess(scene, ratio);
  86629. }
  86630. if (this._motionBlurEnabled) {
  86631. // Create motion blur post-process
  86632. this._createMotionBlurPostProcess(scene, ratio);
  86633. }
  86634. if (this._fxaaEnabled) {
  86635. // Create fxaa post-process
  86636. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  86637. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  86638. }
  86639. if (this._cameras !== null) {
  86640. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  86641. }
  86642. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  86643. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  86644. }
  86645. };
  86646. // Down Sample X4 Post-Processs
  86647. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  86648. var _this = this;
  86649. var downSampleX4Offsets = new Array(32);
  86650. 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);
  86651. this.downSampleX4PostProcess.onApply = function (effect) {
  86652. var id = 0;
  86653. var width = _this.downSampleX4PostProcess.width;
  86654. var height = _this.downSampleX4PostProcess.height;
  86655. for (var i = -2; i < 2; i++) {
  86656. for (var j = -2; j < 2; j++) {
  86657. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  86658. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  86659. id += 2;
  86660. }
  86661. }
  86662. effect.setArray2("dsOffsets", downSampleX4Offsets);
  86663. };
  86664. // Add to pipeline
  86665. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  86666. };
  86667. // Brightpass Post-Process
  86668. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  86669. var _this = this;
  86670. var brightOffsets = new Array(8);
  86671. 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);
  86672. this.brightPassPostProcess.onApply = function (effect) {
  86673. var sU = (1.0 / _this.brightPassPostProcess.width);
  86674. var sV = (1.0 / _this.brightPassPostProcess.height);
  86675. brightOffsets[0] = -0.5 * sU;
  86676. brightOffsets[1] = 0.5 * sV;
  86677. brightOffsets[2] = 0.5 * sU;
  86678. brightOffsets[3] = 0.5 * sV;
  86679. brightOffsets[4] = -0.5 * sU;
  86680. brightOffsets[5] = -0.5 * sV;
  86681. brightOffsets[6] = 0.5 * sU;
  86682. brightOffsets[7] = -0.5 * sV;
  86683. effect.setArray2("dsOffsets", brightOffsets);
  86684. effect.setFloat("brightThreshold", _this.brightThreshold);
  86685. };
  86686. // Add to pipeline
  86687. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  86688. };
  86689. // Create blur H&V post-processes
  86690. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  86691. var _this = this;
  86692. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  86693. var engine = scene.getEngine();
  86694. 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);
  86695. 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);
  86696. blurX.onActivateObservable.add(function () {
  86697. var dw = blurX.width / engine.getRenderWidth();
  86698. blurX.kernel = _this[blurWidthKey] * dw;
  86699. });
  86700. blurY.onActivateObservable.add(function () {
  86701. var dw = blurY.height / engine.getRenderHeight();
  86702. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  86703. });
  86704. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  86705. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  86706. this.blurHPostProcesses.push(blurX);
  86707. this.blurVPostProcesses.push(blurY);
  86708. };
  86709. // Create texture adder post-process
  86710. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  86711. var _this = this;
  86712. 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);
  86713. this.textureAdderPostProcess.onApply = function (effect) {
  86714. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  86715. effect.setTexture("lensSampler", _this.lensTexture);
  86716. effect.setFloat("exposure", _this.exposure);
  86717. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  86718. };
  86719. // Add to pipeline
  86720. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  86721. };
  86722. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  86723. var _this = this;
  86724. var geometryRenderer = scene.enableGeometryBufferRenderer();
  86725. geometryRenderer.enablePosition = true;
  86726. var geometry = geometryRenderer.getGBuffer();
  86727. // Base post-process
  86728. 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));
  86729. var depthValues = BABYLON.Vector2.Zero();
  86730. this.volumetricLightPostProcess.onApply = function (effect) {
  86731. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  86732. var generator = _this.sourceLight.getShadowGenerator();
  86733. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  86734. effect.setTexture("positionSampler", geometry.textures[2]);
  86735. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  86736. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  86737. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  86738. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  86739. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  86740. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  86741. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  86742. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  86743. effect.setVector2("depthValues", depthValues);
  86744. }
  86745. };
  86746. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  86747. // Smooth
  86748. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  86749. // Merge
  86750. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  86751. this.volumetricLightMergePostProces.onApply = function (effect) {
  86752. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  86753. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  86754. };
  86755. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  86756. };
  86757. // Create luminance
  86758. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  86759. var _this = this;
  86760. // Create luminance
  86761. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  86762. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  86763. var offsets = [];
  86764. this.luminancePostProcess.onApply = function (effect) {
  86765. var sU = (1.0 / _this.luminancePostProcess.width);
  86766. var sV = (1.0 / _this.luminancePostProcess.height);
  86767. offsets[0] = -0.5 * sU;
  86768. offsets[1] = 0.5 * sV;
  86769. offsets[2] = 0.5 * sU;
  86770. offsets[3] = 0.5 * sV;
  86771. offsets[4] = -0.5 * sU;
  86772. offsets[5] = -0.5 * sV;
  86773. offsets[6] = 0.5 * sU;
  86774. offsets[7] = -0.5 * sV;
  86775. effect.setArray2("lumOffsets", offsets);
  86776. };
  86777. // Add to pipeline
  86778. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  86779. // Create down sample luminance
  86780. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  86781. var size = Math.pow(3, i);
  86782. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  86783. if (i === 0) {
  86784. defines += "#define FINAL_DOWN_SAMPLER";
  86785. }
  86786. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  86787. this.luminanceDownSamplePostProcesses.push(postProcess);
  86788. }
  86789. // Create callbacks and add effects
  86790. var lastLuminance = this.luminancePostProcess;
  86791. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  86792. var downSampleOffsets = new Array(18);
  86793. pp.onApply = function (effect) {
  86794. if (!lastLuminance) {
  86795. return;
  86796. }
  86797. var id = 0;
  86798. for (var x = -1; x < 2; x++) {
  86799. for (var y = -1; y < 2; y++) {
  86800. downSampleOffsets[id] = x / lastLuminance.width;
  86801. downSampleOffsets[id + 1] = y / lastLuminance.height;
  86802. id += 2;
  86803. }
  86804. }
  86805. effect.setArray2("dsOffsets", downSampleOffsets);
  86806. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  86807. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86808. lastLuminance = _this.luminancePostProcess;
  86809. }
  86810. else {
  86811. lastLuminance = pp;
  86812. }
  86813. };
  86814. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  86815. pp.onAfterRender = function (effect) {
  86816. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  86817. 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);
  86818. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  86819. };
  86820. }
  86821. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  86822. });
  86823. };
  86824. // Create HDR post-process
  86825. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  86826. var _this = this;
  86827. 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);
  86828. var outputLiminance = 1;
  86829. var time = 0;
  86830. var lastTime = 0;
  86831. this.hdrPostProcess.onApply = function (effect) {
  86832. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  86833. time += scene.getEngine().getDeltaTime();
  86834. if (outputLiminance < 0) {
  86835. outputLiminance = _this._hdrCurrentLuminance;
  86836. }
  86837. else {
  86838. var dt = (lastTime - time) / 1000.0;
  86839. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  86840. outputLiminance += _this.hdrDecreaseRate * dt;
  86841. }
  86842. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  86843. outputLiminance -= _this.hdrIncreaseRate * dt;
  86844. }
  86845. else {
  86846. outputLiminance = _this._hdrCurrentLuminance;
  86847. }
  86848. }
  86849. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  86850. effect.setFloat("averageLuminance", outputLiminance);
  86851. lastTime = time;
  86852. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  86853. };
  86854. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  86855. };
  86856. // Create lens flare post-process
  86857. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  86858. var _this = this;
  86859. 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);
  86860. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  86861. this._createBlurPostProcesses(scene, ratio / 4, 2);
  86862. 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);
  86863. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  86864. var resolution = new BABYLON.Vector2(0, 0);
  86865. // Lens flare
  86866. this.lensFlarePostProcess.onApply = function (effect) {
  86867. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  86868. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  86869. effect.setFloat("strength", _this.lensFlareStrength);
  86870. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  86871. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  86872. // Shift
  86873. resolution.x = _this.lensFlarePostProcess.width;
  86874. resolution.y = _this.lensFlarePostProcess.height;
  86875. effect.setVector2("resolution", resolution);
  86876. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  86877. };
  86878. // Compose
  86879. 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);
  86880. 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);
  86881. this.lensFlareComposePostProcess.onApply = function (effect) {
  86882. if (!_this._scene.activeCamera) {
  86883. return;
  86884. }
  86885. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86886. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  86887. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  86888. // Lens start rotation matrix
  86889. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  86890. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  86891. 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));
  86892. camRot *= 4.0;
  86893. 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);
  86894. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  86895. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  86896. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  86897. };
  86898. };
  86899. // Create depth-of-field post-process
  86900. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  86901. var _this = this;
  86902. 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);
  86903. this.depthOfFieldPostProcess.onApply = function (effect) {
  86904. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  86905. effect.setTexture("depthSampler", _this._getDepthTexture());
  86906. effect.setFloat("distance", _this.depthOfFieldDistance);
  86907. };
  86908. // Add to pipeline
  86909. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  86910. };
  86911. // Create motion blur post-process
  86912. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  86913. var _this = this;
  86914. 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);
  86915. var motionScale = 0;
  86916. var prevViewProjection = BABYLON.Matrix.Identity();
  86917. var invViewProjection = BABYLON.Matrix.Identity();
  86918. var viewProjection = BABYLON.Matrix.Identity();
  86919. var screenSize = BABYLON.Vector2.Zero();
  86920. this.motionBlurPostProcess.onApply = function (effect) {
  86921. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  86922. viewProjection.invertToRef(invViewProjection);
  86923. effect.setMatrix("inverseViewProjection", invViewProjection);
  86924. effect.setMatrix("prevViewProjection", prevViewProjection);
  86925. prevViewProjection = viewProjection;
  86926. screenSize.x = _this.motionBlurPostProcess.width;
  86927. screenSize.y = _this.motionBlurPostProcess.height;
  86928. effect.setVector2("screenSize", screenSize);
  86929. motionScale = scene.getEngine().getFps() / 60.0;
  86930. effect.setFloat("motionScale", motionScale);
  86931. effect.setFloat("motionStrength", _this.motionStrength);
  86932. effect.setTexture("depthSampler", _this._getDepthTexture());
  86933. };
  86934. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  86935. };
  86936. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  86937. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  86938. var renderer = this._scene.enableGeometryBufferRenderer();
  86939. return renderer.getGBuffer().textures[0];
  86940. }
  86941. return this._scene.enableDepthRenderer().getDepthMap();
  86942. };
  86943. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  86944. for (var i = 0; i < this._cameras.length; i++) {
  86945. var camera = this._cameras[i];
  86946. if (this.originalPostProcess) {
  86947. this.originalPostProcess.dispose(camera);
  86948. }
  86949. if (this.downSampleX4PostProcess) {
  86950. this.downSampleX4PostProcess.dispose(camera);
  86951. }
  86952. if (this.brightPassPostProcess) {
  86953. this.brightPassPostProcess.dispose(camera);
  86954. }
  86955. if (this.textureAdderPostProcess) {
  86956. this.textureAdderPostProcess.dispose(camera);
  86957. }
  86958. if (this.textureAdderFinalPostProcess) {
  86959. this.textureAdderFinalPostProcess.dispose(camera);
  86960. }
  86961. if (this.volumetricLightPostProcess) {
  86962. this.volumetricLightPostProcess.dispose(camera);
  86963. }
  86964. if (this.volumetricLightSmoothXPostProcess) {
  86965. this.volumetricLightSmoothXPostProcess.dispose(camera);
  86966. }
  86967. if (this.volumetricLightSmoothYPostProcess) {
  86968. this.volumetricLightSmoothYPostProcess.dispose(camera);
  86969. }
  86970. if (this.volumetricLightMergePostProces) {
  86971. this.volumetricLightMergePostProces.dispose(camera);
  86972. }
  86973. if (this.volumetricLightFinalPostProcess) {
  86974. this.volumetricLightFinalPostProcess.dispose(camera);
  86975. }
  86976. if (this.lensFlarePostProcess) {
  86977. this.lensFlarePostProcess.dispose(camera);
  86978. }
  86979. if (this.lensFlareComposePostProcess) {
  86980. this.lensFlareComposePostProcess.dispose(camera);
  86981. }
  86982. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  86983. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  86984. }
  86985. if (this.luminancePostProcess) {
  86986. this.luminancePostProcess.dispose(camera);
  86987. }
  86988. if (this.hdrPostProcess) {
  86989. this.hdrPostProcess.dispose(camera);
  86990. }
  86991. if (this.hdrFinalPostProcess) {
  86992. this.hdrFinalPostProcess.dispose(camera);
  86993. }
  86994. if (this.depthOfFieldPostProcess) {
  86995. this.depthOfFieldPostProcess.dispose(camera);
  86996. }
  86997. if (this.motionBlurPostProcess) {
  86998. this.motionBlurPostProcess.dispose(camera);
  86999. }
  87000. if (this.fxaaPostProcess) {
  87001. this.fxaaPostProcess.dispose(camera);
  87002. }
  87003. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87004. this.blurHPostProcesses[j].dispose(camera);
  87005. }
  87006. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87007. this.blurVPostProcesses[j].dispose(camera);
  87008. }
  87009. }
  87010. this.originalPostProcess = null;
  87011. this.downSampleX4PostProcess = null;
  87012. this.brightPassPostProcess = null;
  87013. this.textureAdderPostProcess = null;
  87014. this.textureAdderFinalPostProcess = null;
  87015. this.volumetricLightPostProcess = null;
  87016. this.volumetricLightSmoothXPostProcess = null;
  87017. this.volumetricLightSmoothYPostProcess = null;
  87018. this.volumetricLightMergePostProces = null;
  87019. this.volumetricLightFinalPostProcess = null;
  87020. this.lensFlarePostProcess = null;
  87021. this.lensFlareComposePostProcess = null;
  87022. this.luminancePostProcess = null;
  87023. this.hdrPostProcess = null;
  87024. this.hdrFinalPostProcess = null;
  87025. this.depthOfFieldPostProcess = null;
  87026. this.motionBlurPostProcess = null;
  87027. this.fxaaPostProcess = null;
  87028. this.luminanceDownSamplePostProcesses = [];
  87029. this.blurHPostProcesses = [];
  87030. this.blurVPostProcesses = [];
  87031. };
  87032. /**
  87033. * Dispose of the pipeline and stop all post processes
  87034. */
  87035. StandardRenderingPipeline.prototype.dispose = function () {
  87036. this._disposePostProcesses();
  87037. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87038. _super.prototype.dispose.call(this);
  87039. };
  87040. /**
  87041. * Serialize the rendering pipeline (Used when exporting)
  87042. * @returns the serialized object
  87043. */
  87044. StandardRenderingPipeline.prototype.serialize = function () {
  87045. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87046. if (this.sourceLight) {
  87047. serializationObject.sourceLightId = this.sourceLight.id;
  87048. }
  87049. serializationObject.customType = "StandardRenderingPipeline";
  87050. return serializationObject;
  87051. };
  87052. /**
  87053. * Parse the serialized pipeline
  87054. * @param source Source pipeline.
  87055. * @param scene The scene to load the pipeline to.
  87056. * @param rootUrl The URL of the serialized pipeline.
  87057. * @returns An instantiated pipeline from the serialized object.
  87058. */
  87059. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87060. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87061. if (source.sourceLightId) {
  87062. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87063. }
  87064. return p;
  87065. };
  87066. /**
  87067. * Luminance steps
  87068. */
  87069. StandardRenderingPipeline.LuminanceSteps = 6;
  87070. __decorate([
  87071. BABYLON.serialize()
  87072. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87073. __decorate([
  87074. BABYLON.serialize()
  87075. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87076. __decorate([
  87077. BABYLON.serialize()
  87078. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87079. __decorate([
  87080. BABYLON.serialize()
  87081. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87082. __decorate([
  87083. BABYLON.serializeAsTexture("lensTexture")
  87084. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87085. __decorate([
  87086. BABYLON.serialize()
  87087. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87088. __decorate([
  87089. BABYLON.serialize()
  87090. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87091. __decorate([
  87092. BABYLON.serialize()
  87093. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87094. __decorate([
  87095. BABYLON.serialize()
  87096. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87097. __decorate([
  87098. BABYLON.serialize()
  87099. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87100. __decorate([
  87101. BABYLON.serialize()
  87102. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87103. __decorate([
  87104. BABYLON.serializeAsTexture("lensColorTexture")
  87105. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87106. __decorate([
  87107. BABYLON.serialize()
  87108. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87109. __decorate([
  87110. BABYLON.serialize()
  87111. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87112. __decorate([
  87113. BABYLON.serialize()
  87114. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87115. __decorate([
  87116. BABYLON.serialize()
  87117. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87118. __decorate([
  87119. BABYLON.serializeAsTexture("lensStarTexture")
  87120. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87121. __decorate([
  87122. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87123. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87124. __decorate([
  87125. BABYLON.serialize()
  87126. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87127. __decorate([
  87128. BABYLON.serialize()
  87129. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87130. __decorate([
  87131. BABYLON.serialize()
  87132. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87133. __decorate([
  87134. BABYLON.serialize()
  87135. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87136. __decorate([
  87137. BABYLON.serialize()
  87138. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87139. __decorate([
  87140. BABYLON.serialize()
  87141. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87142. __decorate([
  87143. BABYLON.serialize()
  87144. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87145. __decorate([
  87146. BABYLON.serialize()
  87147. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87148. __decorate([
  87149. BABYLON.serialize()
  87150. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87151. __decorate([
  87152. BABYLON.serialize()
  87153. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87154. __decorate([
  87155. BABYLON.serialize()
  87156. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87157. __decorate([
  87158. BABYLON.serialize()
  87159. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87160. __decorate([
  87161. BABYLON.serialize()
  87162. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87163. __decorate([
  87164. BABYLON.serialize()
  87165. ], StandardRenderingPipeline.prototype, "samples", null);
  87166. return StandardRenderingPipeline;
  87167. }(BABYLON.PostProcessRenderPipeline));
  87168. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87169. })(BABYLON || (BABYLON = {}));
  87170. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87171. var BABYLON;
  87172. (function (BABYLON) {
  87173. /**
  87174. * Fxaa post process
  87175. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87176. */
  87177. var FxaaPostProcess = /** @class */ (function (_super) {
  87178. __extends(FxaaPostProcess, _super);
  87179. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87180. if (camera === void 0) { camera = null; }
  87181. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87182. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87183. var defines = _this._getDefines();
  87184. _this.updateEffect(defines);
  87185. _this.onApplyObservable.add(function (effect) {
  87186. var texelSize = _this.texelSize;
  87187. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87188. });
  87189. return _this;
  87190. }
  87191. FxaaPostProcess.prototype._getDefines = function () {
  87192. var engine = this.getEngine();
  87193. if (!engine) {
  87194. return null;
  87195. }
  87196. var glInfo = engine.getGlInfo();
  87197. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87198. return "#define MALI 1\n";
  87199. }
  87200. return null;
  87201. };
  87202. return FxaaPostProcess;
  87203. }(BABYLON.PostProcess));
  87204. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87205. })(BABYLON || (BABYLON = {}));
  87206. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87207. var BABYLON;
  87208. (function (BABYLON) {
  87209. /**
  87210. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87211. */
  87212. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87213. __extends(ChromaticAberrationPostProcess, _super);
  87214. /**
  87215. * Creates a new instance ChromaticAberrationPostProcess
  87216. * @param name The name of the effect.
  87217. * @param screenWidth The width of the screen to apply the effect on.
  87218. * @param screenHeight The height of the screen to apply the effect on.
  87219. * @param options The required width/height ratio to downsize to before computing the render pass.
  87220. * @param camera The camera to apply the render pass to.
  87221. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87222. * @param engine The engine which the post process will be applied. (default: current engine)
  87223. * @param reusable If the post process can be reused on the same frame. (default: false)
  87224. * @param textureType Type of textures used when performing the post process. (default: 0)
  87225. * @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)
  87226. */
  87227. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87228. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87229. if (blockCompilation === void 0) { blockCompilation = false; }
  87230. 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;
  87231. /**
  87232. * The amount of seperation of rgb channels (default: 30)
  87233. */
  87234. _this.aberrationAmount = 30;
  87235. /**
  87236. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  87237. */
  87238. _this.radialIntensity = 0;
  87239. /**
  87240. * 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))
  87241. */
  87242. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  87243. /**
  87244. * 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))
  87245. */
  87246. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  87247. _this.onApplyObservable.add(function (effect) {
  87248. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  87249. effect.setFloat('screen_width', screenWidth);
  87250. effect.setFloat('screen_height', screenHeight);
  87251. effect.setFloat('radialIntensity', _this.radialIntensity);
  87252. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  87253. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  87254. });
  87255. return _this;
  87256. }
  87257. return ChromaticAberrationPostProcess;
  87258. }(BABYLON.PostProcess));
  87259. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  87260. })(BABYLON || (BABYLON = {}));
  87261. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  87262. var BABYLON;
  87263. (function (BABYLON) {
  87264. /**
  87265. * The GrainPostProcess adds noise to the image at mid luminance levels
  87266. */
  87267. var GrainPostProcess = /** @class */ (function (_super) {
  87268. __extends(GrainPostProcess, _super);
  87269. /**
  87270. * Creates a new instance of @see GrainPostProcess
  87271. * @param name The name of the effect.
  87272. * @param options The required width/height ratio to downsize to before computing the render pass.
  87273. * @param camera The camera to apply the render pass to.
  87274. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87275. * @param engine The engine which the post process will be applied. (default: current engine)
  87276. * @param reusable If the post process can be reused on the same frame. (default: false)
  87277. * @param textureType Type of textures used when performing the post process. (default: 0)
  87278. * @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)
  87279. */
  87280. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87281. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87282. if (blockCompilation === void 0) { blockCompilation = false; }
  87283. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87284. /**
  87285. * The intensity of the grain added (default: 30)
  87286. */
  87287. _this.intensity = 30;
  87288. /**
  87289. * If the grain should be randomized on every frame
  87290. */
  87291. _this.animated = false;
  87292. _this.onApplyObservable.add(function (effect) {
  87293. effect.setFloat('intensity', _this.intensity);
  87294. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  87295. });
  87296. return _this;
  87297. }
  87298. return GrainPostProcess;
  87299. }(BABYLON.PostProcess));
  87300. BABYLON.GrainPostProcess = GrainPostProcess;
  87301. })(BABYLON || (BABYLON = {}));
  87302. //# sourceMappingURL=babylon.grainPostProcess.js.map
  87303. var BABYLON;
  87304. (function (BABYLON) {
  87305. /**
  87306. * The SharpenPostProcess applies a sharpen kernel to every pixel
  87307. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  87308. */
  87309. var SharpenPostProcess = /** @class */ (function (_super) {
  87310. __extends(SharpenPostProcess, _super);
  87311. /**
  87312. * Creates a new instance ConvolutionPostProcess
  87313. * @param name The name of the effect.
  87314. * @param options The required width/height ratio to downsize to before computing the render pass.
  87315. * @param camera The camera to apply the render pass to.
  87316. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87317. * @param engine The engine which the post process will be applied. (default: current engine)
  87318. * @param reusable If the post process can be reused on the same frame. (default: false)
  87319. * @param textureType Type of textures used when performing the post process. (default: 0)
  87320. * @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)
  87321. */
  87322. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87323. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87324. if (blockCompilation === void 0) { blockCompilation = false; }
  87325. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87326. /**
  87327. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  87328. */
  87329. _this.colorAmount = 1.0;
  87330. /**
  87331. * How much sharpness should be applied (default: 0.3)
  87332. */
  87333. _this.edgeAmount = 0.3;
  87334. _this.onApply = function (effect) {
  87335. effect.setFloat2("screenSize", _this.width, _this.height);
  87336. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  87337. };
  87338. return _this;
  87339. }
  87340. return SharpenPostProcess;
  87341. }(BABYLON.PostProcess));
  87342. BABYLON.SharpenPostProcess = SharpenPostProcess;
  87343. })(BABYLON || (BABYLON = {}));
  87344. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  87345. var BABYLON;
  87346. (function (BABYLON) {
  87347. /**
  87348. * The Blur Post Process which blurs an image based on a kernel and direction.
  87349. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  87350. */
  87351. var BlurPostProcess = /** @class */ (function (_super) {
  87352. __extends(BlurPostProcess, _super);
  87353. /**
  87354. * Creates a new instance BlurPostProcess
  87355. * @param name The name of the effect.
  87356. * @param direction The direction in which to blur the image.
  87357. * @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.
  87358. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  87359. * @param camera The camera to apply the render pass to.
  87360. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87361. * @param engine The engine which the post process will be applied. (default: current engine)
  87362. * @param reusable If the post process can be reused on the same frame. (default: false)
  87363. * @param textureType Type of textures used when performing the post process. (default: 0)
  87364. * @param blockCompilation If compilation of the shader should not be done in the constructor. The updateEffect method can be used to compile the shader at a later time. (default: false)
  87365. */
  87366. function BlurPostProcess(name,
  87367. /** The direction in which to blur the image. */
  87368. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  87369. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87370. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87371. if (defines === void 0) { defines = ""; }
  87372. if (blockCompilation === void 0) { blockCompilation = false; }
  87373. 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;
  87374. _this.direction = direction;
  87375. _this.blockCompilation = blockCompilation;
  87376. _this._packedFloat = false;
  87377. _this._staticDefines = "";
  87378. _this._staticDefines = defines;
  87379. _this.onApplyObservable.add(function (effect) {
  87380. if (_this._outputTexture) {
  87381. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  87382. }
  87383. else {
  87384. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  87385. }
  87386. });
  87387. _this.kernel = kernel;
  87388. return _this;
  87389. }
  87390. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  87391. /**
  87392. * Gets the length in pixels of the blur sample region
  87393. */
  87394. get: function () {
  87395. return this._idealKernel;
  87396. },
  87397. /**
  87398. * Sets the length in pixels of the blur sample region
  87399. */
  87400. set: function (v) {
  87401. if (this._idealKernel === v) {
  87402. return;
  87403. }
  87404. v = Math.max(v, 1);
  87405. this._idealKernel = v;
  87406. this._kernel = this._nearestBestKernel(v);
  87407. if (!this.blockCompilation) {
  87408. this._updateParameters();
  87409. }
  87410. },
  87411. enumerable: true,
  87412. configurable: true
  87413. });
  87414. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  87415. /**
  87416. * Gets wether or not the blur is unpacking/repacking floats
  87417. */
  87418. get: function () {
  87419. return this._packedFloat;
  87420. },
  87421. /**
  87422. * Sets wether or not the blur needs to unpack/repack floats
  87423. */
  87424. set: function (v) {
  87425. if (this._packedFloat === v) {
  87426. return;
  87427. }
  87428. this._packedFloat = v;
  87429. if (!this.blockCompilation) {
  87430. this._updateParameters();
  87431. }
  87432. },
  87433. enumerable: true,
  87434. configurable: true
  87435. });
  87436. /**
  87437. * Updates the effect with the current post process compile time values and recompiles the shader.
  87438. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87439. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87440. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87441. * @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
  87442. * @param onCompiled Called when the shader has been compiled.
  87443. * @param onError Called if there is an error when compiling a shader.
  87444. */
  87445. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87446. if (defines === void 0) { defines = null; }
  87447. if (uniforms === void 0) { uniforms = null; }
  87448. if (samplers === void 0) { samplers = null; }
  87449. this._updateParameters(onCompiled, onError);
  87450. };
  87451. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  87452. // Generate sampling offsets and weights
  87453. var N = this._kernel;
  87454. var centerIndex = (N - 1) / 2;
  87455. // Generate Gaussian sampling weights over kernel
  87456. var offsets = [];
  87457. var weights = [];
  87458. var totalWeight = 0;
  87459. for (var i = 0; i < N; i++) {
  87460. var u = i / (N - 1);
  87461. var w = this._gaussianWeight(u * 2.0 - 1);
  87462. offsets[i] = (i - centerIndex);
  87463. weights[i] = w;
  87464. totalWeight += w;
  87465. }
  87466. // Normalize weights
  87467. for (var i = 0; i < weights.length; i++) {
  87468. weights[i] /= totalWeight;
  87469. }
  87470. // Optimize: combine samples to take advantage of hardware linear sampling
  87471. // Walk from left to center, combining pairs (symmetrically)
  87472. var linearSamplingWeights = [];
  87473. var linearSamplingOffsets = [];
  87474. var linearSamplingMap = [];
  87475. for (var i = 0; i <= centerIndex; i += 2) {
  87476. var j = Math.min(i + 1, Math.floor(centerIndex));
  87477. var singleCenterSample = i === j;
  87478. if (singleCenterSample) {
  87479. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87480. }
  87481. else {
  87482. var sharedCell = j === centerIndex;
  87483. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  87484. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  87485. if (offsetLinear === 0) {
  87486. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  87487. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  87488. }
  87489. else {
  87490. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  87491. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  87492. }
  87493. }
  87494. }
  87495. for (var i = 0; i < linearSamplingMap.length; i++) {
  87496. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  87497. linearSamplingWeights[i] = linearSamplingMap[i].w;
  87498. }
  87499. // Replace with optimized
  87500. offsets = linearSamplingOffsets;
  87501. weights = linearSamplingWeights;
  87502. // Generate shaders
  87503. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  87504. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  87505. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  87506. var defines = "";
  87507. defines += this._staticDefines;
  87508. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  87509. if (this._staticDefines.indexOf("DOF") != -1) {
  87510. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  87511. varyingCount--;
  87512. }
  87513. for (var i = 0; i < varyingCount; i++) {
  87514. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  87515. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  87516. }
  87517. var depCount = 0;
  87518. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  87519. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  87520. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  87521. depCount++;
  87522. }
  87523. if (this.packedFloat) {
  87524. defines += "#define PACKEDFLOAT 1";
  87525. }
  87526. this.blockCompilation = false;
  87527. _super.prototype.updateEffect.call(this, defines, null, null, {
  87528. varyingCount: varyingCount,
  87529. depCount: depCount
  87530. }, onCompiled, onError);
  87531. };
  87532. /**
  87533. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  87534. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  87535. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  87536. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  87537. * The gaps between physical kernels are compensated for in the weighting of the samples
  87538. * @param idealKernel Ideal blur kernel.
  87539. * @return Nearest best kernel.
  87540. */
  87541. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  87542. var v = Math.round(idealKernel);
  87543. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  87544. var k = _a[_i];
  87545. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  87546. return Math.max(k, 3);
  87547. }
  87548. }
  87549. return Math.max(v, 3);
  87550. };
  87551. /**
  87552. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  87553. * @param x The point on the Gaussian distribution to sample.
  87554. * @return the value of the Gaussian function at x.
  87555. */
  87556. BlurPostProcess.prototype._gaussianWeight = function (x) {
  87557. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  87558. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  87559. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  87560. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  87561. // truncated at around 1.3% of peak strength.
  87562. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  87563. var sigma = (1 / 3);
  87564. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  87565. var exponent = -((x * x) / (2.0 * sigma * sigma));
  87566. var weight = (1.0 / denominator) * Math.exp(exponent);
  87567. return weight;
  87568. };
  87569. /**
  87570. * Generates a string that can be used as a floating point number in GLSL.
  87571. * @param x Value to print.
  87572. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  87573. * @return GLSL float string.
  87574. */
  87575. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  87576. if (decimalFigures === void 0) { decimalFigures = 8; }
  87577. return x.toFixed(decimalFigures).replace(/0+$/, '');
  87578. };
  87579. return BlurPostProcess;
  87580. }(BABYLON.PostProcess));
  87581. BABYLON.BlurPostProcess = BlurPostProcess;
  87582. })(BABYLON || (BABYLON = {}));
  87583. //# sourceMappingURL=babylon.blurPostProcess.js.map
  87584. var BABYLON;
  87585. (function (BABYLON) {
  87586. /**
  87587. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  87588. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  87589. * based on samples that have a large difference in distance than the center pixel.
  87590. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87591. */
  87592. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  87593. __extends(DepthOfFieldBlurPostProcess, _super);
  87594. /**
  87595. * Creates a new instance CircleOfConfusionPostProcess
  87596. * @param name The name of the effect.
  87597. * @param scene The scene the effect belongs to.
  87598. * @param direction The direction the blur should be applied.
  87599. * @param kernel The size of the kernel used to blur.
  87600. * @param options The required width/height ratio to downsize to before computing the render pass.
  87601. * @param camera The camera to apply the render pass to.
  87602. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  87603. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  87604. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87605. * @param engine The engine which the post process will be applied. (default: current engine)
  87606. * @param reusable If the post process can be reused on the same frame. (default: false)
  87607. * @param textureType Type of textures used when performing the post process. (default: 0)
  87608. * @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)
  87609. */
  87610. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  87611. if (imageToBlur === void 0) { imageToBlur = null; }
  87612. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  87613. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87614. if (blockCompilation === void 0) { blockCompilation = false; }
  87615. 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;
  87616. _this.direction = direction;
  87617. _this.onApplyObservable.add(function (effect) {
  87618. if (imageToBlur != null) {
  87619. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  87620. }
  87621. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87622. if (scene.activeCamera) {
  87623. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  87624. }
  87625. });
  87626. return _this;
  87627. }
  87628. return DepthOfFieldBlurPostProcess;
  87629. }(BABYLON.BlurPostProcess));
  87630. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  87631. })(BABYLON || (BABYLON = {}));
  87632. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  87633. var BABYLON;
  87634. (function (BABYLON) {
  87635. /**
  87636. * Options to be set when merging outputs from the default pipeline.
  87637. */
  87638. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  87639. function DepthOfFieldMergePostProcessOptions() {
  87640. }
  87641. return DepthOfFieldMergePostProcessOptions;
  87642. }());
  87643. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  87644. /**
  87645. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87646. */
  87647. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  87648. __extends(DepthOfFieldMergePostProcess, _super);
  87649. /**
  87650. * Creates a new instance of DepthOfFieldMergePostProcess
  87651. * @param name The name of the effect.
  87652. * @param originalFromInput Post process which's input will be used for the merge.
  87653. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  87654. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  87655. * @param options The required width/height ratio to downsize to before computing the render pass.
  87656. * @param camera The camera to apply the render pass to.
  87657. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87658. * @param engine The engine which the post process will be applied. (default: current engine)
  87659. * @param reusable If the post process can be reused on the same frame. (default: false)
  87660. * @param textureType Type of textures used when performing the post process. (default: 0)
  87661. * @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)
  87662. */
  87663. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, 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, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87667. _this.blurSteps = blurSteps;
  87668. _this.onApplyObservable.add(function (effect) {
  87669. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87670. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  87671. blurSteps.forEach(function (step, index) {
  87672. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  87673. });
  87674. });
  87675. if (!blockCompilation) {
  87676. _this.updateEffect();
  87677. }
  87678. return _this;
  87679. }
  87680. /**
  87681. * Updates the effect with the current post process compile time values and recompiles the shader.
  87682. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  87683. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  87684. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  87685. * @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
  87686. * @param onCompiled Called when the shader has been compiled.
  87687. * @param onError Called if there is an error when compiling a shader.
  87688. */
  87689. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  87690. if (defines === void 0) { defines = null; }
  87691. if (uniforms === void 0) { uniforms = null; }
  87692. if (samplers === void 0) { samplers = null; }
  87693. if (!defines) {
  87694. defines = "";
  87695. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  87696. }
  87697. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  87698. };
  87699. return DepthOfFieldMergePostProcess;
  87700. }(BABYLON.PostProcess));
  87701. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  87702. })(BABYLON || (BABYLON = {}));
  87703. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  87704. var BABYLON;
  87705. (function (BABYLON) {
  87706. /**
  87707. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  87708. */
  87709. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  87710. __extends(CircleOfConfusionPostProcess, _super);
  87711. /**
  87712. * Creates a new instance CircleOfConfusionPostProcess
  87713. * @param name The name of the effect.
  87714. * @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.
  87715. * @param options The required width/height ratio to downsize to before computing the render pass.
  87716. * @param camera The camera to apply the render pass to.
  87717. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87718. * @param engine The engine which the post process will be applied. (default: current engine)
  87719. * @param reusable If the post process can be reused on the same frame. (default: false)
  87720. * @param textureType Type of textures used when performing the post process. (default: 0)
  87721. * @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)
  87722. */
  87723. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87724. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87725. if (blockCompilation === void 0) { blockCompilation = false; }
  87726. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  87727. /**
  87728. * 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.
  87729. */
  87730. _this.lensSize = 50;
  87731. /**
  87732. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87733. */
  87734. _this.fStop = 1.4;
  87735. /**
  87736. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87737. */
  87738. _this.focusDistance = 2000;
  87739. /**
  87740. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  87741. */
  87742. _this.focalLength = 50;
  87743. _this._depthTexture = null;
  87744. _this._depthTexture = depthTexture;
  87745. _this.onApplyObservable.add(function (effect) {
  87746. if (!_this._depthTexture) {
  87747. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  87748. return;
  87749. }
  87750. effect.setTexture("depthSampler", _this._depthTexture);
  87751. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  87752. var aperture = _this.lensSize / _this.fStop;
  87753. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  87754. effect.setFloat('focusDistance', _this.focusDistance);
  87755. effect.setFloat('cocPrecalculation', cocPrecalculation);
  87756. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  87757. });
  87758. return _this;
  87759. }
  87760. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  87761. /**
  87762. * 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.
  87763. */
  87764. set: function (value) {
  87765. this._depthTexture = value;
  87766. },
  87767. enumerable: true,
  87768. configurable: true
  87769. });
  87770. return CircleOfConfusionPostProcess;
  87771. }(BABYLON.PostProcess));
  87772. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  87773. })(BABYLON || (BABYLON = {}));
  87774. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  87775. var BABYLON;
  87776. (function (BABYLON) {
  87777. /**
  87778. * Specifies the level of max blur that should be applied when using the depth of field effect
  87779. */
  87780. var DepthOfFieldEffectBlurLevel;
  87781. (function (DepthOfFieldEffectBlurLevel) {
  87782. /**
  87783. * Subtle blur
  87784. */
  87785. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  87786. /**
  87787. * Medium blur
  87788. */
  87789. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  87790. /**
  87791. * Large blur
  87792. */
  87793. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  87794. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  87795. /**
  87796. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  87797. */
  87798. var DepthOfFieldEffect = /** @class */ (function (_super) {
  87799. __extends(DepthOfFieldEffect, _super);
  87800. /**
  87801. * Creates a new instance DepthOfFieldEffect
  87802. * @param scene The scene the effect belongs to.
  87803. * @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.
  87804. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  87805. * @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)
  87806. */
  87807. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  87808. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  87809. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  87810. if (blockCompilation === void 0) { blockCompilation = false; }
  87811. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  87812. return _this._effects;
  87813. }, true) || this;
  87814. /**
  87815. * @hidden Internal post processes in depth of field effect
  87816. */
  87817. _this._effects = [];
  87818. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  87819. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87820. // 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)
  87821. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  87822. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  87823. _this._depthOfFieldBlurY = [];
  87824. _this._depthOfFieldBlurX = [];
  87825. var blurCount = 1;
  87826. var kernelSize = 15;
  87827. switch (blurLevel) {
  87828. case DepthOfFieldEffectBlurLevel.High: {
  87829. blurCount = 3;
  87830. kernelSize = 51;
  87831. break;
  87832. }
  87833. case DepthOfFieldEffectBlurLevel.Medium: {
  87834. blurCount = 2;
  87835. kernelSize = 31;
  87836. break;
  87837. }
  87838. default: {
  87839. kernelSize = 15;
  87840. blurCount = 1;
  87841. break;
  87842. }
  87843. }
  87844. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  87845. var ratio = 1.0;
  87846. for (var i = 0; i < blurCount; i++) {
  87847. 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);
  87848. blurY.autoClear = false;
  87849. ratio = 0.75 / Math.pow(2, i);
  87850. 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);
  87851. blurX.autoClear = false;
  87852. _this._depthOfFieldBlurY.push(blurY);
  87853. _this._depthOfFieldBlurX.push(blurX);
  87854. }
  87855. // Set all post processes on the effect.
  87856. _this._effects = [_this._circleOfConfusion];
  87857. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  87858. _this._effects.push(_this._depthOfFieldBlurY[i]);
  87859. _this._effects.push(_this._depthOfFieldBlurX[i]);
  87860. }
  87861. // Merge blurred images with original image based on circleOfConfusion
  87862. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  87863. _this._dofMerge.autoClear = false;
  87864. _this._effects.push(_this._dofMerge);
  87865. return _this;
  87866. }
  87867. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  87868. get: function () {
  87869. return this._circleOfConfusion.focalLength;
  87870. },
  87871. /**
  87872. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  87873. */
  87874. set: function (value) {
  87875. this._circleOfConfusion.focalLength = value;
  87876. },
  87877. enumerable: true,
  87878. configurable: true
  87879. });
  87880. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  87881. get: function () {
  87882. return this._circleOfConfusion.fStop;
  87883. },
  87884. /**
  87885. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  87886. */
  87887. set: function (value) {
  87888. this._circleOfConfusion.fStop = value;
  87889. },
  87890. enumerable: true,
  87891. configurable: true
  87892. });
  87893. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  87894. get: function () {
  87895. return this._circleOfConfusion.focusDistance;
  87896. },
  87897. /**
  87898. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  87899. */
  87900. set: function (value) {
  87901. this._circleOfConfusion.focusDistance = value;
  87902. },
  87903. enumerable: true,
  87904. configurable: true
  87905. });
  87906. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  87907. get: function () {
  87908. return this._circleOfConfusion.lensSize;
  87909. },
  87910. /**
  87911. * 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.
  87912. */
  87913. set: function (value) {
  87914. this._circleOfConfusion.lensSize = value;
  87915. },
  87916. enumerable: true,
  87917. configurable: true
  87918. });
  87919. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  87920. /**
  87921. * 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.
  87922. */
  87923. set: function (value) {
  87924. this._circleOfConfusion.depthTexture = value;
  87925. },
  87926. enumerable: true,
  87927. configurable: true
  87928. });
  87929. /**
  87930. * Disposes each of the internal effects for a given camera.
  87931. * @param camera The camera to dispose the effect on.
  87932. */
  87933. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  87934. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87935. this._effects[effectIndex].dispose(camera);
  87936. }
  87937. };
  87938. /**
  87939. * @hidden Internal
  87940. */
  87941. DepthOfFieldEffect.prototype._updateEffects = function () {
  87942. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87943. this._effects[effectIndex].updateEffect();
  87944. }
  87945. };
  87946. /**
  87947. * Internal
  87948. * @returns if all the contained post processes are ready.
  87949. * @hidden
  87950. */
  87951. DepthOfFieldEffect.prototype._isReady = function () {
  87952. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  87953. if (!this._effects[effectIndex].isReady()) {
  87954. return false;
  87955. }
  87956. }
  87957. return true;
  87958. };
  87959. return DepthOfFieldEffect;
  87960. }(BABYLON.PostProcessRenderEffect));
  87961. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  87962. })(BABYLON || (BABYLON = {}));
  87963. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  87964. var BABYLON;
  87965. (function (BABYLON) {
  87966. /**
  87967. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  87968. */
  87969. var BloomMergePostProcess = /** @class */ (function (_super) {
  87970. __extends(BloomMergePostProcess, _super);
  87971. /**
  87972. * Creates a new instance of @see BloomMergePostProcess
  87973. * @param name The name of the effect.
  87974. * @param originalFromInput Post process which's input will be used for the merge.
  87975. * @param blurred Blurred highlights post process which's output will be used.
  87976. * @param weight Weight of the bloom to be added to the original input.
  87977. * @param options The required width/height ratio to downsize to before computing the render pass.
  87978. * @param camera The camera to apply the render pass to.
  87979. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87980. * @param engine The engine which the post process will be applied. (default: current engine)
  87981. * @param reusable If the post process can be reused on the same frame. (default: false)
  87982. * @param textureType Type of textures used when performing the post process. (default: 0)
  87983. * @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)
  87984. */
  87985. function BloomMergePostProcess(name, originalFromInput, blurred,
  87986. /** Weight of the bloom to be added to the original input. */
  87987. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87988. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87989. if (blockCompilation === void 0) { blockCompilation = false; }
  87990. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  87991. _this.weight = weight;
  87992. _this.onApplyObservable.add(function (effect) {
  87993. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  87994. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  87995. effect.setFloat("bloomWeight", _this.weight);
  87996. });
  87997. if (!blockCompilation) {
  87998. _this.updateEffect();
  87999. }
  88000. return _this;
  88001. }
  88002. return BloomMergePostProcess;
  88003. }(BABYLON.PostProcess));
  88004. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88005. })(BABYLON || (BABYLON = {}));
  88006. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88007. var BABYLON;
  88008. (function (BABYLON) {
  88009. /**
  88010. * 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.
  88011. */
  88012. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88013. __extends(ExtractHighlightsPostProcess, _super);
  88014. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88015. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88016. if (blockCompilation === void 0) { blockCompilation = false; }
  88017. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88018. /**
  88019. * The luminance threshold, pixels below this value will be set to black.
  88020. */
  88021. _this.threshold = 0.9;
  88022. /** @hidden */
  88023. _this._exposure = 1;
  88024. /**
  88025. * Post process which has the input texture to be used when performing highlight extraction
  88026. * @hidden
  88027. */
  88028. _this._inputPostProcess = null;
  88029. _this.onApplyObservable.add(function (effect) {
  88030. if (_this._inputPostProcess) {
  88031. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88032. }
  88033. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88034. effect.setFloat('exposure', _this._exposure);
  88035. });
  88036. return _this;
  88037. }
  88038. return ExtractHighlightsPostProcess;
  88039. }(BABYLON.PostProcess));
  88040. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88041. })(BABYLON || (BABYLON = {}));
  88042. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88043. var BABYLON;
  88044. (function (BABYLON) {
  88045. /**
  88046. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88047. */
  88048. var BloomEffect = /** @class */ (function (_super) {
  88049. __extends(BloomEffect, _super);
  88050. /**
  88051. * Creates a new instance of @see BloomEffect
  88052. * @param scene The scene the effect belongs to.
  88053. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88054. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88055. * @param bloomWeight The the strength of bloom.
  88056. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88057. * @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)
  88058. */
  88059. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88060. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88061. if (blockCompilation === void 0) { blockCompilation = false; }
  88062. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88063. return _this._effects;
  88064. }, true) || this;
  88065. _this.bloomScale = bloomScale;
  88066. /**
  88067. * @hidden Internal
  88068. */
  88069. _this._effects = [];
  88070. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88071. _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);
  88072. _this._blurX.alwaysForcePOT = true;
  88073. _this._blurX.autoClear = false;
  88074. _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);
  88075. _this._blurY.alwaysForcePOT = true;
  88076. _this._blurY.autoClear = false;
  88077. _this.kernel = bloomKernel;
  88078. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88079. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88080. _this._merge.autoClear = false;
  88081. _this._effects.push(_this._merge);
  88082. return _this;
  88083. }
  88084. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88085. /**
  88086. * The luminance threshold to find bright areas of the image to bloom.
  88087. */
  88088. get: function () {
  88089. return this._downscale.threshold;
  88090. },
  88091. set: function (value) {
  88092. this._downscale.threshold = value;
  88093. },
  88094. enumerable: true,
  88095. configurable: true
  88096. });
  88097. Object.defineProperty(BloomEffect.prototype, "weight", {
  88098. /**
  88099. * The strength of the bloom.
  88100. */
  88101. get: function () {
  88102. return this._merge.weight;
  88103. },
  88104. set: function (value) {
  88105. this._merge.weight = value;
  88106. },
  88107. enumerable: true,
  88108. configurable: true
  88109. });
  88110. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88111. /**
  88112. * Specifies the size of the bloom blur kernel, relative to the final output size
  88113. */
  88114. get: function () {
  88115. return this._blurX.kernel / this.bloomScale;
  88116. },
  88117. set: function (value) {
  88118. this._blurX.kernel = value * this.bloomScale;
  88119. this._blurY.kernel = value * this.bloomScale;
  88120. },
  88121. enumerable: true,
  88122. configurable: true
  88123. });
  88124. /**
  88125. * Disposes each of the internal effects for a given camera.
  88126. * @param camera The camera to dispose the effect on.
  88127. */
  88128. BloomEffect.prototype.disposeEffects = function (camera) {
  88129. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88130. this._effects[effectIndex].dispose(camera);
  88131. }
  88132. };
  88133. /**
  88134. * @hidden Internal
  88135. */
  88136. BloomEffect.prototype._updateEffects = function () {
  88137. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88138. this._effects[effectIndex].updateEffect();
  88139. }
  88140. };
  88141. /**
  88142. * Internal
  88143. * @returns if all the contained post processes are ready.
  88144. * @hidden
  88145. */
  88146. BloomEffect.prototype._isReady = function () {
  88147. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88148. if (!this._effects[effectIndex].isReady()) {
  88149. return false;
  88150. }
  88151. }
  88152. return true;
  88153. };
  88154. return BloomEffect;
  88155. }(BABYLON.PostProcessRenderEffect));
  88156. BABYLON.BloomEffect = BloomEffect;
  88157. })(BABYLON || (BABYLON = {}));
  88158. //# sourceMappingURL=babylon.bloomEffect.js.map
  88159. var BABYLON;
  88160. (function (BABYLON) {
  88161. /**
  88162. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88163. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88164. */
  88165. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88166. __extends(DefaultRenderingPipeline, _super);
  88167. /**
  88168. * @constructor
  88169. * @param name - The rendering pipeline name (default: "")
  88170. * @param hdr - If high dynamic range textures should be used (default: true)
  88171. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88172. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88173. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88174. */
  88175. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88176. if (name === void 0) { name = ""; }
  88177. if (hdr === void 0) { hdr = true; }
  88178. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88179. if (automaticBuild === void 0) { automaticBuild = true; }
  88180. var _this = _super.call(this, scene.getEngine(), name) || this;
  88181. _this._camerasToBeAttached = [];
  88182. /**
  88183. * ID of the sharpen post process,
  88184. */
  88185. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88186. /**
  88187. * @ignore
  88188. * ID of the image processing post process;
  88189. */
  88190. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88191. /**
  88192. * @ignore
  88193. * ID of the Fast Approximate Anti-Aliasing post process;
  88194. */
  88195. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88196. /**
  88197. * ID of the chromatic aberration post process,
  88198. */
  88199. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88200. /**
  88201. * ID of the grain post process
  88202. */
  88203. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88204. /**
  88205. * Glow post process which adds a glow to emmisive areas of the image
  88206. */
  88207. _this._glowLayer = null;
  88208. /**
  88209. * Animations which can be used to tweak settings over a period of time
  88210. */
  88211. _this.animations = [];
  88212. _this._imageProcessingConfigurationObserver = null;
  88213. // Values
  88214. _this._sharpenEnabled = false;
  88215. _this._bloomEnabled = false;
  88216. _this._depthOfFieldEnabled = false;
  88217. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88218. _this._fxaaEnabled = false;
  88219. _this._imageProcessingEnabled = true;
  88220. _this._bloomScale = 0.5;
  88221. _this._chromaticAberrationEnabled = false;
  88222. _this._grainEnabled = false;
  88223. _this._buildAllowed = true;
  88224. _this._resizeObserver = null;
  88225. _this._hardwareScaleLevel = 1.0;
  88226. _this._bloomKernel = 64;
  88227. /**
  88228. * Specifies the weight of the bloom in the final rendering
  88229. */
  88230. _this._bloomWeight = 0.15;
  88231. /**
  88232. * Specifies the luma threshold for the area that will be blurred by the bloom
  88233. */
  88234. _this._bloomThreshold = 0.9;
  88235. _this._samples = 1;
  88236. _this._hasCleared = false;
  88237. _this._prevPostProcess = null;
  88238. _this._prevPrevPostProcess = null;
  88239. _this._depthOfFieldSceneObserver = null;
  88240. _this._cameras = cameras || scene.cameras;
  88241. _this._cameras = _this._cameras.slice();
  88242. _this._camerasToBeAttached = _this._cameras.slice();
  88243. _this._buildAllowed = automaticBuild;
  88244. // Initialize
  88245. _this._scene = scene;
  88246. var caps = _this._scene.getEngine().getCaps();
  88247. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  88248. // Misc
  88249. if (_this._hdr) {
  88250. if (caps.textureHalfFloatRender) {
  88251. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  88252. }
  88253. else if (caps.textureFloatRender) {
  88254. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  88255. }
  88256. }
  88257. else {
  88258. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  88259. }
  88260. // Attach
  88261. scene.postProcessRenderPipelineManager.addPipeline(_this);
  88262. var engine = _this._scene.getEngine();
  88263. // Create post processes before hand so they can be modified before enabled.
  88264. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  88265. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88266. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  88267. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  88268. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  88269. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88270. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  88271. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  88272. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  88273. _this._resizeObserver = engine.onResizeObservable.add(function () {
  88274. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  88275. _this.bloomKernel = _this.bloomKernel;
  88276. });
  88277. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  88278. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  88279. });
  88280. _this._buildPipeline();
  88281. return _this;
  88282. }
  88283. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  88284. get: function () {
  88285. return this._sharpenEnabled;
  88286. },
  88287. /**
  88288. * Enable or disable the sharpen process from the pipeline
  88289. */
  88290. set: function (enabled) {
  88291. if (this._sharpenEnabled === enabled) {
  88292. return;
  88293. }
  88294. this._sharpenEnabled = enabled;
  88295. this._buildPipeline();
  88296. },
  88297. enumerable: true,
  88298. configurable: true
  88299. });
  88300. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  88301. /**
  88302. * Specifies the size of the bloom blur kernel, relative to the final output size
  88303. */
  88304. get: function () {
  88305. return this._bloomKernel;
  88306. },
  88307. set: function (value) {
  88308. this._bloomKernel = value;
  88309. this.bloom.kernel = value / this._hardwareScaleLevel;
  88310. },
  88311. enumerable: true,
  88312. configurable: true
  88313. });
  88314. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  88315. get: function () {
  88316. return this._bloomWeight;
  88317. },
  88318. /**
  88319. * The strength of the bloom.
  88320. */
  88321. set: function (value) {
  88322. if (this._bloomWeight === value) {
  88323. return;
  88324. }
  88325. this.bloom.weight = value;
  88326. this._bloomWeight = value;
  88327. },
  88328. enumerable: true,
  88329. configurable: true
  88330. });
  88331. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  88332. get: function () {
  88333. return this._bloomThreshold;
  88334. },
  88335. /**
  88336. * The strength of the bloom.
  88337. */
  88338. set: function (value) {
  88339. if (this._bloomThreshold === value) {
  88340. return;
  88341. }
  88342. this.bloom.threshold = value;
  88343. this._bloomThreshold = value;
  88344. },
  88345. enumerable: true,
  88346. configurable: true
  88347. });
  88348. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  88349. get: function () {
  88350. return this._bloomScale;
  88351. },
  88352. /**
  88353. * The scale of the bloom, lower value will provide better performance.
  88354. */
  88355. set: function (value) {
  88356. if (this._bloomScale === value) {
  88357. return;
  88358. }
  88359. this._bloomScale = value;
  88360. // recreate bloom and dispose old as this setting is not dynamic
  88361. this._rebuildBloom();
  88362. this._buildPipeline();
  88363. },
  88364. enumerable: true,
  88365. configurable: true
  88366. });
  88367. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  88368. get: function () {
  88369. return this._bloomEnabled;
  88370. },
  88371. /**
  88372. * Enable or disable the bloom from the pipeline
  88373. */
  88374. set: function (enabled) {
  88375. if (this._bloomEnabled === enabled) {
  88376. return;
  88377. }
  88378. this._bloomEnabled = enabled;
  88379. this._buildPipeline();
  88380. },
  88381. enumerable: true,
  88382. configurable: true
  88383. });
  88384. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  88385. // recreate bloom and dispose old as this setting is not dynamic
  88386. var oldBloom = this.bloom;
  88387. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  88388. this.bloom.threshold = oldBloom.threshold;
  88389. for (var i = 0; i < this._cameras.length; i++) {
  88390. oldBloom.disposeEffects(this._cameras[i]);
  88391. }
  88392. };
  88393. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  88394. /**
  88395. * If the depth of field is enabled.
  88396. */
  88397. get: function () {
  88398. return this._depthOfFieldEnabled;
  88399. },
  88400. set: function (enabled) {
  88401. if (this._depthOfFieldEnabled === enabled) {
  88402. return;
  88403. }
  88404. this._depthOfFieldEnabled = enabled;
  88405. this._buildPipeline();
  88406. },
  88407. enumerable: true,
  88408. configurable: true
  88409. });
  88410. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  88411. /**
  88412. * Blur level of the depth of field effect. (Higher blur will effect performance)
  88413. */
  88414. get: function () {
  88415. return this._depthOfFieldBlurLevel;
  88416. },
  88417. set: function (value) {
  88418. if (this._depthOfFieldBlurLevel === value) {
  88419. return;
  88420. }
  88421. this._depthOfFieldBlurLevel = value;
  88422. // recreate dof and dispose old as this setting is not dynamic
  88423. var oldDof = this.depthOfField;
  88424. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  88425. this.depthOfField.focalLength = oldDof.focalLength;
  88426. this.depthOfField.focusDistance = oldDof.focusDistance;
  88427. this.depthOfField.fStop = oldDof.fStop;
  88428. this.depthOfField.lensSize = oldDof.lensSize;
  88429. for (var i = 0; i < this._cameras.length; i++) {
  88430. oldDof.disposeEffects(this._cameras[i]);
  88431. }
  88432. this._buildPipeline();
  88433. },
  88434. enumerable: true,
  88435. configurable: true
  88436. });
  88437. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  88438. get: function () {
  88439. return this._fxaaEnabled;
  88440. },
  88441. /**
  88442. * If the anti aliasing is enabled.
  88443. */
  88444. set: function (enabled) {
  88445. if (this._fxaaEnabled === enabled) {
  88446. return;
  88447. }
  88448. this._fxaaEnabled = enabled;
  88449. this._buildPipeline();
  88450. },
  88451. enumerable: true,
  88452. configurable: true
  88453. });
  88454. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  88455. get: function () {
  88456. return this._samples;
  88457. },
  88458. /**
  88459. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  88460. */
  88461. set: function (sampleCount) {
  88462. if (this._samples === sampleCount) {
  88463. return;
  88464. }
  88465. this._samples = sampleCount;
  88466. this._buildPipeline();
  88467. },
  88468. enumerable: true,
  88469. configurable: true
  88470. });
  88471. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  88472. get: function () {
  88473. return this._imageProcessingEnabled;
  88474. },
  88475. /**
  88476. * If image processing is enabled.
  88477. */
  88478. set: function (enabled) {
  88479. if (this._imageProcessingEnabled === enabled) {
  88480. return;
  88481. }
  88482. this._imageProcessingEnabled = enabled;
  88483. this._buildPipeline();
  88484. },
  88485. enumerable: true,
  88486. configurable: true
  88487. });
  88488. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  88489. get: function () {
  88490. return this._glowLayer == null;
  88491. },
  88492. /**
  88493. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  88494. */
  88495. set: function (enabled) {
  88496. if (enabled && !this._glowLayer) {
  88497. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  88498. }
  88499. else if (!enabled && this._glowLayer) {
  88500. this._glowLayer.dispose();
  88501. this._glowLayer = null;
  88502. }
  88503. },
  88504. enumerable: true,
  88505. configurable: true
  88506. });
  88507. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  88508. get: function () {
  88509. return this._chromaticAberrationEnabled;
  88510. },
  88511. /**
  88512. * Enable or disable the chromaticAberration process from the pipeline
  88513. */
  88514. set: function (enabled) {
  88515. if (this._chromaticAberrationEnabled === enabled) {
  88516. return;
  88517. }
  88518. this._chromaticAberrationEnabled = enabled;
  88519. this._buildPipeline();
  88520. },
  88521. enumerable: true,
  88522. configurable: true
  88523. });
  88524. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  88525. get: function () {
  88526. return this._grainEnabled;
  88527. },
  88528. /**
  88529. * Enable or disable the grain process from the pipeline
  88530. */
  88531. set: function (enabled) {
  88532. if (this._grainEnabled === enabled) {
  88533. return;
  88534. }
  88535. this._grainEnabled = enabled;
  88536. this._buildPipeline();
  88537. },
  88538. enumerable: true,
  88539. configurable: true
  88540. });
  88541. /**
  88542. * Force the compilation of the entire pipeline.
  88543. */
  88544. DefaultRenderingPipeline.prototype.prepare = function () {
  88545. var previousState = this._buildAllowed;
  88546. this._buildAllowed = true;
  88547. this._buildPipeline();
  88548. this._buildAllowed = previousState;
  88549. };
  88550. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  88551. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  88552. if (this._hasCleared) {
  88553. postProcess.autoClear = false;
  88554. }
  88555. else {
  88556. postProcess.autoClear = true;
  88557. this._scene.autoClear = false;
  88558. this._hasCleared = true;
  88559. }
  88560. if (!skipTextureSharing) {
  88561. if (this._prevPrevPostProcess) {
  88562. postProcess.shareOutputWith(this._prevPrevPostProcess);
  88563. }
  88564. else {
  88565. postProcess.useOwnOutput();
  88566. }
  88567. if (this._prevPostProcess) {
  88568. this._prevPrevPostProcess = this._prevPostProcess;
  88569. }
  88570. this._prevPostProcess = postProcess;
  88571. }
  88572. };
  88573. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  88574. var _this = this;
  88575. if (!this._buildAllowed) {
  88576. return;
  88577. }
  88578. this._scene.autoClear = true;
  88579. var engine = this._scene.getEngine();
  88580. this._disposePostProcesses();
  88581. if (this._cameras !== null) {
  88582. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88583. // get back cameras to be used to reattach pipeline
  88584. this._cameras = this._camerasToBeAttached.slice();
  88585. }
  88586. this._reset();
  88587. this._prevPostProcess = null;
  88588. this._prevPrevPostProcess = null;
  88589. this._hasCleared = false;
  88590. if (this.depthOfFieldEnabled) {
  88591. // Multi camera suport
  88592. if (this._cameras.length > 1) {
  88593. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  88594. var camera = _a[_i];
  88595. var depthRenderer = this._scene.enableDepthRenderer(camera);
  88596. depthRenderer.useOnlyInActiveCamera = true;
  88597. }
  88598. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  88599. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  88600. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  88601. }
  88602. });
  88603. }
  88604. else {
  88605. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88606. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  88607. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  88608. }
  88609. if (!this.depthOfField._isReady()) {
  88610. this.depthOfField._updateEffects();
  88611. }
  88612. this.addEffect(this.depthOfField);
  88613. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  88614. }
  88615. else {
  88616. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88617. }
  88618. if (this.bloomEnabled) {
  88619. if (!this.bloom._isReady()) {
  88620. this.bloom._updateEffects();
  88621. }
  88622. this.addEffect(this.bloom);
  88623. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  88624. }
  88625. if (this._imageProcessingEnabled) {
  88626. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88627. if (this._hdr) {
  88628. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  88629. this._setAutoClearAndTextureSharing(this.imageProcessing);
  88630. }
  88631. else {
  88632. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  88633. }
  88634. }
  88635. if (this.sharpenEnabled) {
  88636. if (!this.sharpen.isReady()) {
  88637. this.sharpen.updateEffect();
  88638. }
  88639. this.addEffect(this._sharpenEffect);
  88640. this._setAutoClearAndTextureSharing(this.sharpen);
  88641. }
  88642. if (this.grainEnabled) {
  88643. if (!this.grain.isReady()) {
  88644. this.grain.updateEffect();
  88645. }
  88646. this.addEffect(this._grainEffect);
  88647. this._setAutoClearAndTextureSharing(this.grain);
  88648. }
  88649. if (this.chromaticAberrationEnabled) {
  88650. if (!this.chromaticAberration.isReady()) {
  88651. this.chromaticAberration.updateEffect();
  88652. }
  88653. this.addEffect(this._chromaticAberrationEffect);
  88654. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  88655. }
  88656. if (this.fxaaEnabled) {
  88657. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  88658. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  88659. this._setAutoClearAndTextureSharing(this.fxaa, true);
  88660. }
  88661. if (this._cameras !== null) {
  88662. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  88663. }
  88664. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  88665. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  88666. }
  88667. };
  88668. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  88669. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  88670. for (var i = 0; i < this._cameras.length; i++) {
  88671. var camera = this._cameras[i];
  88672. if (this.imageProcessing) {
  88673. this.imageProcessing.dispose(camera);
  88674. }
  88675. if (this.fxaa) {
  88676. this.fxaa.dispose(camera);
  88677. }
  88678. // These are created in the constructor and should not be disposed on every pipeline change
  88679. if (disposeNonRecreated) {
  88680. if (this.sharpen) {
  88681. this.sharpen.dispose(camera);
  88682. }
  88683. if (this.depthOfField) {
  88684. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  88685. this.depthOfField.disposeEffects(camera);
  88686. }
  88687. if (this.bloom) {
  88688. this.bloom.disposeEffects(camera);
  88689. }
  88690. if (this.chromaticAberration) {
  88691. this.chromaticAberration.dispose(camera);
  88692. }
  88693. if (this.grain) {
  88694. this.grain.dispose(camera);
  88695. }
  88696. if (this._glowLayer) {
  88697. this._glowLayer.dispose();
  88698. }
  88699. }
  88700. }
  88701. this.imageProcessing = null;
  88702. this.fxaa = null;
  88703. if (disposeNonRecreated) {
  88704. this.sharpen = null;
  88705. this._sharpenEffect = null;
  88706. this.depthOfField = null;
  88707. this.bloom = null;
  88708. this.chromaticAberration = null;
  88709. this._chromaticAberrationEffect = null;
  88710. this.grain = null;
  88711. this._grainEffect = null;
  88712. this._glowLayer = null;
  88713. }
  88714. };
  88715. /**
  88716. * Adds a camera to the pipeline
  88717. * @param camera the camera to be added
  88718. */
  88719. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  88720. this._camerasToBeAttached.push(camera);
  88721. this._buildPipeline();
  88722. };
  88723. /**
  88724. * Removes a camera from the pipeline
  88725. * @param camera the camera to remove
  88726. */
  88727. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  88728. var index = this._camerasToBeAttached.indexOf(camera);
  88729. this._camerasToBeAttached.splice(index, 1);
  88730. this._buildPipeline();
  88731. };
  88732. /**
  88733. * Dispose of the pipeline and stop all post processes
  88734. */
  88735. DefaultRenderingPipeline.prototype.dispose = function () {
  88736. this._disposePostProcesses(true);
  88737. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  88738. this._scene.autoClear = true;
  88739. if (this._resizeObserver) {
  88740. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  88741. this._resizeObserver = null;
  88742. }
  88743. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  88744. _super.prototype.dispose.call(this);
  88745. };
  88746. /**
  88747. * Serialize the rendering pipeline (Used when exporting)
  88748. * @returns the serialized object
  88749. */
  88750. DefaultRenderingPipeline.prototype.serialize = function () {
  88751. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  88752. serializationObject.customType = "DefaultRenderingPipeline";
  88753. return serializationObject;
  88754. };
  88755. /**
  88756. * Parse the serialized pipeline
  88757. * @param source Source pipeline.
  88758. * @param scene The scene to load the pipeline to.
  88759. * @param rootUrl The URL of the serialized pipeline.
  88760. * @returns An instantiated pipeline from the serialized object.
  88761. */
  88762. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  88763. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  88764. };
  88765. __decorate([
  88766. BABYLON.serialize()
  88767. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  88768. __decorate([
  88769. BABYLON.serialize()
  88770. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  88771. __decorate([
  88772. BABYLON.serialize()
  88773. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  88774. __decorate([
  88775. BABYLON.serialize()
  88776. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  88777. __decorate([
  88778. BABYLON.serialize()
  88779. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  88780. __decorate([
  88781. BABYLON.serialize()
  88782. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  88783. __decorate([
  88784. BABYLON.serialize()
  88785. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  88786. __decorate([
  88787. BABYLON.serialize()
  88788. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  88789. __decorate([
  88790. BABYLON.serialize()
  88791. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  88792. __decorate([
  88793. BABYLON.serialize()
  88794. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  88795. __decorate([
  88796. BABYLON.serialize()
  88797. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  88798. __decorate([
  88799. BABYLON.serialize()
  88800. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  88801. __decorate([
  88802. BABYLON.serialize()
  88803. ], DefaultRenderingPipeline.prototype, "samples", null);
  88804. __decorate([
  88805. BABYLON.serialize()
  88806. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  88807. __decorate([
  88808. BABYLON.serialize()
  88809. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  88810. __decorate([
  88811. BABYLON.serialize()
  88812. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  88813. __decorate([
  88814. BABYLON.serialize()
  88815. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  88816. return DefaultRenderingPipeline;
  88817. }(BABYLON.PostProcessRenderPipeline));
  88818. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  88819. })(BABYLON || (BABYLON = {}));
  88820. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  88821. var BABYLON;
  88822. (function (BABYLON) {
  88823. /**
  88824. * @hidden
  88825. */
  88826. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  88827. __extends(ImageProcessingConfigurationDefines, _super);
  88828. function ImageProcessingConfigurationDefines() {
  88829. var _this = _super.call(this) || this;
  88830. _this.IMAGEPROCESSING = false;
  88831. _this.VIGNETTE = false;
  88832. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  88833. _this.VIGNETTEBLENDMODEOPAQUE = false;
  88834. _this.TONEMAPPING = false;
  88835. _this.TONEMAPPING_ACES = false;
  88836. _this.CONTRAST = false;
  88837. _this.COLORCURVES = false;
  88838. _this.COLORGRADING = false;
  88839. _this.COLORGRADING3D = false;
  88840. _this.SAMPLER3DGREENDEPTH = false;
  88841. _this.SAMPLER3DBGRMAP = false;
  88842. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  88843. _this.EXPOSURE = false;
  88844. _this.rebuild();
  88845. return _this;
  88846. }
  88847. return ImageProcessingConfigurationDefines;
  88848. }(BABYLON.MaterialDefines));
  88849. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  88850. /**
  88851. * This groups together the common properties used for image processing either in direct forward pass
  88852. * or through post processing effect depending on the use of the image processing pipeline in your scene
  88853. * or not.
  88854. */
  88855. var ImageProcessingConfiguration = /** @class */ (function () {
  88856. function ImageProcessingConfiguration() {
  88857. /**
  88858. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  88859. */
  88860. this.colorCurves = new BABYLON.ColorCurves();
  88861. this._colorCurvesEnabled = false;
  88862. this._colorGradingEnabled = false;
  88863. this._colorGradingWithGreenDepth = true;
  88864. this._colorGradingBGR = true;
  88865. /** @hidden */
  88866. this._exposure = 1.0;
  88867. this._toneMappingEnabled = false;
  88868. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  88869. this._contrast = 1.0;
  88870. /**
  88871. * Vignette stretch size.
  88872. */
  88873. this.vignetteStretch = 0;
  88874. /**
  88875. * Vignette centre X Offset.
  88876. */
  88877. this.vignetteCentreX = 0;
  88878. /**
  88879. * Vignette centre Y Offset.
  88880. */
  88881. this.vignetteCentreY = 0;
  88882. /**
  88883. * Vignette weight or intensity of the vignette effect.
  88884. */
  88885. this.vignetteWeight = 1.5;
  88886. /**
  88887. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  88888. * if vignetteEnabled is set to true.
  88889. */
  88890. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  88891. /**
  88892. * Camera field of view used by the Vignette effect.
  88893. */
  88894. this.vignetteCameraFov = 0.5;
  88895. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  88896. this._vignetteEnabled = false;
  88897. this._applyByPostProcess = false;
  88898. this._isEnabled = true;
  88899. /**
  88900. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  88901. */
  88902. this.onUpdateParameters = new BABYLON.Observable();
  88903. }
  88904. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  88905. /**
  88906. * Gets wether the color curves effect is enabled.
  88907. */
  88908. get: function () {
  88909. return this._colorCurvesEnabled;
  88910. },
  88911. /**
  88912. * Sets wether the color curves effect is enabled.
  88913. */
  88914. set: function (value) {
  88915. if (this._colorCurvesEnabled === value) {
  88916. return;
  88917. }
  88918. this._colorCurvesEnabled = value;
  88919. this._updateParameters();
  88920. },
  88921. enumerable: true,
  88922. configurable: true
  88923. });
  88924. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  88925. /**
  88926. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88927. */
  88928. get: function () {
  88929. return this._colorGradingTexture;
  88930. },
  88931. /**
  88932. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  88933. */
  88934. set: function (value) {
  88935. if (this._colorGradingTexture === value) {
  88936. return;
  88937. }
  88938. this._colorGradingTexture = value;
  88939. this._updateParameters();
  88940. },
  88941. enumerable: true,
  88942. configurable: true
  88943. });
  88944. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  88945. /**
  88946. * Gets wether the color grading effect is enabled.
  88947. */
  88948. get: function () {
  88949. return this._colorGradingEnabled;
  88950. },
  88951. /**
  88952. * Sets wether the color grading effect is enabled.
  88953. */
  88954. set: function (value) {
  88955. if (this._colorGradingEnabled === value) {
  88956. return;
  88957. }
  88958. this._colorGradingEnabled = value;
  88959. this._updateParameters();
  88960. },
  88961. enumerable: true,
  88962. configurable: true
  88963. });
  88964. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  88965. /**
  88966. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  88967. */
  88968. get: function () {
  88969. return this._colorGradingWithGreenDepth;
  88970. },
  88971. /**
  88972. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  88973. */
  88974. set: function (value) {
  88975. if (this._colorGradingWithGreenDepth === value) {
  88976. return;
  88977. }
  88978. this._colorGradingWithGreenDepth = value;
  88979. this._updateParameters();
  88980. },
  88981. enumerable: true,
  88982. configurable: true
  88983. });
  88984. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  88985. /**
  88986. * Gets wether the color grading texture contains BGR values.
  88987. */
  88988. get: function () {
  88989. return this._colorGradingBGR;
  88990. },
  88991. /**
  88992. * Sets wether the color grading texture contains BGR values.
  88993. */
  88994. set: function (value) {
  88995. if (this._colorGradingBGR === value) {
  88996. return;
  88997. }
  88998. this._colorGradingBGR = value;
  88999. this._updateParameters();
  89000. },
  89001. enumerable: true,
  89002. configurable: true
  89003. });
  89004. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89005. /**
  89006. * Gets the Exposure used in the effect.
  89007. */
  89008. get: function () {
  89009. return this._exposure;
  89010. },
  89011. /**
  89012. * Sets the Exposure used in the effect.
  89013. */
  89014. set: function (value) {
  89015. if (this._exposure === value) {
  89016. return;
  89017. }
  89018. this._exposure = value;
  89019. this._updateParameters();
  89020. },
  89021. enumerable: true,
  89022. configurable: true
  89023. });
  89024. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89025. /**
  89026. * Gets wether the tone mapping effect is enabled.
  89027. */
  89028. get: function () {
  89029. return this._toneMappingEnabled;
  89030. },
  89031. /**
  89032. * Sets wether the tone mapping effect is enabled.
  89033. */
  89034. set: function (value) {
  89035. if (this._toneMappingEnabled === value) {
  89036. return;
  89037. }
  89038. this._toneMappingEnabled = value;
  89039. this._updateParameters();
  89040. },
  89041. enumerable: true,
  89042. configurable: true
  89043. });
  89044. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89045. /**
  89046. * Gets the type of tone mapping effect.
  89047. */
  89048. get: function () {
  89049. return this._toneMappingType;
  89050. },
  89051. /**
  89052. * Sets the type of tone mapping effect used in BabylonJS.
  89053. */
  89054. set: function (value) {
  89055. if (this._toneMappingType === value) {
  89056. return;
  89057. }
  89058. this._toneMappingType = value;
  89059. this._updateParameters();
  89060. },
  89061. enumerable: true,
  89062. configurable: true
  89063. });
  89064. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89065. /**
  89066. * Gets the contrast used in the effect.
  89067. */
  89068. get: function () {
  89069. return this._contrast;
  89070. },
  89071. /**
  89072. * Sets the contrast used in the effect.
  89073. */
  89074. set: function (value) {
  89075. if (this._contrast === value) {
  89076. return;
  89077. }
  89078. this._contrast = value;
  89079. this._updateParameters();
  89080. },
  89081. enumerable: true,
  89082. configurable: true
  89083. });
  89084. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89085. /**
  89086. * Gets the vignette blend mode allowing different kind of effect.
  89087. */
  89088. get: function () {
  89089. return this._vignetteBlendMode;
  89090. },
  89091. /**
  89092. * Sets the vignette blend mode allowing different kind of effect.
  89093. */
  89094. set: function (value) {
  89095. if (this._vignetteBlendMode === value) {
  89096. return;
  89097. }
  89098. this._vignetteBlendMode = value;
  89099. this._updateParameters();
  89100. },
  89101. enumerable: true,
  89102. configurable: true
  89103. });
  89104. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89105. /**
  89106. * Gets wether the vignette effect is enabled.
  89107. */
  89108. get: function () {
  89109. return this._vignetteEnabled;
  89110. },
  89111. /**
  89112. * Sets wether the vignette effect is enabled.
  89113. */
  89114. set: function (value) {
  89115. if (this._vignetteEnabled === value) {
  89116. return;
  89117. }
  89118. this._vignetteEnabled = value;
  89119. this._updateParameters();
  89120. },
  89121. enumerable: true,
  89122. configurable: true
  89123. });
  89124. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89125. /**
  89126. * Gets wether the image processing is applied through a post process or not.
  89127. */
  89128. get: function () {
  89129. return this._applyByPostProcess;
  89130. },
  89131. /**
  89132. * Sets wether the image processing is applied through a post process or not.
  89133. */
  89134. set: function (value) {
  89135. if (this._applyByPostProcess === value) {
  89136. return;
  89137. }
  89138. this._applyByPostProcess = value;
  89139. this._updateParameters();
  89140. },
  89141. enumerable: true,
  89142. configurable: true
  89143. });
  89144. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89145. /**
  89146. * Gets wether the image processing is enabled or not.
  89147. */
  89148. get: function () {
  89149. return this._isEnabled;
  89150. },
  89151. /**
  89152. * Sets wether the image processing is enabled or not.
  89153. */
  89154. set: function (value) {
  89155. if (this._isEnabled === value) {
  89156. return;
  89157. }
  89158. this._isEnabled = value;
  89159. this._updateParameters();
  89160. },
  89161. enumerable: true,
  89162. configurable: true
  89163. });
  89164. /**
  89165. * Method called each time the image processing information changes requires to recompile the effect.
  89166. */
  89167. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89168. this.onUpdateParameters.notifyObservers(this);
  89169. };
  89170. /**
  89171. * Gets the current class name.
  89172. * @return "ImageProcessingConfiguration"
  89173. */
  89174. ImageProcessingConfiguration.prototype.getClassName = function () {
  89175. return "ImageProcessingConfiguration";
  89176. };
  89177. /**
  89178. * Prepare the list of uniforms associated with the Image Processing effects.
  89179. * @param uniforms The list of uniforms used in the effect
  89180. * @param defines the list of defines currently in use
  89181. */
  89182. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89183. if (defines.EXPOSURE) {
  89184. uniforms.push("exposureLinear");
  89185. }
  89186. if (defines.CONTRAST) {
  89187. uniforms.push("contrast");
  89188. }
  89189. if (defines.COLORGRADING) {
  89190. uniforms.push("colorTransformSettings");
  89191. }
  89192. if (defines.VIGNETTE) {
  89193. uniforms.push("vInverseScreenSize");
  89194. uniforms.push("vignetteSettings1");
  89195. uniforms.push("vignetteSettings2");
  89196. }
  89197. if (defines.COLORCURVES) {
  89198. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89199. }
  89200. };
  89201. /**
  89202. * Prepare the list of samplers associated with the Image Processing effects.
  89203. * @param samplersList The list of uniforms used in the effect
  89204. * @param defines the list of defines currently in use
  89205. */
  89206. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89207. if (defines.COLORGRADING) {
  89208. samplersList.push("txColorTransform");
  89209. }
  89210. };
  89211. /**
  89212. * Prepare the list of defines associated to the shader.
  89213. * @param defines the list of defines to complete
  89214. * @param forPostProcess Define if we are currently in post process mode or not
  89215. */
  89216. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89217. if (forPostProcess === void 0) { forPostProcess = false; }
  89218. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89219. defines.VIGNETTE = false;
  89220. defines.TONEMAPPING = false;
  89221. defines.TONEMAPPING_ACES = false;
  89222. defines.CONTRAST = false;
  89223. defines.EXPOSURE = false;
  89224. defines.COLORCURVES = false;
  89225. defines.COLORGRADING = false;
  89226. defines.COLORGRADING3D = false;
  89227. defines.IMAGEPROCESSING = false;
  89228. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89229. return;
  89230. }
  89231. defines.VIGNETTE = this.vignetteEnabled;
  89232. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  89233. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  89234. defines.TONEMAPPING = this.toneMappingEnabled;
  89235. switch (this._toneMappingType) {
  89236. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  89237. defines.TONEMAPPING_ACES = true;
  89238. break;
  89239. }
  89240. defines.CONTRAST = (this.contrast !== 1.0);
  89241. defines.EXPOSURE = (this.exposure !== 1.0);
  89242. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  89243. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  89244. if (defines.COLORGRADING) {
  89245. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  89246. }
  89247. else {
  89248. defines.COLORGRADING3D = false;
  89249. }
  89250. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  89251. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  89252. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  89253. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  89254. };
  89255. /**
  89256. * Returns true if all the image processing information are ready.
  89257. * @returns True if ready, otherwise, false
  89258. */
  89259. ImageProcessingConfiguration.prototype.isReady = function () {
  89260. // Color Grading texure can not be none blocking.
  89261. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  89262. };
  89263. /**
  89264. * Binds the image processing to the shader.
  89265. * @param effect The effect to bind to
  89266. * @param aspectRatio Define the current aspect ratio of the effect
  89267. */
  89268. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  89269. if (aspectRatio === void 0) { aspectRatio = 1; }
  89270. // Color Curves
  89271. if (this._colorCurvesEnabled && this.colorCurves) {
  89272. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  89273. }
  89274. // Vignette
  89275. if (this._vignetteEnabled) {
  89276. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  89277. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  89278. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  89279. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  89280. var vignetteScaleX = vignetteScaleY * aspectRatio;
  89281. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  89282. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  89283. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  89284. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  89285. var vignettePower = -2.0 * this.vignetteWeight;
  89286. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  89287. }
  89288. // Exposure
  89289. effect.setFloat("exposureLinear", this.exposure);
  89290. // Contrast
  89291. effect.setFloat("contrast", this.contrast);
  89292. // Color transform settings
  89293. if (this.colorGradingTexture) {
  89294. effect.setTexture("txColorTransform", this.colorGradingTexture);
  89295. var textureSize = this.colorGradingTexture.getSize().height;
  89296. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  89297. 0.5 / textureSize, // textureOffset
  89298. textureSize, // textureSize
  89299. this.colorGradingTexture.level // weight
  89300. );
  89301. }
  89302. };
  89303. /**
  89304. * Clones the current image processing instance.
  89305. * @return The cloned image processing
  89306. */
  89307. ImageProcessingConfiguration.prototype.clone = function () {
  89308. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  89309. };
  89310. /**
  89311. * Serializes the current image processing instance to a json representation.
  89312. * @return a JSON representation
  89313. */
  89314. ImageProcessingConfiguration.prototype.serialize = function () {
  89315. return BABYLON.SerializationHelper.Serialize(this);
  89316. };
  89317. /**
  89318. * Parses the image processing from a json representation.
  89319. * @param source the JSON source to parse
  89320. * @return The parsed image processing
  89321. */
  89322. ImageProcessingConfiguration.Parse = function (source) {
  89323. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  89324. };
  89325. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  89326. /**
  89327. * Used to apply the vignette as a mix with the pixel color.
  89328. */
  89329. get: function () {
  89330. return this._VIGNETTEMODE_MULTIPLY;
  89331. },
  89332. enumerable: true,
  89333. configurable: true
  89334. });
  89335. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  89336. /**
  89337. * Used to apply the vignette as a replacement of the pixel color.
  89338. */
  89339. get: function () {
  89340. return this._VIGNETTEMODE_OPAQUE;
  89341. },
  89342. enumerable: true,
  89343. configurable: true
  89344. });
  89345. /**
  89346. * Default tone mapping applied in BabylonJS.
  89347. */
  89348. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  89349. /**
  89350. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  89351. * to other engines rendering to increase portability.
  89352. */
  89353. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  89354. // Static constants associated to the image processing.
  89355. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  89356. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  89357. __decorate([
  89358. BABYLON.serializeAsColorCurves()
  89359. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  89360. __decorate([
  89361. BABYLON.serialize()
  89362. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  89363. __decorate([
  89364. BABYLON.serializeAsTexture("colorGradingTexture")
  89365. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  89366. __decorate([
  89367. BABYLON.serialize()
  89368. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  89369. __decorate([
  89370. BABYLON.serialize()
  89371. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  89372. __decorate([
  89373. BABYLON.serialize()
  89374. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  89375. __decorate([
  89376. BABYLON.serialize()
  89377. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  89378. __decorate([
  89379. BABYLON.serialize()
  89380. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  89381. __decorate([
  89382. BABYLON.serialize()
  89383. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  89384. __decorate([
  89385. BABYLON.serialize()
  89386. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  89387. __decorate([
  89388. BABYLON.serialize()
  89389. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  89390. __decorate([
  89391. BABYLON.serialize()
  89392. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  89393. __decorate([
  89394. BABYLON.serialize()
  89395. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  89396. __decorate([
  89397. BABYLON.serialize()
  89398. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  89399. __decorate([
  89400. BABYLON.serializeAsColor4()
  89401. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  89402. __decorate([
  89403. BABYLON.serialize()
  89404. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  89405. __decorate([
  89406. BABYLON.serialize()
  89407. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  89408. __decorate([
  89409. BABYLON.serialize()
  89410. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  89411. __decorate([
  89412. BABYLON.serialize()
  89413. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  89414. __decorate([
  89415. BABYLON.serialize()
  89416. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  89417. return ImageProcessingConfiguration;
  89418. }());
  89419. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  89420. })(BABYLON || (BABYLON = {}));
  89421. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  89422. var BABYLON;
  89423. (function (BABYLON) {
  89424. /**
  89425. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  89426. * It can help converting any input color in a desired output one. This can then be used to create effects
  89427. * from sepia, black and white to sixties or futuristic rendering...
  89428. *
  89429. * The only supported format is currently 3dl.
  89430. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  89431. */
  89432. var ColorGradingTexture = /** @class */ (function (_super) {
  89433. __extends(ColorGradingTexture, _super);
  89434. /**
  89435. * Instantiates a ColorGradingTexture from the following parameters.
  89436. *
  89437. * @param url The location of the color gradind data (currently only supporting 3dl)
  89438. * @param scene The scene the texture will be used in
  89439. */
  89440. function ColorGradingTexture(url, scene) {
  89441. var _this = _super.call(this, scene) || this;
  89442. if (!url) {
  89443. return _this;
  89444. }
  89445. _this._engine = scene.getEngine();
  89446. _this._textureMatrix = BABYLON.Matrix.Identity();
  89447. _this.name = url;
  89448. _this.url = url;
  89449. _this.hasAlpha = false;
  89450. _this.isCube = false;
  89451. _this.is3D = _this._engine.webGLVersion > 1;
  89452. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89453. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89454. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  89455. _this.anisotropicFilteringLevel = 1;
  89456. _this._texture = _this._getFromCache(url, true);
  89457. if (!_this._texture) {
  89458. if (!scene.useDelayedTextureLoading) {
  89459. _this.loadTexture();
  89460. }
  89461. else {
  89462. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  89463. }
  89464. }
  89465. return _this;
  89466. }
  89467. /**
  89468. * Returns the texture matrix used in most of the material.
  89469. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  89470. */
  89471. ColorGradingTexture.prototype.getTextureMatrix = function () {
  89472. return this._textureMatrix;
  89473. };
  89474. /**
  89475. * Occurs when the file being loaded is a .3dl LUT file.
  89476. */
  89477. ColorGradingTexture.prototype.load3dlTexture = function () {
  89478. var engine = this._engine;
  89479. var texture;
  89480. if (engine.webGLVersion === 1) {
  89481. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89482. }
  89483. else {
  89484. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  89485. }
  89486. this._texture = texture;
  89487. var callback = function (text) {
  89488. if (typeof text !== "string") {
  89489. return;
  89490. }
  89491. var data = null;
  89492. var tempData = null;
  89493. var line;
  89494. var lines = text.split('\n');
  89495. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  89496. var maxColor = 0;
  89497. for (var i = 0; i < lines.length; i++) {
  89498. line = lines[i];
  89499. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  89500. continue;
  89501. }
  89502. if (line.indexOf('#') === 0) {
  89503. continue;
  89504. }
  89505. var words = line.split(" ");
  89506. if (size === 0) {
  89507. // Number of space + one
  89508. size = words.length;
  89509. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  89510. tempData = new Float32Array(size * size * size * 4);
  89511. continue;
  89512. }
  89513. if (size != 0) {
  89514. var r = Math.max(parseInt(words[0]), 0);
  89515. var g = Math.max(parseInt(words[1]), 0);
  89516. var b = Math.max(parseInt(words[2]), 0);
  89517. maxColor = Math.max(r, maxColor);
  89518. maxColor = Math.max(g, maxColor);
  89519. maxColor = Math.max(b, maxColor);
  89520. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  89521. if (tempData) {
  89522. tempData[pixelStorageIndex + 0] = r;
  89523. tempData[pixelStorageIndex + 1] = g;
  89524. tempData[pixelStorageIndex + 2] = b;
  89525. }
  89526. // Keep for reference in case of back compat problems.
  89527. // pixelIndexSlice++;
  89528. // if (pixelIndexSlice % size == 0) {
  89529. // pixelIndexH++;
  89530. // pixelIndexSlice = 0;
  89531. // if (pixelIndexH % size == 0) {
  89532. // pixelIndexW++;
  89533. // pixelIndexH = 0;
  89534. // }
  89535. // }
  89536. pixelIndexH++;
  89537. if (pixelIndexH % size == 0) {
  89538. pixelIndexSlice++;
  89539. pixelIndexH = 0;
  89540. if (pixelIndexSlice % size == 0) {
  89541. pixelIndexW++;
  89542. pixelIndexSlice = 0;
  89543. }
  89544. }
  89545. }
  89546. }
  89547. if (tempData && data) {
  89548. for (var i = 0; i < tempData.length; i++) {
  89549. if (i > 0 && (i + 1) % 4 === 0) {
  89550. data[i] = 255;
  89551. }
  89552. else {
  89553. var value = tempData[i];
  89554. data[i] = (value / maxColor * 255);
  89555. }
  89556. }
  89557. }
  89558. if (texture.is3D) {
  89559. texture.updateSize(size, size, size);
  89560. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89561. }
  89562. else {
  89563. texture.updateSize(size * size, size);
  89564. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  89565. }
  89566. };
  89567. var scene = this.getScene();
  89568. if (scene) {
  89569. scene._loadFile(this.url, callback);
  89570. }
  89571. else {
  89572. this._engine._loadFile(this.url, callback);
  89573. }
  89574. return this._texture;
  89575. };
  89576. /**
  89577. * Starts the loading process of the texture.
  89578. */
  89579. ColorGradingTexture.prototype.loadTexture = function () {
  89580. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  89581. this.load3dlTexture();
  89582. }
  89583. };
  89584. /**
  89585. * Clones the color gradind texture.
  89586. */
  89587. ColorGradingTexture.prototype.clone = function () {
  89588. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  89589. // Base texture
  89590. newTexture.level = this.level;
  89591. return newTexture;
  89592. };
  89593. /**
  89594. * Called during delayed load for textures.
  89595. */
  89596. ColorGradingTexture.prototype.delayLoad = function () {
  89597. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  89598. return;
  89599. }
  89600. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  89601. this._texture = this._getFromCache(this.url, true);
  89602. if (!this._texture) {
  89603. this.loadTexture();
  89604. }
  89605. };
  89606. /**
  89607. * Parses a color grading texture serialized by Babylon.
  89608. * @param parsedTexture The texture information being parsedTexture
  89609. * @param scene The scene to load the texture in
  89610. * @param rootUrl The root url of the data assets to load
  89611. * @return A color gradind texture
  89612. */
  89613. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  89614. var texture = null;
  89615. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  89616. texture = new ColorGradingTexture(parsedTexture.name, scene);
  89617. texture.name = parsedTexture.name;
  89618. texture.level = parsedTexture.level;
  89619. }
  89620. return texture;
  89621. };
  89622. /**
  89623. * Serializes the LUT texture to json format.
  89624. */
  89625. ColorGradingTexture.prototype.serialize = function () {
  89626. if (!this.name) {
  89627. return null;
  89628. }
  89629. var serializationObject = {};
  89630. serializationObject.name = this.name;
  89631. serializationObject.level = this.level;
  89632. serializationObject.customType = "BABYLON.ColorGradingTexture";
  89633. return serializationObject;
  89634. };
  89635. /**
  89636. * Empty line regex stored for GC.
  89637. */
  89638. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  89639. return ColorGradingTexture;
  89640. }(BABYLON.BaseTexture));
  89641. BABYLON.ColorGradingTexture = ColorGradingTexture;
  89642. })(BABYLON || (BABYLON = {}));
  89643. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  89644. var BABYLON;
  89645. (function (BABYLON) {
  89646. /**
  89647. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  89648. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  89649. * 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;
  89650. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  89651. */
  89652. var ColorCurves = /** @class */ (function () {
  89653. function ColorCurves() {
  89654. this._dirty = true;
  89655. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  89656. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  89657. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89658. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  89659. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  89660. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  89661. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  89662. this._globalHue = 30;
  89663. this._globalDensity = 0;
  89664. this._globalSaturation = 0;
  89665. this._globalExposure = 0;
  89666. this._highlightsHue = 30;
  89667. this._highlightsDensity = 0;
  89668. this._highlightsSaturation = 0;
  89669. this._highlightsExposure = 0;
  89670. this._midtonesHue = 30;
  89671. this._midtonesDensity = 0;
  89672. this._midtonesSaturation = 0;
  89673. this._midtonesExposure = 0;
  89674. this._shadowsHue = 30;
  89675. this._shadowsDensity = 0;
  89676. this._shadowsSaturation = 0;
  89677. this._shadowsExposure = 0;
  89678. }
  89679. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  89680. /**
  89681. * Gets the global Hue value.
  89682. * 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).
  89683. */
  89684. get: function () {
  89685. return this._globalHue;
  89686. },
  89687. /**
  89688. * Sets the global Hue value.
  89689. * 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).
  89690. */
  89691. set: function (value) {
  89692. this._globalHue = value;
  89693. this._dirty = true;
  89694. },
  89695. enumerable: true,
  89696. configurable: true
  89697. });
  89698. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  89699. /**
  89700. * Gets the global Density value.
  89701. * 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.
  89702. * Values less than zero provide a filter of opposite hue.
  89703. */
  89704. get: function () {
  89705. return this._globalDensity;
  89706. },
  89707. /**
  89708. * Sets the global Density value.
  89709. * 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.
  89710. * Values less than zero provide a filter of opposite hue.
  89711. */
  89712. set: function (value) {
  89713. this._globalDensity = value;
  89714. this._dirty = true;
  89715. },
  89716. enumerable: true,
  89717. configurable: true
  89718. });
  89719. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  89720. /**
  89721. * Gets the global Saturation value.
  89722. * 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.
  89723. */
  89724. get: function () {
  89725. return this._globalSaturation;
  89726. },
  89727. /**
  89728. * Sets the global Saturation value.
  89729. * 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.
  89730. */
  89731. set: function (value) {
  89732. this._globalSaturation = value;
  89733. this._dirty = true;
  89734. },
  89735. enumerable: true,
  89736. configurable: true
  89737. });
  89738. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  89739. /**
  89740. * Gets the global Exposure value.
  89741. * 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.
  89742. */
  89743. get: function () {
  89744. return this._globalExposure;
  89745. },
  89746. /**
  89747. * Sets the global Exposure value.
  89748. * 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.
  89749. */
  89750. set: function (value) {
  89751. this._globalExposure = value;
  89752. this._dirty = true;
  89753. },
  89754. enumerable: true,
  89755. configurable: true
  89756. });
  89757. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  89758. /**
  89759. * Gets the highlights Hue value.
  89760. * 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).
  89761. */
  89762. get: function () {
  89763. return this._highlightsHue;
  89764. },
  89765. /**
  89766. * Sets the highlights Hue value.
  89767. * 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).
  89768. */
  89769. set: function (value) {
  89770. this._highlightsHue = value;
  89771. this._dirty = true;
  89772. },
  89773. enumerable: true,
  89774. configurable: true
  89775. });
  89776. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  89777. /**
  89778. * Gets the highlights Density value.
  89779. * 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.
  89780. * Values less than zero provide a filter of opposite hue.
  89781. */
  89782. get: function () {
  89783. return this._highlightsDensity;
  89784. },
  89785. /**
  89786. * Sets the highlights Density value.
  89787. * 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.
  89788. * Values less than zero provide a filter of opposite hue.
  89789. */
  89790. set: function (value) {
  89791. this._highlightsDensity = value;
  89792. this._dirty = true;
  89793. },
  89794. enumerable: true,
  89795. configurable: true
  89796. });
  89797. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  89798. /**
  89799. * Gets the highlights Saturation value.
  89800. * 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.
  89801. */
  89802. get: function () {
  89803. return this._highlightsSaturation;
  89804. },
  89805. /**
  89806. * Sets the highlights Saturation value.
  89807. * 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.
  89808. */
  89809. set: function (value) {
  89810. this._highlightsSaturation = value;
  89811. this._dirty = true;
  89812. },
  89813. enumerable: true,
  89814. configurable: true
  89815. });
  89816. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  89817. /**
  89818. * Gets the highlights Exposure value.
  89819. * 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.
  89820. */
  89821. get: function () {
  89822. return this._highlightsExposure;
  89823. },
  89824. /**
  89825. * Sets the highlights Exposure value.
  89826. * 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.
  89827. */
  89828. set: function (value) {
  89829. this._highlightsExposure = value;
  89830. this._dirty = true;
  89831. },
  89832. enumerable: true,
  89833. configurable: true
  89834. });
  89835. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  89836. /**
  89837. * Gets the midtones Hue value.
  89838. * 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).
  89839. */
  89840. get: function () {
  89841. return this._midtonesHue;
  89842. },
  89843. /**
  89844. * Sets the midtones Hue value.
  89845. * 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).
  89846. */
  89847. set: function (value) {
  89848. this._midtonesHue = value;
  89849. this._dirty = true;
  89850. },
  89851. enumerable: true,
  89852. configurable: true
  89853. });
  89854. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  89855. /**
  89856. * Gets the midtones Density value.
  89857. * 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.
  89858. * Values less than zero provide a filter of opposite hue.
  89859. */
  89860. get: function () {
  89861. return this._midtonesDensity;
  89862. },
  89863. /**
  89864. * Sets the midtones Density value.
  89865. * 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.
  89866. * Values less than zero provide a filter of opposite hue.
  89867. */
  89868. set: function (value) {
  89869. this._midtonesDensity = value;
  89870. this._dirty = true;
  89871. },
  89872. enumerable: true,
  89873. configurable: true
  89874. });
  89875. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  89876. /**
  89877. * Gets the midtones Saturation value.
  89878. * 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.
  89879. */
  89880. get: function () {
  89881. return this._midtonesSaturation;
  89882. },
  89883. /**
  89884. * Sets the midtones Saturation value.
  89885. * 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.
  89886. */
  89887. set: function (value) {
  89888. this._midtonesSaturation = value;
  89889. this._dirty = true;
  89890. },
  89891. enumerable: true,
  89892. configurable: true
  89893. });
  89894. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  89895. /**
  89896. * Gets the midtones Exposure value.
  89897. * 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.
  89898. */
  89899. get: function () {
  89900. return this._midtonesExposure;
  89901. },
  89902. /**
  89903. * Sets the midtones Exposure value.
  89904. * 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.
  89905. */
  89906. set: function (value) {
  89907. this._midtonesExposure = value;
  89908. this._dirty = true;
  89909. },
  89910. enumerable: true,
  89911. configurable: true
  89912. });
  89913. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  89914. /**
  89915. * Gets the shadows Hue value.
  89916. * 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).
  89917. */
  89918. get: function () {
  89919. return this._shadowsHue;
  89920. },
  89921. /**
  89922. * Sets the shadows Hue value.
  89923. * 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).
  89924. */
  89925. set: function (value) {
  89926. this._shadowsHue = value;
  89927. this._dirty = true;
  89928. },
  89929. enumerable: true,
  89930. configurable: true
  89931. });
  89932. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  89933. /**
  89934. * Gets the shadows Density value.
  89935. * 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.
  89936. * Values less than zero provide a filter of opposite hue.
  89937. */
  89938. get: function () {
  89939. return this._shadowsDensity;
  89940. },
  89941. /**
  89942. * Sets the shadows Density value.
  89943. * 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.
  89944. * Values less than zero provide a filter of opposite hue.
  89945. */
  89946. set: function (value) {
  89947. this._shadowsDensity = value;
  89948. this._dirty = true;
  89949. },
  89950. enumerable: true,
  89951. configurable: true
  89952. });
  89953. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  89954. /**
  89955. * Gets the shadows Saturation value.
  89956. * 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.
  89957. */
  89958. get: function () {
  89959. return this._shadowsSaturation;
  89960. },
  89961. /**
  89962. * Sets the shadows Saturation value.
  89963. * 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.
  89964. */
  89965. set: function (value) {
  89966. this._shadowsSaturation = value;
  89967. this._dirty = true;
  89968. },
  89969. enumerable: true,
  89970. configurable: true
  89971. });
  89972. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  89973. /**
  89974. * Gets the shadows Exposure value.
  89975. * 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.
  89976. */
  89977. get: function () {
  89978. return this._shadowsExposure;
  89979. },
  89980. /**
  89981. * Sets the shadows Exposure value.
  89982. * 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.
  89983. */
  89984. set: function (value) {
  89985. this._shadowsExposure = value;
  89986. this._dirty = true;
  89987. },
  89988. enumerable: true,
  89989. configurable: true
  89990. });
  89991. /**
  89992. * Returns the class name
  89993. * @returns The class name
  89994. */
  89995. ColorCurves.prototype.getClassName = function () {
  89996. return "ColorCurves";
  89997. };
  89998. /**
  89999. * Binds the color curves to the shader.
  90000. * @param colorCurves The color curve to bind
  90001. * @param effect The effect to bind to
  90002. * @param positiveUniform The positive uniform shader parameter
  90003. * @param neutralUniform The neutral uniform shader parameter
  90004. * @param negativeUniform The negative uniform shader parameter
  90005. */
  90006. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90007. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90008. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90009. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90010. if (colorCurves._dirty) {
  90011. colorCurves._dirty = false;
  90012. // Fill in global info.
  90013. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90014. // Compute highlights info.
  90015. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90016. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90017. // Compute midtones info.
  90018. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90019. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90020. // Compute shadows info.
  90021. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90022. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90023. // Compute deltas (neutral is midtones).
  90024. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90025. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90026. }
  90027. if (effect) {
  90028. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90029. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90030. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90031. }
  90032. };
  90033. /**
  90034. * Prepare the list of uniforms associated with the ColorCurves effects.
  90035. * @param uniformsList The list of uniforms used in the effect
  90036. */
  90037. ColorCurves.PrepareUniforms = function (uniformsList) {
  90038. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90039. };
  90040. /**
  90041. * Returns color grading data based on a hue, density, saturation and exposure value.
  90042. * @param filterHue The hue of the color filter.
  90043. * @param filterDensity The density of the color filter.
  90044. * @param saturation The saturation.
  90045. * @param exposure The exposure.
  90046. * @param result The result data container.
  90047. */
  90048. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90049. if (hue == null) {
  90050. return;
  90051. }
  90052. hue = ColorCurves.clamp(hue, 0, 360);
  90053. density = ColorCurves.clamp(density, -100, 100);
  90054. saturation = ColorCurves.clamp(saturation, -100, 100);
  90055. exposure = ColorCurves.clamp(exposure, -100, 100);
  90056. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90057. // so that the maximum filter density is only 50% control. This provides fine control
  90058. // for small values and reasonable range.
  90059. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90060. density *= 0.5;
  90061. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90062. if (density < 0) {
  90063. density *= -1;
  90064. hue = (hue + 180) % 360;
  90065. }
  90066. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90067. result.scaleToRef(2, result);
  90068. result.a = 1 + 0.01 * saturation;
  90069. };
  90070. /**
  90071. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90072. * @param value The input slider value in range [-100,100].
  90073. * @returns Adjusted value.
  90074. */
  90075. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90076. value /= 100;
  90077. var x = Math.abs(value);
  90078. x = Math.pow(x, 2);
  90079. if (value < 0) {
  90080. x *= -1;
  90081. }
  90082. x *= 100;
  90083. return x;
  90084. };
  90085. /**
  90086. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90087. * @param hue The hue (H) input.
  90088. * @param saturation The saturation (S) input.
  90089. * @param brightness The brightness (B) input.
  90090. * @result An RGBA color represented as Vector4.
  90091. */
  90092. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90093. var h = ColorCurves.clamp(hue, 0, 360);
  90094. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90095. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90096. if (s === 0) {
  90097. result.r = v;
  90098. result.g = v;
  90099. result.b = v;
  90100. }
  90101. else {
  90102. // sector 0 to 5
  90103. h /= 60;
  90104. var i = Math.floor(h);
  90105. // fractional part of h
  90106. var f = h - i;
  90107. var p = v * (1 - s);
  90108. var q = v * (1 - s * f);
  90109. var t = v * (1 - s * (1 - f));
  90110. switch (i) {
  90111. case 0:
  90112. result.r = v;
  90113. result.g = t;
  90114. result.b = p;
  90115. break;
  90116. case 1:
  90117. result.r = q;
  90118. result.g = v;
  90119. result.b = p;
  90120. break;
  90121. case 2:
  90122. result.r = p;
  90123. result.g = v;
  90124. result.b = t;
  90125. break;
  90126. case 3:
  90127. result.r = p;
  90128. result.g = q;
  90129. result.b = v;
  90130. break;
  90131. case 4:
  90132. result.r = t;
  90133. result.g = p;
  90134. result.b = v;
  90135. break;
  90136. default: // case 5:
  90137. result.r = v;
  90138. result.g = p;
  90139. result.b = q;
  90140. break;
  90141. }
  90142. }
  90143. result.a = 1;
  90144. };
  90145. /**
  90146. * Returns a value clamped between min and max
  90147. * @param value The value to clamp
  90148. * @param min The minimum of value
  90149. * @param max The maximum of value
  90150. * @returns The clamped value.
  90151. */
  90152. ColorCurves.clamp = function (value, min, max) {
  90153. return Math.min(Math.max(value, min), max);
  90154. };
  90155. /**
  90156. * Clones the current color curve instance.
  90157. * @return The cloned curves
  90158. */
  90159. ColorCurves.prototype.clone = function () {
  90160. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90161. };
  90162. /**
  90163. * Serializes the current color curve instance to a json representation.
  90164. * @return a JSON representation
  90165. */
  90166. ColorCurves.prototype.serialize = function () {
  90167. return BABYLON.SerializationHelper.Serialize(this);
  90168. };
  90169. /**
  90170. * Parses the color curve from a json representation.
  90171. * @param source the JSON source to parse
  90172. * @return The parsed curves
  90173. */
  90174. ColorCurves.Parse = function (source) {
  90175. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90176. };
  90177. __decorate([
  90178. BABYLON.serialize()
  90179. ], ColorCurves.prototype, "_globalHue", void 0);
  90180. __decorate([
  90181. BABYLON.serialize()
  90182. ], ColorCurves.prototype, "_globalDensity", void 0);
  90183. __decorate([
  90184. BABYLON.serialize()
  90185. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90186. __decorate([
  90187. BABYLON.serialize()
  90188. ], ColorCurves.prototype, "_globalExposure", void 0);
  90189. __decorate([
  90190. BABYLON.serialize()
  90191. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90192. __decorate([
  90193. BABYLON.serialize()
  90194. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90195. __decorate([
  90196. BABYLON.serialize()
  90197. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90198. __decorate([
  90199. BABYLON.serialize()
  90200. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90201. __decorate([
  90202. BABYLON.serialize()
  90203. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90204. __decorate([
  90205. BABYLON.serialize()
  90206. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90207. __decorate([
  90208. BABYLON.serialize()
  90209. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90210. __decorate([
  90211. BABYLON.serialize()
  90212. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90213. return ColorCurves;
  90214. }());
  90215. BABYLON.ColorCurves = ColorCurves;
  90216. })(BABYLON || (BABYLON = {}));
  90217. //# sourceMappingURL=babylon.colorCurves.js.map
  90218. var BABYLON;
  90219. (function (BABYLON) {
  90220. /**
  90221. * Post process which applies a refractin texture
  90222. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90223. */
  90224. var RefractionPostProcess = /** @class */ (function (_super) {
  90225. __extends(RefractionPostProcess, _super);
  90226. /**
  90227. * Initializes the RefractionPostProcess
  90228. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90229. * @param name The name of the effect.
  90230. * @param refractionTextureUrl Url of the refraction texture to use
  90231. * @param color the base color of the refraction (used to taint the rendering)
  90232. * @param depth simulated refraction depth
  90233. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  90234. * @param camera The camera to apply the render pass to.
  90235. * @param options The required width/height ratio to downsize to before computing the render pass.
  90236. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90237. * @param engine The engine which the post process will be applied. (default: current engine)
  90238. * @param reusable If the post process can be reused on the same frame. (default: false)
  90239. */
  90240. function RefractionPostProcess(name, refractionTextureUrl,
  90241. /** the base color of the refraction (used to taint the rendering) */
  90242. color,
  90243. /** simulated refraction depth */
  90244. depth,
  90245. /** the coefficient of the base color (0 to remove base color tainting) */
  90246. colorLevel, options, camera, samplingMode, engine, reusable) {
  90247. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  90248. _this.color = color;
  90249. _this.depth = depth;
  90250. _this.colorLevel = colorLevel;
  90251. _this._ownRefractionTexture = true;
  90252. _this.onActivateObservable.add(function (cam) {
  90253. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  90254. });
  90255. _this.onApplyObservable.add(function (effect) {
  90256. effect.setColor3("baseColor", _this.color);
  90257. effect.setFloat("depth", _this.depth);
  90258. effect.setFloat("colorLevel", _this.colorLevel);
  90259. effect.setTexture("refractionSampler", _this._refTexture);
  90260. });
  90261. return _this;
  90262. }
  90263. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  90264. /**
  90265. * Gets or sets the refraction texture
  90266. * Please note that you are responsible for disposing the texture if you set it manually
  90267. */
  90268. get: function () {
  90269. return this._refTexture;
  90270. },
  90271. set: function (value) {
  90272. if (this._refTexture && this._ownRefractionTexture) {
  90273. this._refTexture.dispose();
  90274. }
  90275. this._refTexture = value;
  90276. this._ownRefractionTexture = false;
  90277. },
  90278. enumerable: true,
  90279. configurable: true
  90280. });
  90281. // Methods
  90282. /**
  90283. * Disposes of the post process
  90284. * @param camera Camera to dispose post process on
  90285. */
  90286. RefractionPostProcess.prototype.dispose = function (camera) {
  90287. if (this._refTexture && this._ownRefractionTexture) {
  90288. this._refTexture.dispose();
  90289. this._refTexture = null;
  90290. }
  90291. _super.prototype.dispose.call(this, camera);
  90292. };
  90293. return RefractionPostProcess;
  90294. }(BABYLON.PostProcess));
  90295. BABYLON.RefractionPostProcess = RefractionPostProcess;
  90296. })(BABYLON || (BABYLON = {}));
  90297. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  90298. var BABYLON;
  90299. (function (BABYLON) {
  90300. /**
  90301. * Post process used to render in black and white
  90302. */
  90303. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  90304. __extends(BlackAndWhitePostProcess, _super);
  90305. /**
  90306. * Creates a black and white post process
  90307. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  90308. * @param name The name of the effect.
  90309. * @param options The required width/height ratio to downsize to before computing the render pass.
  90310. * @param camera The camera to apply the render pass to.
  90311. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90312. * @param engine The engine which the post process will be applied. (default: current engine)
  90313. * @param reusable If the post process can be reused on the same frame. (default: false)
  90314. */
  90315. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  90316. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  90317. /**
  90318. * Linear about to convert he result to black and white (default: 1)
  90319. */
  90320. _this.degree = 1;
  90321. _this.onApplyObservable.add(function (effect) {
  90322. effect.setFloat("degree", _this.degree);
  90323. });
  90324. return _this;
  90325. }
  90326. return BlackAndWhitePostProcess;
  90327. }(BABYLON.PostProcess));
  90328. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  90329. })(BABYLON || (BABYLON = {}));
  90330. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  90331. var BABYLON;
  90332. (function (BABYLON) {
  90333. /**
  90334. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  90335. * input texture to perform effects such as edge detection or sharpening
  90336. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  90337. */
  90338. var ConvolutionPostProcess = /** @class */ (function (_super) {
  90339. __extends(ConvolutionPostProcess, _super);
  90340. /**
  90341. * Creates a new instance ConvolutionPostProcess
  90342. * @param name The name of the effect.
  90343. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  90344. * @param options The required width/height ratio to downsize to before computing the render pass.
  90345. * @param camera The camera to apply the render pass to.
  90346. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90347. * @param engine The engine which the post process will be applied. (default: current engine)
  90348. * @param reusable If the post process can be reused on the same frame. (default: false)
  90349. * @param textureType Type of textures used when performing the post process. (default: 0)
  90350. */
  90351. function ConvolutionPostProcess(name,
  90352. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  90353. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  90354. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90355. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90356. _this.kernel = kernel;
  90357. _this.onApply = function (effect) {
  90358. effect.setFloat2("screenSize", _this.width, _this.height);
  90359. effect.setArray("kernel", _this.kernel);
  90360. };
  90361. return _this;
  90362. }
  90363. // Statics
  90364. /**
  90365. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90366. */
  90367. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  90368. /**
  90369. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90370. */
  90371. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  90372. /**
  90373. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90374. */
  90375. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  90376. /**
  90377. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90378. */
  90379. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  90380. /**
  90381. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90382. */
  90383. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  90384. /**
  90385. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  90386. */
  90387. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  90388. return ConvolutionPostProcess;
  90389. }(BABYLON.PostProcess));
  90390. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  90391. })(BABYLON || (BABYLON = {}));
  90392. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  90393. var BABYLON;
  90394. (function (BABYLON) {
  90395. /**
  90396. * Applies a kernel filter to the image
  90397. */
  90398. var FilterPostProcess = /** @class */ (function (_super) {
  90399. __extends(FilterPostProcess, _super);
  90400. /**
  90401. *
  90402. * @param name The name of the effect.
  90403. * @param kernelMatrix The matrix to be applied to the image
  90404. * @param options The required width/height ratio to downsize to before computing the render pass.
  90405. * @param camera The camera to apply the render pass to.
  90406. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90407. * @param engine The engine which the post process will be applied. (default: current engine)
  90408. * @param reusable If the post process can be reused on the same frame. (default: false)
  90409. */
  90410. function FilterPostProcess(name,
  90411. /** The matrix to be applied to the image */
  90412. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  90413. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  90414. _this.kernelMatrix = kernelMatrix;
  90415. _this.onApply = function (effect) {
  90416. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  90417. };
  90418. return _this;
  90419. }
  90420. return FilterPostProcess;
  90421. }(BABYLON.PostProcess));
  90422. BABYLON.FilterPostProcess = FilterPostProcess;
  90423. })(BABYLON || (BABYLON = {}));
  90424. //# sourceMappingURL=babylon.filterPostProcess.js.map
  90425. var BABYLON;
  90426. (function (BABYLON) {
  90427. /**
  90428. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  90429. */
  90430. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  90431. __extends(VolumetricLightScatteringPostProcess, _super);
  90432. /**
  90433. * @constructor
  90434. * @param name The post-process name
  90435. * @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)
  90436. * @param camera The camera that the post-process will be attached to
  90437. * @param mesh The mesh used to create the light scattering
  90438. * @param samples The post-process quality, default 100
  90439. * @param samplingModeThe post-process filtering mode
  90440. * @param engine The babylon engine
  90441. * @param reusable If the post-process is reusable
  90442. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  90443. */
  90444. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  90445. if (samples === void 0) { samples = 100; }
  90446. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90447. 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;
  90448. _this._screenCoordinates = BABYLON.Vector2.Zero();
  90449. /**
  90450. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  90451. */
  90452. _this.customMeshPosition = BABYLON.Vector3.Zero();
  90453. /**
  90454. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  90455. */
  90456. _this.useCustomMeshPosition = false;
  90457. /**
  90458. * If the post-process should inverse the light scattering direction
  90459. */
  90460. _this.invert = true;
  90461. /**
  90462. * Array containing the excluded meshes not rendered in the internal pass
  90463. */
  90464. _this.excludedMeshes = new Array();
  90465. /**
  90466. * Controls the overall intensity of the post-process
  90467. */
  90468. _this.exposure = 0.3;
  90469. /**
  90470. * Dissipates each sample's contribution in range [0, 1]
  90471. */
  90472. _this.decay = 0.96815;
  90473. /**
  90474. * Controls the overall intensity of each sample
  90475. */
  90476. _this.weight = 0.58767;
  90477. /**
  90478. * Controls the density of each sample
  90479. */
  90480. _this.density = 0.926;
  90481. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  90482. engine = scene.getEngine();
  90483. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  90484. // Configure mesh
  90485. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  90486. // Configure
  90487. _this._createPass(scene, ratio.passRatio || ratio);
  90488. _this.onActivate = function (camera) {
  90489. if (!_this.isSupported) {
  90490. _this.dispose(camera);
  90491. }
  90492. _this.onActivate = null;
  90493. };
  90494. _this.onApplyObservable.add(function (effect) {
  90495. _this._updateMeshScreenCoordinates(scene);
  90496. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  90497. effect.setFloat("exposure", _this.exposure);
  90498. effect.setFloat("decay", _this.decay);
  90499. effect.setFloat("weight", _this.weight);
  90500. effect.setFloat("density", _this.density);
  90501. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  90502. });
  90503. return _this;
  90504. }
  90505. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  90506. /**
  90507. * @hidden
  90508. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  90509. */
  90510. get: function () {
  90511. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90512. return false;
  90513. },
  90514. set: function (useDiffuseColor) {
  90515. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  90516. },
  90517. enumerable: true,
  90518. configurable: true
  90519. });
  90520. /**
  90521. * Returns the string "VolumetricLightScatteringPostProcess"
  90522. * @returns "VolumetricLightScatteringPostProcess"
  90523. */
  90524. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  90525. return "VolumetricLightScatteringPostProcess";
  90526. };
  90527. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  90528. var mesh = subMesh.getMesh();
  90529. // Render this.mesh as default
  90530. if (mesh === this.mesh && mesh.material) {
  90531. return mesh.material.isReady(mesh);
  90532. }
  90533. var defines = [];
  90534. var attribs = [BABYLON.VertexBuffer.PositionKind];
  90535. var material = subMesh.getMaterial();
  90536. // Alpha test
  90537. if (material) {
  90538. if (material.needAlphaTesting()) {
  90539. defines.push("#define ALPHATEST");
  90540. }
  90541. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  90542. attribs.push(BABYLON.VertexBuffer.UVKind);
  90543. defines.push("#define UV1");
  90544. }
  90545. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  90546. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  90547. defines.push("#define UV2");
  90548. }
  90549. }
  90550. // Bones
  90551. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  90552. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  90553. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  90554. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  90555. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  90556. }
  90557. else {
  90558. defines.push("#define NUM_BONE_INFLUENCERS 0");
  90559. }
  90560. // Instances
  90561. if (useInstances) {
  90562. defines.push("#define INSTANCES");
  90563. attribs.push("world0");
  90564. attribs.push("world1");
  90565. attribs.push("world2");
  90566. attribs.push("world3");
  90567. }
  90568. // Get correct effect
  90569. var join = defines.join("\n");
  90570. if (this._cachedDefines !== join) {
  90571. this._cachedDefines = join;
  90572. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  90573. }
  90574. return this._volumetricLightScatteringPass.isReady();
  90575. };
  90576. /**
  90577. * Sets the new light position for light scattering effect
  90578. * @param position The new custom light position
  90579. */
  90580. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  90581. this.customMeshPosition = position;
  90582. };
  90583. /**
  90584. * Returns the light position for light scattering effect
  90585. * @return Vector3 The custom light position
  90586. */
  90587. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  90588. return this.customMeshPosition;
  90589. };
  90590. /**
  90591. * Disposes the internal assets and detaches the post-process from the camera
  90592. */
  90593. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  90594. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  90595. if (rttIndex !== -1) {
  90596. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  90597. }
  90598. this._volumetricLightScatteringRTT.dispose();
  90599. _super.prototype.dispose.call(this, camera);
  90600. };
  90601. /**
  90602. * Returns the render target texture used by the post-process
  90603. * @return the render target texture used by the post-process
  90604. */
  90605. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  90606. return this._volumetricLightScatteringRTT;
  90607. };
  90608. // Private methods
  90609. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  90610. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  90611. return true;
  90612. }
  90613. return false;
  90614. };
  90615. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  90616. var _this = this;
  90617. var engine = scene.getEngine();
  90618. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  90619. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90620. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90621. this._volumetricLightScatteringRTT.renderList = null;
  90622. this._volumetricLightScatteringRTT.renderParticles = false;
  90623. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  90624. var camera = this.getCamera();
  90625. if (camera) {
  90626. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90627. }
  90628. else {
  90629. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  90630. }
  90631. // Custom render function for submeshes
  90632. var renderSubMesh = function (subMesh) {
  90633. var mesh = subMesh.getRenderingMesh();
  90634. if (_this._meshExcluded(mesh)) {
  90635. return;
  90636. }
  90637. var material = subMesh.getMaterial();
  90638. if (!material) {
  90639. return;
  90640. }
  90641. var scene = mesh.getScene();
  90642. var engine = scene.getEngine();
  90643. // Culling
  90644. engine.setState(material.backFaceCulling);
  90645. // Managing instances
  90646. var batch = mesh._getInstancesRenderList(subMesh._id);
  90647. if (batch.mustReturn) {
  90648. return;
  90649. }
  90650. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  90651. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  90652. var effect = _this._volumetricLightScatteringPass;
  90653. if (mesh === _this.mesh) {
  90654. if (subMesh.effect) {
  90655. effect = subMesh.effect;
  90656. }
  90657. else {
  90658. effect = material.getEffect();
  90659. }
  90660. }
  90661. engine.enableEffect(effect);
  90662. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  90663. if (mesh === _this.mesh) {
  90664. material.bind(mesh.getWorldMatrix(), mesh);
  90665. }
  90666. else {
  90667. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  90668. // Alpha test
  90669. if (material && material.needAlphaTesting()) {
  90670. var alphaTexture = material.getAlphaTestTexture();
  90671. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  90672. if (alphaTexture) {
  90673. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  90674. }
  90675. }
  90676. // Bones
  90677. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  90678. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  90679. }
  90680. }
  90681. // Draw
  90682. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  90683. }
  90684. };
  90685. // Render target texture callbacks
  90686. var savedSceneClearColor;
  90687. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  90688. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  90689. savedSceneClearColor = scene.clearColor;
  90690. scene.clearColor = sceneClearColor;
  90691. });
  90692. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  90693. scene.clearColor = savedSceneClearColor;
  90694. });
  90695. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  90696. var engine = scene.getEngine();
  90697. var index;
  90698. if (depthOnlySubMeshes.length) {
  90699. engine.setColorWrite(false);
  90700. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  90701. renderSubMesh(depthOnlySubMeshes.data[index]);
  90702. }
  90703. engine.setColorWrite(true);
  90704. }
  90705. for (index = 0; index < opaqueSubMeshes.length; index++) {
  90706. renderSubMesh(opaqueSubMeshes.data[index]);
  90707. }
  90708. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  90709. renderSubMesh(alphaTestSubMeshes.data[index]);
  90710. }
  90711. if (transparentSubMeshes.length) {
  90712. // Sort sub meshes
  90713. for (index = 0; index < transparentSubMeshes.length; index++) {
  90714. var submesh = transparentSubMeshes.data[index];
  90715. var boundingInfo = submesh.getBoundingInfo();
  90716. if (boundingInfo && scene.activeCamera) {
  90717. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  90718. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  90719. }
  90720. }
  90721. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  90722. sortedArray.sort(function (a, b) {
  90723. // Alpha index first
  90724. if (a._alphaIndex > b._alphaIndex) {
  90725. return 1;
  90726. }
  90727. if (a._alphaIndex < b._alphaIndex) {
  90728. return -1;
  90729. }
  90730. // Then distance to camera
  90731. if (a._distanceToCamera < b._distanceToCamera) {
  90732. return 1;
  90733. }
  90734. if (a._distanceToCamera > b._distanceToCamera) {
  90735. return -1;
  90736. }
  90737. return 0;
  90738. });
  90739. // Render sub meshes
  90740. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  90741. for (index = 0; index < sortedArray.length; index++) {
  90742. renderSubMesh(sortedArray[index]);
  90743. }
  90744. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  90745. }
  90746. };
  90747. };
  90748. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  90749. var transform = scene.getTransformMatrix();
  90750. var meshPosition;
  90751. if (this.useCustomMeshPosition) {
  90752. meshPosition = this.customMeshPosition;
  90753. }
  90754. else if (this.attachedNode) {
  90755. meshPosition = this.attachedNode.position;
  90756. }
  90757. else {
  90758. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  90759. }
  90760. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  90761. this._screenCoordinates.x = pos.x / this._viewPort.width;
  90762. this._screenCoordinates.y = pos.y / this._viewPort.height;
  90763. if (this.invert) {
  90764. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  90765. }
  90766. };
  90767. // Static methods
  90768. /**
  90769. * Creates a default mesh for the Volumeric Light Scattering post-process
  90770. * @param name The mesh name
  90771. * @param scene The scene where to create the mesh
  90772. * @return the default mesh
  90773. */
  90774. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  90775. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  90776. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  90777. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  90778. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  90779. mesh.material = material;
  90780. return mesh;
  90781. };
  90782. __decorate([
  90783. BABYLON.serializeAsVector3()
  90784. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  90785. __decorate([
  90786. BABYLON.serialize()
  90787. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  90788. __decorate([
  90789. BABYLON.serialize()
  90790. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  90791. __decorate([
  90792. BABYLON.serializeAsMeshReference()
  90793. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  90794. __decorate([
  90795. BABYLON.serialize()
  90796. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  90797. __decorate([
  90798. BABYLON.serialize()
  90799. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  90800. __decorate([
  90801. BABYLON.serialize()
  90802. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  90803. __decorate([
  90804. BABYLON.serialize()
  90805. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  90806. __decorate([
  90807. BABYLON.serialize()
  90808. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  90809. return VolumetricLightScatteringPostProcess;
  90810. }(BABYLON.PostProcess));
  90811. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  90812. })(BABYLON || (BABYLON = {}));
  90813. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  90814. var BABYLON;
  90815. (function (BABYLON) {
  90816. /**
  90817. *
  90818. * This post-process allows the modification of rendered colors by using
  90819. * a 'look-up table' (LUT). This effect is also called Color Grading.
  90820. *
  90821. * The object needs to be provided an url to a texture containing the color
  90822. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  90823. * Use an image editing software to tweak the LUT to match your needs.
  90824. *
  90825. * For an example of a color LUT, see here:
  90826. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  90827. * For explanations on color grading, see here:
  90828. * @see http://udn.epicgames.com/Three/ColorGrading.html
  90829. *
  90830. */
  90831. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  90832. __extends(ColorCorrectionPostProcess, _super);
  90833. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  90834. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  90835. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  90836. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  90837. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90838. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90839. _this.onApply = function (effect) {
  90840. effect.setTexture("colorTable", _this._colorTableTexture);
  90841. };
  90842. return _this;
  90843. }
  90844. return ColorCorrectionPostProcess;
  90845. }(BABYLON.PostProcess));
  90846. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  90847. })(BABYLON || (BABYLON = {}));
  90848. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  90849. var BABYLON;
  90850. (function (BABYLON) {
  90851. /** Defines operator used for tonemapping */
  90852. var TonemappingOperator;
  90853. (function (TonemappingOperator) {
  90854. /** Hable */
  90855. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  90856. /** Reinhard */
  90857. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  90858. /** HejiDawson */
  90859. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  90860. /** Photographic */
  90861. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  90862. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  90863. /**
  90864. * Defines a post process to apply tone mapping
  90865. */
  90866. var TonemapPostProcess = /** @class */ (function (_super) {
  90867. __extends(TonemapPostProcess, _super);
  90868. /**
  90869. * Creates a new TonemapPostProcess
  90870. * @param name defines the name of the postprocess
  90871. * @param _operator defines the operator to use
  90872. * @param exposureAdjustment defines the required exposure adjustement
  90873. * @param camera defines the camera to use (can be null)
  90874. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  90875. * @param engine defines the hosting engine (can be ignore if camera is set)
  90876. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  90877. */
  90878. function TonemapPostProcess(name, _operator,
  90879. /** Defines the required exposure adjustement */
  90880. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  90881. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  90882. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90883. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  90884. _this._operator = _operator;
  90885. _this.exposureAdjustment = exposureAdjustment;
  90886. var defines = "#define ";
  90887. if (_this._operator === TonemappingOperator.Hable) {
  90888. defines += "HABLE_TONEMAPPING";
  90889. }
  90890. else if (_this._operator === TonemappingOperator.Reinhard) {
  90891. defines += "REINHARD_TONEMAPPING";
  90892. }
  90893. else if (_this._operator === TonemappingOperator.HejiDawson) {
  90894. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  90895. }
  90896. else if (_this._operator === TonemappingOperator.Photographic) {
  90897. defines += "PHOTOGRAPHIC_TONEMAPPING";
  90898. }
  90899. //sadly a second call to create the effect.
  90900. _this.updateEffect(defines);
  90901. _this.onApply = function (effect) {
  90902. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  90903. };
  90904. return _this;
  90905. }
  90906. return TonemapPostProcess;
  90907. }(BABYLON.PostProcess));
  90908. BABYLON.TonemapPostProcess = TonemapPostProcess;
  90909. })(BABYLON || (BABYLON = {}));
  90910. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  90911. var BABYLON;
  90912. (function (BABYLON) {
  90913. /**
  90914. * DisplayPassPostProcess which produces an output the same as it's input
  90915. */
  90916. var DisplayPassPostProcess = /** @class */ (function (_super) {
  90917. __extends(DisplayPassPostProcess, _super);
  90918. /**
  90919. * Creates the DisplayPassPostProcess
  90920. * @param name The name of the effect.
  90921. * @param options The required width/height ratio to downsize to before computing the render pass.
  90922. * @param camera The camera to apply the render pass to.
  90923. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90924. * @param engine The engine which the post process will be applied. (default: current engine)
  90925. * @param reusable If the post process can be reused on the same frame. (default: false)
  90926. */
  90927. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  90928. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  90929. }
  90930. return DisplayPassPostProcess;
  90931. }(BABYLON.PostProcess));
  90932. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  90933. })(BABYLON || (BABYLON = {}));
  90934. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  90935. var BABYLON;
  90936. (function (BABYLON) {
  90937. /**
  90938. * Extracts highlights from the image
  90939. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90940. */
  90941. var HighlightsPostProcess = /** @class */ (function (_super) {
  90942. __extends(HighlightsPostProcess, _super);
  90943. /**
  90944. * Extracts highlights from the image
  90945. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  90946. * @param name The name of the effect.
  90947. * @param options The required width/height ratio to downsize to before computing the render pass.
  90948. * @param camera The camera to apply the render pass to.
  90949. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  90950. * @param engine The engine which the post process will be applied. (default: current engine)
  90951. * @param reusable If the post process can be reused on the same frame. (default: false)
  90952. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  90953. */
  90954. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  90955. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90956. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  90957. }
  90958. return HighlightsPostProcess;
  90959. }(BABYLON.PostProcess));
  90960. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  90961. })(BABYLON || (BABYLON = {}));
  90962. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  90963. var BABYLON;
  90964. (function (BABYLON) {
  90965. /**
  90966. * ImageProcessingPostProcess
  90967. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  90968. */
  90969. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  90970. __extends(ImageProcessingPostProcess, _super);
  90971. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  90972. if (camera === void 0) { camera = null; }
  90973. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  90974. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  90975. _this._fromLinearSpace = true;
  90976. /**
  90977. * Defines cache preventing GC.
  90978. */
  90979. _this._defines = {
  90980. IMAGEPROCESSING: false,
  90981. VIGNETTE: false,
  90982. VIGNETTEBLENDMODEMULTIPLY: false,
  90983. VIGNETTEBLENDMODEOPAQUE: false,
  90984. TONEMAPPING: false,
  90985. TONEMAPPING_ACES: false,
  90986. CONTRAST: false,
  90987. COLORCURVES: false,
  90988. COLORGRADING: false,
  90989. COLORGRADING3D: false,
  90990. FROMLINEARSPACE: false,
  90991. SAMPLER3DGREENDEPTH: false,
  90992. SAMPLER3DBGRMAP: false,
  90993. IMAGEPROCESSINGPOSTPROCESS: false,
  90994. EXPOSURE: false,
  90995. };
  90996. // Setup the configuration as forced by the constructor. This would then not force the
  90997. // scene materials output in linear space and let untouched the default forward pass.
  90998. if (imageProcessingConfiguration) {
  90999. imageProcessingConfiguration.applyByPostProcess = true;
  91000. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91001. // This will cause the shader to be compiled
  91002. _this.fromLinearSpace = false;
  91003. }
  91004. // Setup the default processing configuration to the scene.
  91005. else {
  91006. _this._attachImageProcessingConfiguration(null, true);
  91007. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91008. }
  91009. _this.onApply = function (effect) {
  91010. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91011. };
  91012. return _this;
  91013. }
  91014. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91015. /**
  91016. * Gets the image processing configuration used either in this material.
  91017. */
  91018. get: function () {
  91019. return this._imageProcessingConfiguration;
  91020. },
  91021. /**
  91022. * Sets the Default image processing configuration used either in the this material.
  91023. *
  91024. * If sets to null, the scene one is in use.
  91025. */
  91026. set: function (value) {
  91027. this._attachImageProcessingConfiguration(value);
  91028. },
  91029. enumerable: true,
  91030. configurable: true
  91031. });
  91032. /**
  91033. * Attaches a new image processing configuration to the PBR Material.
  91034. * @param configuration
  91035. */
  91036. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91037. var _this = this;
  91038. if (doNotBuild === void 0) { doNotBuild = false; }
  91039. if (configuration === this._imageProcessingConfiguration) {
  91040. return;
  91041. }
  91042. // Detaches observer.
  91043. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91044. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91045. }
  91046. // Pick the scene configuration if needed.
  91047. if (!configuration) {
  91048. var scene = null;
  91049. var engine = this.getEngine();
  91050. var camera = this.getCamera();
  91051. if (camera) {
  91052. scene = camera.getScene();
  91053. }
  91054. else if (engine && engine.scenes) {
  91055. var scenes = engine.scenes;
  91056. scene = scenes[scenes.length - 1];
  91057. }
  91058. else {
  91059. scene = BABYLON.Engine.LastCreatedScene;
  91060. }
  91061. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91062. }
  91063. else {
  91064. this._imageProcessingConfiguration = configuration;
  91065. }
  91066. // Attaches observer.
  91067. if (this._imageProcessingConfiguration) {
  91068. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91069. _this._updateParameters();
  91070. });
  91071. }
  91072. // Ensure the effect will be rebuilt.
  91073. if (!doNotBuild) {
  91074. this._updateParameters();
  91075. }
  91076. };
  91077. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91078. /**
  91079. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91080. */
  91081. get: function () {
  91082. return this.imageProcessingConfiguration.colorCurves;
  91083. },
  91084. /**
  91085. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91086. */
  91087. set: function (value) {
  91088. this.imageProcessingConfiguration.colorCurves = value;
  91089. },
  91090. enumerable: true,
  91091. configurable: true
  91092. });
  91093. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91094. /**
  91095. * Gets wether the color curves effect is enabled.
  91096. */
  91097. get: function () {
  91098. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91099. },
  91100. /**
  91101. * Sets wether the color curves effect is enabled.
  91102. */
  91103. set: function (value) {
  91104. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91105. },
  91106. enumerable: true,
  91107. configurable: true
  91108. });
  91109. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91110. /**
  91111. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91112. */
  91113. get: function () {
  91114. return this.imageProcessingConfiguration.colorGradingTexture;
  91115. },
  91116. /**
  91117. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91118. */
  91119. set: function (value) {
  91120. this.imageProcessingConfiguration.colorGradingTexture = value;
  91121. },
  91122. enumerable: true,
  91123. configurable: true
  91124. });
  91125. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91126. /**
  91127. * Gets wether the color grading effect is enabled.
  91128. */
  91129. get: function () {
  91130. return this.imageProcessingConfiguration.colorGradingEnabled;
  91131. },
  91132. /**
  91133. * Gets wether the color grading effect is enabled.
  91134. */
  91135. set: function (value) {
  91136. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91137. },
  91138. enumerable: true,
  91139. configurable: true
  91140. });
  91141. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91142. /**
  91143. * Gets exposure used in the effect.
  91144. */
  91145. get: function () {
  91146. return this.imageProcessingConfiguration.exposure;
  91147. },
  91148. /**
  91149. * Sets exposure used in the effect.
  91150. */
  91151. set: function (value) {
  91152. this.imageProcessingConfiguration.exposure = value;
  91153. },
  91154. enumerable: true,
  91155. configurable: true
  91156. });
  91157. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91158. /**
  91159. * Gets wether tonemapping is enabled or not.
  91160. */
  91161. get: function () {
  91162. return this._imageProcessingConfiguration.toneMappingEnabled;
  91163. },
  91164. /**
  91165. * Sets wether tonemapping is enabled or not
  91166. */
  91167. set: function (value) {
  91168. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91169. },
  91170. enumerable: true,
  91171. configurable: true
  91172. });
  91173. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91174. /**
  91175. * Gets contrast used in the effect.
  91176. */
  91177. get: function () {
  91178. return this.imageProcessingConfiguration.contrast;
  91179. },
  91180. /**
  91181. * Sets contrast used in the effect.
  91182. */
  91183. set: function (value) {
  91184. this.imageProcessingConfiguration.contrast = value;
  91185. },
  91186. enumerable: true,
  91187. configurable: true
  91188. });
  91189. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91190. /**
  91191. * Gets Vignette stretch size.
  91192. */
  91193. get: function () {
  91194. return this.imageProcessingConfiguration.vignetteStretch;
  91195. },
  91196. /**
  91197. * Sets Vignette stretch size.
  91198. */
  91199. set: function (value) {
  91200. this.imageProcessingConfiguration.vignetteStretch = value;
  91201. },
  91202. enumerable: true,
  91203. configurable: true
  91204. });
  91205. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91206. /**
  91207. * Gets Vignette centre X Offset.
  91208. */
  91209. get: function () {
  91210. return this.imageProcessingConfiguration.vignetteCentreX;
  91211. },
  91212. /**
  91213. * Sets Vignette centre X Offset.
  91214. */
  91215. set: function (value) {
  91216. this.imageProcessingConfiguration.vignetteCentreX = value;
  91217. },
  91218. enumerable: true,
  91219. configurable: true
  91220. });
  91221. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91222. /**
  91223. * Gets Vignette centre Y Offset.
  91224. */
  91225. get: function () {
  91226. return this.imageProcessingConfiguration.vignetteCentreY;
  91227. },
  91228. /**
  91229. * Sets Vignette centre Y Offset.
  91230. */
  91231. set: function (value) {
  91232. this.imageProcessingConfiguration.vignetteCentreY = value;
  91233. },
  91234. enumerable: true,
  91235. configurable: true
  91236. });
  91237. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  91238. /**
  91239. * Gets Vignette weight or intensity of the vignette effect.
  91240. */
  91241. get: function () {
  91242. return this.imageProcessingConfiguration.vignetteWeight;
  91243. },
  91244. /**
  91245. * Sets Vignette weight or intensity of the vignette effect.
  91246. */
  91247. set: function (value) {
  91248. this.imageProcessingConfiguration.vignetteWeight = value;
  91249. },
  91250. enumerable: true,
  91251. configurable: true
  91252. });
  91253. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  91254. /**
  91255. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91256. * if vignetteEnabled is set to true.
  91257. */
  91258. get: function () {
  91259. return this.imageProcessingConfiguration.vignetteColor;
  91260. },
  91261. /**
  91262. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  91263. * if vignetteEnabled is set to true.
  91264. */
  91265. set: function (value) {
  91266. this.imageProcessingConfiguration.vignetteColor = value;
  91267. },
  91268. enumerable: true,
  91269. configurable: true
  91270. });
  91271. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  91272. /**
  91273. * Gets Camera field of view used by the Vignette effect.
  91274. */
  91275. get: function () {
  91276. return this.imageProcessingConfiguration.vignetteCameraFov;
  91277. },
  91278. /**
  91279. * Sets Camera field of view used by the Vignette effect.
  91280. */
  91281. set: function (value) {
  91282. this.imageProcessingConfiguration.vignetteCameraFov = value;
  91283. },
  91284. enumerable: true,
  91285. configurable: true
  91286. });
  91287. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  91288. /**
  91289. * Gets the vignette blend mode allowing different kind of effect.
  91290. */
  91291. get: function () {
  91292. return this.imageProcessingConfiguration.vignetteBlendMode;
  91293. },
  91294. /**
  91295. * Sets the vignette blend mode allowing different kind of effect.
  91296. */
  91297. set: function (value) {
  91298. this.imageProcessingConfiguration.vignetteBlendMode = value;
  91299. },
  91300. enumerable: true,
  91301. configurable: true
  91302. });
  91303. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  91304. /**
  91305. * Gets wether the vignette effect is enabled.
  91306. */
  91307. get: function () {
  91308. return this.imageProcessingConfiguration.vignetteEnabled;
  91309. },
  91310. /**
  91311. * Sets wether the vignette effect is enabled.
  91312. */
  91313. set: function (value) {
  91314. this.imageProcessingConfiguration.vignetteEnabled = value;
  91315. },
  91316. enumerable: true,
  91317. configurable: true
  91318. });
  91319. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  91320. /**
  91321. * Gets wether the input of the processing is in Gamma or Linear Space.
  91322. */
  91323. get: function () {
  91324. return this._fromLinearSpace;
  91325. },
  91326. /**
  91327. * Sets wether the input of the processing is in Gamma or Linear Space.
  91328. */
  91329. set: function (value) {
  91330. if (this._fromLinearSpace === value) {
  91331. return;
  91332. }
  91333. this._fromLinearSpace = value;
  91334. this._updateParameters();
  91335. },
  91336. enumerable: true,
  91337. configurable: true
  91338. });
  91339. /**
  91340. * "ImageProcessingPostProcess"
  91341. * @returns "ImageProcessingPostProcess"
  91342. */
  91343. ImageProcessingPostProcess.prototype.getClassName = function () {
  91344. return "ImageProcessingPostProcess";
  91345. };
  91346. ImageProcessingPostProcess.prototype._updateParameters = function () {
  91347. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  91348. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  91349. var defines = "";
  91350. for (var define in this._defines) {
  91351. if (this._defines[define]) {
  91352. defines += "#define " + define + ";\r\n";
  91353. }
  91354. }
  91355. var samplers = ["textureSampler"];
  91356. var uniforms = ["scale"];
  91357. if (BABYLON.ImageProcessingConfiguration) {
  91358. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  91359. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  91360. }
  91361. this.updateEffect(defines, uniforms, samplers);
  91362. };
  91363. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  91364. _super.prototype.dispose.call(this, camera);
  91365. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91366. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91367. }
  91368. if (this._imageProcessingConfiguration) {
  91369. this.imageProcessingConfiguration.applyByPostProcess = false;
  91370. }
  91371. };
  91372. __decorate([
  91373. BABYLON.serialize()
  91374. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  91375. return ImageProcessingPostProcess;
  91376. }(BABYLON.PostProcess));
  91377. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  91378. })(BABYLON || (BABYLON = {}));
  91379. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  91380. var BABYLON;
  91381. (function (BABYLON) {
  91382. /**
  91383. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  91384. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  91385. * As an example, all you have to do is to create the post-process:
  91386. * var mb = new BABYLON.MotionBlurPostProcess(
  91387. * 'mb', // The name of the effect.
  91388. * scene, // The scene containing the objects to blur according to their velocity.
  91389. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  91390. * camera // The camera to apply the render pass to.
  91391. * );
  91392. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  91393. */
  91394. var MotionBlurPostProcess = /** @class */ (function (_super) {
  91395. __extends(MotionBlurPostProcess, _super);
  91396. /**
  91397. * Creates a new instance MotionBlurPostProcess
  91398. * @param name The name of the effect.
  91399. * @param scene The scene containing the objects to blur according to their velocity.
  91400. * @param options The required width/height ratio to downsize to before computing the render pass.
  91401. * @param camera The camera to apply the render pass to.
  91402. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91403. * @param engine The engine which the post process will be applied. (default: current engine)
  91404. * @param reusable If the post process can be reused on the same frame. (default: false)
  91405. * @param textureType Type of textures used when performing the post process. (default: 0)
  91406. * @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)
  91407. */
  91408. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  91409. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91410. if (blockCompilation === void 0) { blockCompilation = false; }
  91411. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  91412. /**
  91413. * Defines how much the image is blurred by the movement. Default value is equal to 1
  91414. */
  91415. _this.motionStrength = 1;
  91416. _this._motionBlurSamples = 32;
  91417. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  91418. if (!_this._geometryBufferRenderer) {
  91419. // Geometry buffer renderer is not supported. So, work as a passthrough.
  91420. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  91421. _this.updateEffect();
  91422. }
  91423. else {
  91424. // Geometry buffer renderer is supported.
  91425. _this._geometryBufferRenderer.enableVelocity = true;
  91426. _this.onApply = function (effect) {
  91427. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  91428. effect.setFloat("motionScale", scene.getAnimationRatio());
  91429. effect.setFloat("motionStrength", _this.motionStrength);
  91430. if (_this._geometryBufferRenderer) {
  91431. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  91432. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  91433. }
  91434. };
  91435. }
  91436. return _this;
  91437. }
  91438. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  91439. /**
  91440. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  91441. */
  91442. get: function () {
  91443. return this._motionBlurSamples;
  91444. },
  91445. /**
  91446. * Sets the number of iterations to be used for motion blur quality
  91447. */
  91448. set: function (samples) {
  91449. this._motionBlurSamples = samples;
  91450. if (this._geometryBufferRenderer) {
  91451. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  91452. }
  91453. },
  91454. enumerable: true,
  91455. configurable: true
  91456. });
  91457. /**
  91458. * Disposes the post process.
  91459. * @param camera The camera to dispose the post process on.
  91460. */
  91461. MotionBlurPostProcess.prototype.dispose = function (camera) {
  91462. if (this._geometryBufferRenderer) {
  91463. // Clear previous transformation matrices dictionary used to compute objects velocities
  91464. this._geometryBufferRenderer._previousTransformationMatrices = {};
  91465. }
  91466. _super.prototype.dispose.call(this, camera);
  91467. };
  91468. return MotionBlurPostProcess;
  91469. }(BABYLON.PostProcess));
  91470. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  91471. })(BABYLON || (BABYLON = {}));
  91472. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  91473. var BABYLON;
  91474. (function (BABYLON) {
  91475. /**
  91476. * Class used to store bone information
  91477. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  91478. */
  91479. var Bone = /** @class */ (function (_super) {
  91480. __extends(Bone, _super);
  91481. /**
  91482. * Create a new bone
  91483. * @param name defines the bone name
  91484. * @param skeleton defines the parent skeleton
  91485. * @param parentBone defines the parent (can be null if the bone is the root)
  91486. * @param localMatrix defines the local matrix
  91487. * @param restPose defines the rest pose matrix
  91488. * @param baseMatrix defines the base matrix
  91489. * @param index defines index of the bone in the hiearchy
  91490. */
  91491. function Bone(
  91492. /**
  91493. * defines the bone name
  91494. */
  91495. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  91496. if (parentBone === void 0) { parentBone = null; }
  91497. if (localMatrix === void 0) { localMatrix = null; }
  91498. if (restPose === void 0) { restPose = null; }
  91499. if (baseMatrix === void 0) { baseMatrix = null; }
  91500. if (index === void 0) { index = null; }
  91501. var _this = _super.call(this, name, skeleton.getScene()) || this;
  91502. _this.name = name;
  91503. /**
  91504. * Gets the list of child bones
  91505. */
  91506. _this.children = new Array();
  91507. /** Gets the animations associated with this bone */
  91508. _this.animations = new Array();
  91509. /**
  91510. * @hidden Internal only
  91511. * Set this value to map this bone to a different index in the transform matrices
  91512. * Set this value to -1 to exclude the bone from the transform matrices
  91513. */
  91514. _this._index = null;
  91515. _this._absoluteTransform = new BABYLON.Matrix();
  91516. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  91517. _this._scalingDeterminant = 1;
  91518. _this._worldTransform = new BABYLON.Matrix();
  91519. _this._needToDecompose = true;
  91520. _this._needToCompose = false;
  91521. _this._skeleton = skeleton;
  91522. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  91523. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  91524. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  91525. _this._index = index;
  91526. skeleton.bones.push(_this);
  91527. _this.setParent(parentBone, false);
  91528. if (baseMatrix || localMatrix) {
  91529. _this._updateDifferenceMatrix();
  91530. }
  91531. return _this;
  91532. }
  91533. Object.defineProperty(Bone.prototype, "_matrix", {
  91534. /** @hidden */
  91535. get: function () {
  91536. this._compose();
  91537. return this._localMatrix;
  91538. },
  91539. /** @hidden */
  91540. set: function (value) {
  91541. this._localMatrix.copyFrom(value);
  91542. this._needToDecompose = true;
  91543. },
  91544. enumerable: true,
  91545. configurable: true
  91546. });
  91547. // Members
  91548. /**
  91549. * Gets the parent skeleton
  91550. * @returns a skeleton
  91551. */
  91552. Bone.prototype.getSkeleton = function () {
  91553. return this._skeleton;
  91554. };
  91555. /**
  91556. * Gets parent bone
  91557. * @returns a bone or null if the bone is the root of the bone hierarchy
  91558. */
  91559. Bone.prototype.getParent = function () {
  91560. return this._parent;
  91561. };
  91562. /**
  91563. * Sets the parent bone
  91564. * @param parent defines the parent (can be null if the bone is the root)
  91565. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91566. */
  91567. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  91568. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91569. if (this._parent === parent) {
  91570. return;
  91571. }
  91572. if (this._parent) {
  91573. var index = this._parent.children.indexOf(this);
  91574. if (index !== -1) {
  91575. this._parent.children.splice(index, 1);
  91576. }
  91577. }
  91578. this._parent = parent;
  91579. if (this._parent) {
  91580. this._parent.children.push(this);
  91581. }
  91582. if (updateDifferenceMatrix) {
  91583. this._updateDifferenceMatrix();
  91584. }
  91585. this.markAsDirty();
  91586. };
  91587. /**
  91588. * Gets the local matrix
  91589. * @returns a matrix
  91590. */
  91591. Bone.prototype.getLocalMatrix = function () {
  91592. this._compose();
  91593. return this._localMatrix;
  91594. };
  91595. /**
  91596. * Gets the base matrix (initial matrix which remains unchanged)
  91597. * @returns a matrix
  91598. */
  91599. Bone.prototype.getBaseMatrix = function () {
  91600. return this._baseMatrix;
  91601. };
  91602. /**
  91603. * Gets the rest pose matrix
  91604. * @returns a matrix
  91605. */
  91606. Bone.prototype.getRestPose = function () {
  91607. return this._restPose;
  91608. };
  91609. /**
  91610. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  91611. */
  91612. Bone.prototype.getWorldMatrix = function () {
  91613. return this._worldTransform;
  91614. };
  91615. /**
  91616. * Sets the local matrix to rest pose matrix
  91617. */
  91618. Bone.prototype.returnToRest = function () {
  91619. this.updateMatrix(this._restPose.clone());
  91620. };
  91621. /**
  91622. * Gets the inverse of the absolute transform matrix.
  91623. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  91624. * @returns a matrix
  91625. */
  91626. Bone.prototype.getInvertedAbsoluteTransform = function () {
  91627. return this._invertedAbsoluteTransform;
  91628. };
  91629. /**
  91630. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  91631. * @returns a matrix
  91632. */
  91633. Bone.prototype.getAbsoluteTransform = function () {
  91634. return this._absoluteTransform;
  91635. };
  91636. Object.defineProperty(Bone.prototype, "position", {
  91637. // Properties (matches AbstractMesh properties)
  91638. /** Gets or sets current position (in local space) */
  91639. get: function () {
  91640. this._decompose();
  91641. return this._localPosition;
  91642. },
  91643. set: function (newPosition) {
  91644. this._decompose();
  91645. this._localPosition.copyFrom(newPosition);
  91646. this._markAsDirtyAndCompose();
  91647. },
  91648. enumerable: true,
  91649. configurable: true
  91650. });
  91651. Object.defineProperty(Bone.prototype, "rotation", {
  91652. /** Gets or sets current rotation (in local space) */
  91653. get: function () {
  91654. return this.getRotation();
  91655. },
  91656. set: function (newRotation) {
  91657. this.setRotation(newRotation);
  91658. },
  91659. enumerable: true,
  91660. configurable: true
  91661. });
  91662. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  91663. /** Gets or sets current rotation quaternion (in local space) */
  91664. get: function () {
  91665. this._decompose();
  91666. return this._localRotation;
  91667. },
  91668. set: function (newRotation) {
  91669. this.setRotationQuaternion(newRotation);
  91670. },
  91671. enumerable: true,
  91672. configurable: true
  91673. });
  91674. Object.defineProperty(Bone.prototype, "scaling", {
  91675. /** Gets or sets current scaling (in local space) */
  91676. get: function () {
  91677. return this.getScale();
  91678. },
  91679. set: function (newScaling) {
  91680. this.setScale(newScaling);
  91681. },
  91682. enumerable: true,
  91683. configurable: true
  91684. });
  91685. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  91686. /**
  91687. * Gets the animation properties override
  91688. */
  91689. get: function () {
  91690. return this._skeleton.animationPropertiesOverride;
  91691. },
  91692. enumerable: true,
  91693. configurable: true
  91694. });
  91695. // Methods
  91696. Bone.prototype._decompose = function () {
  91697. if (!this._needToDecompose) {
  91698. return;
  91699. }
  91700. this._needToDecompose = false;
  91701. if (!this._localScaling) {
  91702. this._localScaling = BABYLON.Vector3.Zero();
  91703. this._localRotation = BABYLON.Quaternion.Zero();
  91704. this._localPosition = BABYLON.Vector3.Zero();
  91705. }
  91706. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  91707. };
  91708. Bone.prototype._compose = function () {
  91709. if (!this._needToCompose) {
  91710. return;
  91711. }
  91712. this._needToCompose = false;
  91713. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  91714. };
  91715. /**
  91716. * Update the base and local matrices
  91717. * @param matrix defines the new base or local matrix
  91718. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  91719. * @param updateLocalMatrix defines if the local matrix should be updated
  91720. */
  91721. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  91722. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  91723. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  91724. this._baseMatrix.copyFrom(matrix);
  91725. if (updateDifferenceMatrix) {
  91726. this._updateDifferenceMatrix();
  91727. }
  91728. if (updateLocalMatrix) {
  91729. this._localMatrix.copyFrom(matrix);
  91730. this._markAsDirtyAndDecompose();
  91731. }
  91732. else {
  91733. this.markAsDirty();
  91734. }
  91735. };
  91736. /** @hidden */
  91737. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  91738. if (updateChildren === void 0) { updateChildren = true; }
  91739. if (!rootMatrix) {
  91740. rootMatrix = this._baseMatrix;
  91741. }
  91742. if (this._parent) {
  91743. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  91744. }
  91745. else {
  91746. this._absoluteTransform.copyFrom(rootMatrix);
  91747. }
  91748. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  91749. if (updateChildren) {
  91750. for (var index = 0; index < this.children.length; index++) {
  91751. this.children[index]._updateDifferenceMatrix();
  91752. }
  91753. }
  91754. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  91755. };
  91756. /**
  91757. * Flag the bone as dirty (Forcing it to update everything)
  91758. */
  91759. Bone.prototype.markAsDirty = function () {
  91760. this._currentRenderId++;
  91761. this._childRenderId++;
  91762. this._skeleton._markAsDirty();
  91763. };
  91764. Bone.prototype._markAsDirtyAndCompose = function () {
  91765. this.markAsDirty();
  91766. this._needToCompose = true;
  91767. };
  91768. Bone.prototype._markAsDirtyAndDecompose = function () {
  91769. this.markAsDirty();
  91770. this._needToDecompose = true;
  91771. };
  91772. /**
  91773. * Copy an animation range from another bone
  91774. * @param source defines the source bone
  91775. * @param rangeName defines the range name to copy
  91776. * @param frameOffset defines the frame offset
  91777. * @param rescaleAsRequired defines if rescaling must be applied if required
  91778. * @param skelDimensionsRatio defines the scaling ratio
  91779. * @returns true if operation was successful
  91780. */
  91781. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  91782. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  91783. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  91784. // all animation may be coming from a library skeleton, so may need to create animation
  91785. if (this.animations.length === 0) {
  91786. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  91787. this.animations[0].setKeys([]);
  91788. }
  91789. // get animation info / verify there is such a range from the source bone
  91790. var sourceRange = source.animations[0].getRange(rangeName);
  91791. if (!sourceRange) {
  91792. return false;
  91793. }
  91794. var from = sourceRange.from;
  91795. var to = sourceRange.to;
  91796. var sourceKeys = source.animations[0].getKeys();
  91797. // rescaling prep
  91798. var sourceBoneLength = source.length;
  91799. var sourceParent = source.getParent();
  91800. var parent = this.getParent();
  91801. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  91802. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  91803. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  91804. var destKeys = this.animations[0].getKeys();
  91805. // loop vars declaration
  91806. var orig;
  91807. var origTranslation;
  91808. var mat;
  91809. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  91810. orig = sourceKeys[key];
  91811. if (orig.frame >= from && orig.frame <= to) {
  91812. if (rescaleAsRequired) {
  91813. mat = orig.value.clone();
  91814. // scale based on parent ratio, when bone has parent
  91815. if (parentScalingReqd) {
  91816. origTranslation = mat.getTranslation();
  91817. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  91818. // scale based on skeleton dimension ratio when root bone, and value is passed
  91819. }
  91820. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  91821. origTranslation = mat.getTranslation();
  91822. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  91823. // use original when root bone, and no data for skelDimensionsRatio
  91824. }
  91825. else {
  91826. mat = orig.value;
  91827. }
  91828. }
  91829. else {
  91830. mat = orig.value;
  91831. }
  91832. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  91833. }
  91834. }
  91835. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  91836. return true;
  91837. };
  91838. /**
  91839. * Translate the bone in local or world space
  91840. * @param vec The amount to translate the bone
  91841. * @param space The space that the translation is in
  91842. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91843. */
  91844. Bone.prototype.translate = function (vec, space, mesh) {
  91845. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91846. var lm = this.getLocalMatrix();
  91847. if (space == BABYLON.Space.LOCAL) {
  91848. lm.m[12] += vec.x;
  91849. lm.m[13] += vec.y;
  91850. lm.m[14] += vec.z;
  91851. }
  91852. else {
  91853. var wm = null;
  91854. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91855. if (mesh) {
  91856. wm = mesh.getWorldMatrix();
  91857. }
  91858. this._skeleton.computeAbsoluteTransforms();
  91859. var tmat = Bone._tmpMats[0];
  91860. var tvec = Bone._tmpVecs[0];
  91861. if (this._parent) {
  91862. if (mesh && wm) {
  91863. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91864. tmat.multiplyToRef(wm, tmat);
  91865. }
  91866. else {
  91867. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91868. }
  91869. }
  91870. tmat.m[12] = 0;
  91871. tmat.m[13] = 0;
  91872. tmat.m[14] = 0;
  91873. tmat.invert();
  91874. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  91875. lm.m[12] += tvec.x;
  91876. lm.m[13] += tvec.y;
  91877. lm.m[14] += tvec.z;
  91878. }
  91879. this._markAsDirtyAndDecompose();
  91880. };
  91881. /**
  91882. * Set the postion of the bone in local or world space
  91883. * @param position The position to set the bone
  91884. * @param space The space that the position is in
  91885. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91886. */
  91887. Bone.prototype.setPosition = function (position, space, mesh) {
  91888. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91889. var lm = this.getLocalMatrix();
  91890. if (space == BABYLON.Space.LOCAL) {
  91891. lm.m[12] = position.x;
  91892. lm.m[13] = position.y;
  91893. lm.m[14] = position.z;
  91894. }
  91895. else {
  91896. var wm = null;
  91897. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  91898. if (mesh) {
  91899. wm = mesh.getWorldMatrix();
  91900. }
  91901. this._skeleton.computeAbsoluteTransforms();
  91902. var tmat = Bone._tmpMats[0];
  91903. var vec = Bone._tmpVecs[0];
  91904. if (this._parent) {
  91905. if (mesh && wm) {
  91906. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91907. tmat.multiplyToRef(wm, tmat);
  91908. }
  91909. else {
  91910. tmat.copyFrom(this._parent.getAbsoluteTransform());
  91911. }
  91912. }
  91913. tmat.invert();
  91914. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  91915. lm.m[12] = vec.x;
  91916. lm.m[13] = vec.y;
  91917. lm.m[14] = vec.z;
  91918. }
  91919. this._markAsDirtyAndDecompose();
  91920. };
  91921. /**
  91922. * Set the absolute position of the bone (world space)
  91923. * @param position The position to set the bone
  91924. * @param mesh The mesh that this bone is attached to
  91925. */
  91926. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  91927. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  91928. };
  91929. /**
  91930. * Scale the bone on the x, y and z axes (in local space)
  91931. * @param x The amount to scale the bone on the x axis
  91932. * @param y The amount to scale the bone on the y axis
  91933. * @param z The amount to scale the bone on the z axis
  91934. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  91935. */
  91936. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  91937. if (scaleChildren === void 0) { scaleChildren = false; }
  91938. var locMat = this.getLocalMatrix();
  91939. // Apply new scaling on top of current local matrix
  91940. var scaleMat = Bone._tmpMats[0];
  91941. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  91942. scaleMat.multiplyToRef(locMat, locMat);
  91943. // Invert scaling matrix and apply the inverse to all children
  91944. scaleMat.invert();
  91945. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  91946. var child = _a[_i];
  91947. var cm = child.getLocalMatrix();
  91948. cm.multiplyToRef(scaleMat, cm);
  91949. cm.m[12] *= x;
  91950. cm.m[13] *= y;
  91951. cm.m[14] *= z;
  91952. child._markAsDirtyAndDecompose();
  91953. }
  91954. this._markAsDirtyAndDecompose();
  91955. if (scaleChildren) {
  91956. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  91957. var child = _c[_b];
  91958. child.scale(x, y, z, scaleChildren);
  91959. }
  91960. }
  91961. };
  91962. /**
  91963. * Set the bone scaling in local space
  91964. * @param scale defines the scaling vector
  91965. */
  91966. Bone.prototype.setScale = function (scale) {
  91967. this._decompose();
  91968. this._localScaling.copyFrom(scale);
  91969. this._markAsDirtyAndCompose();
  91970. };
  91971. /**
  91972. * Gets the current scaling in local space
  91973. * @returns the current scaling vector
  91974. */
  91975. Bone.prototype.getScale = function () {
  91976. this._decompose();
  91977. return this._localScaling;
  91978. };
  91979. /**
  91980. * Gets the current scaling in local space and stores it in a target vector
  91981. * @param result defines the target vector
  91982. */
  91983. Bone.prototype.getScaleToRef = function (result) {
  91984. this._decompose();
  91985. result.copyFrom(this._localScaling);
  91986. };
  91987. /**
  91988. * Set the yaw, pitch, and roll of the bone in local or world space
  91989. * @param yaw The rotation of the bone on the y axis
  91990. * @param pitch The rotation of the bone on the x axis
  91991. * @param roll The rotation of the bone on the z axis
  91992. * @param space The space that the axes of rotation are in
  91993. * @param mesh The mesh that this bone is attached to. This is only used in world space
  91994. */
  91995. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  91996. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  91997. if (space === BABYLON.Space.LOCAL) {
  91998. var quat = Bone._tmpQuat;
  91999. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92000. this.setRotationQuaternion(quat, space, mesh);
  92001. return;
  92002. }
  92003. var rotMatInv = Bone._tmpMats[0];
  92004. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92005. return;
  92006. }
  92007. var rotMat = Bone._tmpMats[1];
  92008. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92009. rotMatInv.multiplyToRef(rotMat, rotMat);
  92010. this._rotateWithMatrix(rotMat, space, mesh);
  92011. };
  92012. /**
  92013. * Add a rotation to the bone on an axis in local or world space
  92014. * @param axis The axis to rotate the bone on
  92015. * @param amount The amount to rotate the bone
  92016. * @param space The space that the axis is in
  92017. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92018. */
  92019. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92020. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92021. var rmat = Bone._tmpMats[0];
  92022. rmat.m[12] = 0;
  92023. rmat.m[13] = 0;
  92024. rmat.m[14] = 0;
  92025. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92026. this._rotateWithMatrix(rmat, space, mesh);
  92027. };
  92028. /**
  92029. * Set the rotation of the bone to a particular axis angle in local or world space
  92030. * @param axis The axis to rotate the bone on
  92031. * @param angle The angle that the bone should be rotated to
  92032. * @param space The space that the axis is in
  92033. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92034. */
  92035. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92036. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92037. if (space === BABYLON.Space.LOCAL) {
  92038. var quat = Bone._tmpQuat;
  92039. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92040. this.setRotationQuaternion(quat, space, mesh);
  92041. return;
  92042. }
  92043. var rotMatInv = Bone._tmpMats[0];
  92044. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92045. return;
  92046. }
  92047. var rotMat = Bone._tmpMats[1];
  92048. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92049. rotMatInv.multiplyToRef(rotMat, rotMat);
  92050. this._rotateWithMatrix(rotMat, space, mesh);
  92051. };
  92052. /**
  92053. * Set the euler rotation of the bone in local of world space
  92054. * @param rotation The euler rotation that the bone should be set to
  92055. * @param space The space that the rotation is in
  92056. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92057. */
  92058. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92059. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92060. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92061. };
  92062. /**
  92063. * Set the quaternion rotation of the bone in local of world space
  92064. * @param quat The quaternion rotation that the bone should be set to
  92065. * @param space The space that the rotation is in
  92066. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92067. */
  92068. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92069. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92070. if (space === BABYLON.Space.LOCAL) {
  92071. this._decompose();
  92072. this._localRotation.copyFrom(quat);
  92073. this._markAsDirtyAndCompose();
  92074. return;
  92075. }
  92076. var rotMatInv = Bone._tmpMats[0];
  92077. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92078. return;
  92079. }
  92080. var rotMat = Bone._tmpMats[1];
  92081. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92082. rotMatInv.multiplyToRef(rotMat, rotMat);
  92083. this._rotateWithMatrix(rotMat, space, mesh);
  92084. };
  92085. /**
  92086. * Set the rotation matrix of the bone in local of world space
  92087. * @param rotMat The rotation matrix that the bone should be set to
  92088. * @param space The space that the rotation is in
  92089. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92090. */
  92091. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92092. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92093. if (space === BABYLON.Space.LOCAL) {
  92094. var quat = Bone._tmpQuat;
  92095. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92096. this.setRotationQuaternion(quat, space, mesh);
  92097. return;
  92098. }
  92099. var rotMatInv = Bone._tmpMats[0];
  92100. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92101. return;
  92102. }
  92103. var rotMat2 = Bone._tmpMats[1];
  92104. rotMat2.copyFrom(rotMat);
  92105. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92106. this._rotateWithMatrix(rotMat2, space, mesh);
  92107. };
  92108. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92109. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92110. var lmat = this.getLocalMatrix();
  92111. var lx = lmat.m[12];
  92112. var ly = lmat.m[13];
  92113. var lz = lmat.m[14];
  92114. var parent = this.getParent();
  92115. var parentScale = Bone._tmpMats[3];
  92116. var parentScaleInv = Bone._tmpMats[4];
  92117. if (parent && space == BABYLON.Space.WORLD) {
  92118. if (mesh) {
  92119. parentScale.copyFrom(mesh.getWorldMatrix());
  92120. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92121. }
  92122. else {
  92123. parentScale.copyFrom(parent.getAbsoluteTransform());
  92124. }
  92125. parentScaleInv.copyFrom(parentScale);
  92126. parentScaleInv.invert();
  92127. lmat.multiplyToRef(parentScale, lmat);
  92128. lmat.multiplyToRef(rmat, lmat);
  92129. lmat.multiplyToRef(parentScaleInv, lmat);
  92130. }
  92131. else {
  92132. if (space == BABYLON.Space.WORLD && mesh) {
  92133. parentScale.copyFrom(mesh.getWorldMatrix());
  92134. parentScaleInv.copyFrom(parentScale);
  92135. parentScaleInv.invert();
  92136. lmat.multiplyToRef(parentScale, lmat);
  92137. lmat.multiplyToRef(rmat, lmat);
  92138. lmat.multiplyToRef(parentScaleInv, lmat);
  92139. }
  92140. else {
  92141. lmat.multiplyToRef(rmat, lmat);
  92142. }
  92143. }
  92144. lmat.m[12] = lx;
  92145. lmat.m[13] = ly;
  92146. lmat.m[14] = lz;
  92147. this.computeAbsoluteTransforms();
  92148. this._markAsDirtyAndDecompose();
  92149. };
  92150. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92151. var scaleMatrix = Bone._tmpMats[2];
  92152. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92153. if (mesh) {
  92154. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92155. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92156. }
  92157. rotMatInv.invert();
  92158. if (isNaN(rotMatInv.m[0])) {
  92159. // Matrix failed to invert.
  92160. // This can happen if scale is zero for example.
  92161. return false;
  92162. }
  92163. scaleMatrix.m[0] *= this._scalingDeterminant;
  92164. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92165. return true;
  92166. };
  92167. /**
  92168. * Get the position of the bone in local or world space
  92169. * @param space The space that the returned position is in
  92170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92171. * @returns The position of the bone
  92172. */
  92173. Bone.prototype.getPosition = function (space, mesh) {
  92174. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92175. if (mesh === void 0) { mesh = null; }
  92176. var pos = BABYLON.Vector3.Zero();
  92177. this.getPositionToRef(space, mesh, pos);
  92178. return pos;
  92179. };
  92180. /**
  92181. * Copy the position of the bone to a vector3 in local or world space
  92182. * @param space The space that the returned position is in
  92183. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92184. * @param result The vector3 to copy the position to
  92185. */
  92186. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92187. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92188. if (space == BABYLON.Space.LOCAL) {
  92189. var lm = this.getLocalMatrix();
  92190. result.x = lm.m[12];
  92191. result.y = lm.m[13];
  92192. result.z = lm.m[14];
  92193. }
  92194. else {
  92195. var wm = null;
  92196. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92197. if (mesh) {
  92198. wm = mesh.getWorldMatrix();
  92199. }
  92200. this._skeleton.computeAbsoluteTransforms();
  92201. var tmat = Bone._tmpMats[0];
  92202. if (mesh && wm) {
  92203. tmat.copyFrom(this.getAbsoluteTransform());
  92204. tmat.multiplyToRef(wm, tmat);
  92205. }
  92206. else {
  92207. tmat = this.getAbsoluteTransform();
  92208. }
  92209. result.x = tmat.m[12];
  92210. result.y = tmat.m[13];
  92211. result.z = tmat.m[14];
  92212. }
  92213. };
  92214. /**
  92215. * Get the absolute position of the bone (world space)
  92216. * @param mesh The mesh that this bone is attached to
  92217. * @returns The absolute position of the bone
  92218. */
  92219. Bone.prototype.getAbsolutePosition = function (mesh) {
  92220. if (mesh === void 0) { mesh = null; }
  92221. var pos = BABYLON.Vector3.Zero();
  92222. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92223. return pos;
  92224. };
  92225. /**
  92226. * Copy the absolute position of the bone (world space) to the result param
  92227. * @param mesh The mesh that this bone is attached to
  92228. * @param result The vector3 to copy the absolute position to
  92229. */
  92230. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  92231. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  92232. };
  92233. /**
  92234. * Compute the absolute transforms of this bone and its children
  92235. */
  92236. Bone.prototype.computeAbsoluteTransforms = function () {
  92237. this._compose();
  92238. if (this._parent) {
  92239. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92240. }
  92241. else {
  92242. this._absoluteTransform.copyFrom(this._localMatrix);
  92243. var poseMatrix = this._skeleton.getPoseMatrix();
  92244. if (poseMatrix) {
  92245. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  92246. }
  92247. }
  92248. var children = this.children;
  92249. var len = children.length;
  92250. for (var i = 0; i < len; i++) {
  92251. children[i].computeAbsoluteTransforms();
  92252. }
  92253. };
  92254. /**
  92255. * Get the world direction from an axis that is in the local space of the bone
  92256. * @param localAxis The local direction that is used to compute the world direction
  92257. * @param mesh The mesh that this bone is attached to
  92258. * @returns The world direction
  92259. */
  92260. Bone.prototype.getDirection = function (localAxis, mesh) {
  92261. if (mesh === void 0) { mesh = null; }
  92262. var result = BABYLON.Vector3.Zero();
  92263. this.getDirectionToRef(localAxis, mesh, result);
  92264. return result;
  92265. };
  92266. /**
  92267. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  92268. * @param localAxis The local direction that is used to compute the world direction
  92269. * @param mesh The mesh that this bone is attached to
  92270. * @param result The vector3 that the world direction will be copied to
  92271. */
  92272. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  92273. if (mesh === void 0) { mesh = null; }
  92274. var wm = null;
  92275. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92276. if (mesh) {
  92277. wm = mesh.getWorldMatrix();
  92278. }
  92279. this._skeleton.computeAbsoluteTransforms();
  92280. var mat = Bone._tmpMats[0];
  92281. mat.copyFrom(this.getAbsoluteTransform());
  92282. if (mesh && wm) {
  92283. mat.multiplyToRef(wm, mat);
  92284. }
  92285. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  92286. result.normalize();
  92287. };
  92288. /**
  92289. * Get the euler rotation of the bone in local or world space
  92290. * @param space The space that the rotation should be in
  92291. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92292. * @returns The euler rotation
  92293. */
  92294. Bone.prototype.getRotation = function (space, mesh) {
  92295. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92296. if (mesh === void 0) { mesh = null; }
  92297. var result = BABYLON.Vector3.Zero();
  92298. this.getRotationToRef(space, mesh, result);
  92299. return result;
  92300. };
  92301. /**
  92302. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  92303. * @param space The space that the rotation should be in
  92304. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92305. * @param result The vector3 that the rotation should be copied to
  92306. */
  92307. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  92308. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92309. if (mesh === void 0) { mesh = null; }
  92310. var quat = Bone._tmpQuat;
  92311. this.getRotationQuaternionToRef(space, mesh, quat);
  92312. quat.toEulerAnglesToRef(result);
  92313. };
  92314. /**
  92315. * Get the quaternion rotation of the bone in either local or world space
  92316. * @param space The space that the rotation should be in
  92317. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92318. * @returns The quaternion rotation
  92319. */
  92320. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  92321. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92322. if (mesh === void 0) { mesh = null; }
  92323. var result = BABYLON.Quaternion.Identity();
  92324. this.getRotationQuaternionToRef(space, mesh, result);
  92325. return result;
  92326. };
  92327. /**
  92328. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  92329. * @param space The space that the rotation should be in
  92330. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92331. * @param result The quaternion that the rotation should be copied to
  92332. */
  92333. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  92334. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92335. if (mesh === void 0) { mesh = null; }
  92336. if (space == BABYLON.Space.LOCAL) {
  92337. this._decompose();
  92338. result.copyFrom(this._localRotation);
  92339. }
  92340. else {
  92341. var mat = Bone._tmpMats[0];
  92342. var amat = this.getAbsoluteTransform();
  92343. if (mesh) {
  92344. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92345. }
  92346. else {
  92347. mat.copyFrom(amat);
  92348. }
  92349. mat.m[0] *= this._scalingDeterminant;
  92350. mat.m[1] *= this._scalingDeterminant;
  92351. mat.m[2] *= this._scalingDeterminant;
  92352. mat.decompose(undefined, result, undefined);
  92353. }
  92354. };
  92355. /**
  92356. * Get the rotation matrix of the bone in local or world space
  92357. * @param space The space that the rotation should be in
  92358. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92359. * @returns The rotation matrix
  92360. */
  92361. Bone.prototype.getRotationMatrix = function (space, mesh) {
  92362. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92363. var result = BABYLON.Matrix.Identity();
  92364. this.getRotationMatrixToRef(space, mesh, result);
  92365. return result;
  92366. };
  92367. /**
  92368. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  92369. * @param space The space that the rotation should be in
  92370. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92371. * @param result The quaternion that the rotation should be copied to
  92372. */
  92373. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  92374. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92375. if (space == BABYLON.Space.LOCAL) {
  92376. this.getLocalMatrix().getRotationMatrixToRef(result);
  92377. }
  92378. else {
  92379. var mat = Bone._tmpMats[0];
  92380. var amat = this.getAbsoluteTransform();
  92381. if (mesh) {
  92382. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  92383. }
  92384. else {
  92385. mat.copyFrom(amat);
  92386. }
  92387. mat.m[0] *= this._scalingDeterminant;
  92388. mat.m[1] *= this._scalingDeterminant;
  92389. mat.m[2] *= this._scalingDeterminant;
  92390. mat.getRotationMatrixToRef(result);
  92391. }
  92392. };
  92393. /**
  92394. * Get the world position of a point that is in the local space of the bone
  92395. * @param position The local position
  92396. * @param mesh The mesh that this bone is attached to
  92397. * @returns The world position
  92398. */
  92399. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  92400. if (mesh === void 0) { mesh = null; }
  92401. var result = BABYLON.Vector3.Zero();
  92402. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  92403. return result;
  92404. };
  92405. /**
  92406. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  92407. * @param position The local position
  92408. * @param mesh The mesh that this bone is attached to
  92409. * @param result The vector3 that the world position should be copied to
  92410. */
  92411. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  92412. if (mesh === void 0) { mesh = null; }
  92413. var wm = null;
  92414. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92415. if (mesh) {
  92416. wm = mesh.getWorldMatrix();
  92417. }
  92418. this._skeleton.computeAbsoluteTransforms();
  92419. var tmat = Bone._tmpMats[0];
  92420. if (mesh && wm) {
  92421. tmat.copyFrom(this.getAbsoluteTransform());
  92422. tmat.multiplyToRef(wm, tmat);
  92423. }
  92424. else {
  92425. tmat = this.getAbsoluteTransform();
  92426. }
  92427. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92428. };
  92429. /**
  92430. * Get the local position of a point that is in world space
  92431. * @param position The world position
  92432. * @param mesh The mesh that this bone is attached to
  92433. * @returns The local position
  92434. */
  92435. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  92436. if (mesh === void 0) { mesh = null; }
  92437. var result = BABYLON.Vector3.Zero();
  92438. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  92439. return result;
  92440. };
  92441. /**
  92442. * Get the local position of a point that is in world space and copy it to the result param
  92443. * @param position The world position
  92444. * @param mesh The mesh that this bone is attached to
  92445. * @param result The vector3 that the local position should be copied to
  92446. */
  92447. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  92448. if (mesh === void 0) { mesh = null; }
  92449. var wm = null;
  92450. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92451. if (mesh) {
  92452. wm = mesh.getWorldMatrix();
  92453. }
  92454. this._skeleton.computeAbsoluteTransforms();
  92455. var tmat = Bone._tmpMats[0];
  92456. tmat.copyFrom(this.getAbsoluteTransform());
  92457. if (mesh && wm) {
  92458. tmat.multiplyToRef(wm, tmat);
  92459. }
  92460. tmat.invert();
  92461. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  92462. };
  92463. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  92464. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  92465. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  92466. return Bone;
  92467. }(BABYLON.Node));
  92468. BABYLON.Bone = Bone;
  92469. })(BABYLON || (BABYLON = {}));
  92470. //# sourceMappingURL=babylon.bone.js.map
  92471. var BABYLON;
  92472. (function (BABYLON) {
  92473. /**
  92474. * Class used to apply inverse kinematics to bones
  92475. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  92476. */
  92477. var BoneIKController = /** @class */ (function () {
  92478. /**
  92479. * Creates a new BoneIKController
  92480. * @param mesh defines the mesh to control
  92481. * @param bone defines the bone to control
  92482. * @param options defines options to set up the controller
  92483. */
  92484. function BoneIKController(mesh, bone, options) {
  92485. /**
  92486. * Gets or sets the target position
  92487. */
  92488. this.targetPosition = BABYLON.Vector3.Zero();
  92489. /**
  92490. * Gets or sets the pole target position
  92491. */
  92492. this.poleTargetPosition = BABYLON.Vector3.Zero();
  92493. /**
  92494. * Gets or sets the pole target local offset
  92495. */
  92496. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  92497. /**
  92498. * Gets or sets the pole angle
  92499. */
  92500. this.poleAngle = 0;
  92501. /**
  92502. * 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)
  92503. */
  92504. this.slerpAmount = 1;
  92505. this._bone1Quat = BABYLON.Quaternion.Identity();
  92506. this._bone1Mat = BABYLON.Matrix.Identity();
  92507. this._bone2Ang = Math.PI;
  92508. this._maxAngle = Math.PI;
  92509. this._rightHandedSystem = false;
  92510. this._bendAxis = BABYLON.Vector3.Right();
  92511. this._slerping = false;
  92512. this._adjustRoll = 0;
  92513. this._bone2 = bone;
  92514. this._bone1 = bone.getParent();
  92515. if (!this._bone1) {
  92516. return;
  92517. }
  92518. this.mesh = mesh;
  92519. var bonePos = bone.getPosition();
  92520. if (bone.getAbsoluteTransform().determinant() > 0) {
  92521. this._rightHandedSystem = true;
  92522. this._bendAxis.x = 0;
  92523. this._bendAxis.y = 0;
  92524. this._bendAxis.z = -1;
  92525. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  92526. this._adjustRoll = Math.PI * .5;
  92527. this._bendAxis.z = 1;
  92528. }
  92529. }
  92530. if (this._bone1.length) {
  92531. var boneScale1 = this._bone1.getScale();
  92532. var boneScale2 = this._bone2.getScale();
  92533. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  92534. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  92535. }
  92536. else if (this._bone1.children[0]) {
  92537. mesh.computeWorldMatrix(true);
  92538. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  92539. var pos2 = this._bone2.getAbsolutePosition(mesh);
  92540. var pos3 = this._bone1.getAbsolutePosition(mesh);
  92541. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  92542. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  92543. }
  92544. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  92545. this.maxAngle = Math.PI;
  92546. if (options) {
  92547. if (options.targetMesh) {
  92548. this.targetMesh = options.targetMesh;
  92549. this.targetMesh.computeWorldMatrix(true);
  92550. }
  92551. if (options.poleTargetMesh) {
  92552. this.poleTargetMesh = options.poleTargetMesh;
  92553. this.poleTargetMesh.computeWorldMatrix(true);
  92554. }
  92555. else if (options.poleTargetBone) {
  92556. this.poleTargetBone = options.poleTargetBone;
  92557. }
  92558. else if (this._bone1.getParent()) {
  92559. this.poleTargetBone = this._bone1.getParent();
  92560. }
  92561. if (options.poleTargetLocalOffset) {
  92562. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  92563. }
  92564. if (options.poleAngle) {
  92565. this.poleAngle = options.poleAngle;
  92566. }
  92567. if (options.bendAxis) {
  92568. this._bendAxis.copyFrom(options.bendAxis);
  92569. }
  92570. if (options.maxAngle) {
  92571. this.maxAngle = options.maxAngle;
  92572. }
  92573. if (options.slerpAmount) {
  92574. this.slerpAmount = options.slerpAmount;
  92575. }
  92576. }
  92577. }
  92578. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  92579. /**
  92580. * Gets or sets maximum allowed angle
  92581. */
  92582. get: function () {
  92583. return this._maxAngle;
  92584. },
  92585. set: function (value) {
  92586. this._setMaxAngle(value);
  92587. },
  92588. enumerable: true,
  92589. configurable: true
  92590. });
  92591. BoneIKController.prototype._setMaxAngle = function (ang) {
  92592. if (ang < 0) {
  92593. ang = 0;
  92594. }
  92595. if (ang > Math.PI || ang == undefined) {
  92596. ang = Math.PI;
  92597. }
  92598. this._maxAngle = ang;
  92599. var a = this._bone1Length;
  92600. var b = this._bone2Length;
  92601. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  92602. };
  92603. /**
  92604. * Force the controller to update the bones
  92605. */
  92606. BoneIKController.prototype.update = function () {
  92607. var bone1 = this._bone1;
  92608. if (!bone1) {
  92609. return;
  92610. }
  92611. var target = this.targetPosition;
  92612. var poleTarget = this.poleTargetPosition;
  92613. var mat1 = BoneIKController._tmpMats[0];
  92614. var mat2 = BoneIKController._tmpMats[1];
  92615. if (this.targetMesh) {
  92616. target.copyFrom(this.targetMesh.getAbsolutePosition());
  92617. }
  92618. if (this.poleTargetBone) {
  92619. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  92620. }
  92621. else if (this.poleTargetMesh) {
  92622. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  92623. }
  92624. var bonePos = BoneIKController._tmpVecs[0];
  92625. var zaxis = BoneIKController._tmpVecs[1];
  92626. var xaxis = BoneIKController._tmpVecs[2];
  92627. var yaxis = BoneIKController._tmpVecs[3];
  92628. var upAxis = BoneIKController._tmpVecs[4];
  92629. var _tmpQuat = BoneIKController._tmpQuat;
  92630. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  92631. poleTarget.subtractToRef(bonePos, upAxis);
  92632. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  92633. upAxis.y = 1;
  92634. }
  92635. else {
  92636. upAxis.normalize();
  92637. }
  92638. target.subtractToRef(bonePos, yaxis);
  92639. yaxis.normalize();
  92640. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  92641. zaxis.normalize();
  92642. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  92643. xaxis.normalize();
  92644. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  92645. var a = this._bone1Length;
  92646. var b = this._bone2Length;
  92647. var c = BABYLON.Vector3.Distance(bonePos, target);
  92648. if (this._maxReach > 0) {
  92649. c = Math.min(this._maxReach, c);
  92650. }
  92651. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  92652. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  92653. if (acosa > 1) {
  92654. acosa = 1;
  92655. }
  92656. if (acosb > 1) {
  92657. acosb = 1;
  92658. }
  92659. if (acosa < -1) {
  92660. acosa = -1;
  92661. }
  92662. if (acosb < -1) {
  92663. acosb = -1;
  92664. }
  92665. var angA = Math.acos(acosa);
  92666. var angB = Math.acos(acosb);
  92667. var angC = -angA - angB;
  92668. if (this._rightHandedSystem) {
  92669. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  92670. mat2.multiplyToRef(mat1, mat1);
  92671. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  92672. mat2.multiplyToRef(mat1, mat1);
  92673. }
  92674. else {
  92675. var _tmpVec = BoneIKController._tmpVecs[5];
  92676. _tmpVec.copyFrom(this._bendAxis);
  92677. _tmpVec.x *= -1;
  92678. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  92679. mat2.multiplyToRef(mat1, mat1);
  92680. }
  92681. if (this.poleAngle) {
  92682. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  92683. mat1.multiplyToRef(mat2, mat1);
  92684. }
  92685. if (this._bone1) {
  92686. if (this.slerpAmount < 1) {
  92687. if (!this._slerping) {
  92688. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  92689. }
  92690. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  92691. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  92692. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  92693. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  92694. this._slerping = true;
  92695. }
  92696. else {
  92697. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  92698. this._bone1Mat.copyFrom(mat1);
  92699. this._slerping = false;
  92700. }
  92701. }
  92702. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  92703. this._bone2Ang = angC;
  92704. };
  92705. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  92706. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  92707. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  92708. return BoneIKController;
  92709. }());
  92710. BABYLON.BoneIKController = BoneIKController;
  92711. })(BABYLON || (BABYLON = {}));
  92712. //# sourceMappingURL=babylon.boneIKController.js.map
  92713. var BABYLON;
  92714. (function (BABYLON) {
  92715. /**
  92716. * Class used to make a bone look toward a point in space
  92717. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  92718. */
  92719. var BoneLookController = /** @class */ (function () {
  92720. /**
  92721. * Create a BoneLookController
  92722. * @param mesh the mesh that the bone belongs to
  92723. * @param bone the bone that will be looking to the target
  92724. * @param target the target Vector3 to look at
  92725. * @param settings optional settings:
  92726. * * maxYaw: the maximum angle the bone will yaw to
  92727. * * minYaw: the minimum angle the bone will yaw to
  92728. * * maxPitch: the maximum angle the bone will pitch to
  92729. * * minPitch: the minimum angle the bone will yaw to
  92730. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  92731. * * upAxis: the up axis of the coordinate system
  92732. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  92733. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  92734. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  92735. * * adjustYaw: used to make an adjustment to the yaw of the bone
  92736. * * adjustPitch: used to make an adjustment to the pitch of the bone
  92737. * * adjustRoll: used to make an adjustment to the roll of the bone
  92738. **/
  92739. function BoneLookController(mesh, bone, target, options) {
  92740. /**
  92741. * The up axis of the coordinate system that is used when the bone is rotated
  92742. */
  92743. this.upAxis = BABYLON.Vector3.Up();
  92744. /**
  92745. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  92746. */
  92747. this.upAxisSpace = BABYLON.Space.LOCAL;
  92748. /**
  92749. * Used to make an adjustment to the yaw of the bone
  92750. */
  92751. this.adjustYaw = 0;
  92752. /**
  92753. * Used to make an adjustment to the pitch of the bone
  92754. */
  92755. this.adjustPitch = 0;
  92756. /**
  92757. * Used to make an adjustment to the roll of the bone
  92758. */
  92759. this.adjustRoll = 0;
  92760. /**
  92761. * 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)
  92762. */
  92763. this.slerpAmount = 1;
  92764. this._boneQuat = BABYLON.Quaternion.Identity();
  92765. this._slerping = false;
  92766. this._firstFrameSkipped = false;
  92767. this._fowardAxis = BABYLON.Vector3.Forward();
  92768. this.mesh = mesh;
  92769. this.bone = bone;
  92770. this.target = target;
  92771. if (options) {
  92772. if (options.adjustYaw) {
  92773. this.adjustYaw = options.adjustYaw;
  92774. }
  92775. if (options.adjustPitch) {
  92776. this.adjustPitch = options.adjustPitch;
  92777. }
  92778. if (options.adjustRoll) {
  92779. this.adjustRoll = options.adjustRoll;
  92780. }
  92781. if (options.maxYaw != null) {
  92782. this.maxYaw = options.maxYaw;
  92783. }
  92784. else {
  92785. this.maxYaw = Math.PI;
  92786. }
  92787. if (options.minYaw != null) {
  92788. this.minYaw = options.minYaw;
  92789. }
  92790. else {
  92791. this.minYaw = -Math.PI;
  92792. }
  92793. if (options.maxPitch != null) {
  92794. this.maxPitch = options.maxPitch;
  92795. }
  92796. else {
  92797. this.maxPitch = Math.PI;
  92798. }
  92799. if (options.minPitch != null) {
  92800. this.minPitch = options.minPitch;
  92801. }
  92802. else {
  92803. this.minPitch = -Math.PI;
  92804. }
  92805. if (options.slerpAmount != null) {
  92806. this.slerpAmount = options.slerpAmount;
  92807. }
  92808. if (options.upAxis != null) {
  92809. this.upAxis = options.upAxis;
  92810. }
  92811. if (options.upAxisSpace != null) {
  92812. this.upAxisSpace = options.upAxisSpace;
  92813. }
  92814. if (options.yawAxis != null || options.pitchAxis != null) {
  92815. var newYawAxis = BABYLON.Axis.Y;
  92816. var newPitchAxis = BABYLON.Axis.X;
  92817. if (options.yawAxis != null) {
  92818. newYawAxis = options.yawAxis.clone();
  92819. newYawAxis.normalize();
  92820. }
  92821. if (options.pitchAxis != null) {
  92822. newPitchAxis = options.pitchAxis.clone();
  92823. newPitchAxis.normalize();
  92824. }
  92825. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  92826. this._transformYawPitch = BABYLON.Matrix.Identity();
  92827. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  92828. this._transformYawPitchInv = this._transformYawPitch.clone();
  92829. this._transformYawPitch.invert();
  92830. }
  92831. }
  92832. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  92833. this.upAxisSpace = BABYLON.Space.LOCAL;
  92834. }
  92835. }
  92836. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  92837. /**
  92838. * Gets or sets the minimum yaw angle that the bone can look to
  92839. */
  92840. get: function () {
  92841. return this._minYaw;
  92842. },
  92843. set: function (value) {
  92844. this._minYaw = value;
  92845. this._minYawSin = Math.sin(value);
  92846. this._minYawCos = Math.cos(value);
  92847. if (this._maxYaw != null) {
  92848. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92849. this._yawRange = this._maxYaw - this._minYaw;
  92850. }
  92851. },
  92852. enumerable: true,
  92853. configurable: true
  92854. });
  92855. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  92856. /**
  92857. * Gets or sets the maximum yaw angle that the bone can look to
  92858. */
  92859. get: function () {
  92860. return this._maxYaw;
  92861. },
  92862. set: function (value) {
  92863. this._maxYaw = value;
  92864. this._maxYawSin = Math.sin(value);
  92865. this._maxYawCos = Math.cos(value);
  92866. if (this._minYaw != null) {
  92867. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  92868. this._yawRange = this._maxYaw - this._minYaw;
  92869. }
  92870. },
  92871. enumerable: true,
  92872. configurable: true
  92873. });
  92874. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  92875. /**
  92876. * Gets or sets the minimum pitch angle that the bone can look to
  92877. */
  92878. get: function () {
  92879. return this._minPitch;
  92880. },
  92881. set: function (value) {
  92882. this._minPitch = value;
  92883. this._minPitchTan = Math.tan(value);
  92884. },
  92885. enumerable: true,
  92886. configurable: true
  92887. });
  92888. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  92889. /**
  92890. * Gets or sets the maximum pitch angle that the bone can look to
  92891. */
  92892. get: function () {
  92893. return this._maxPitch;
  92894. },
  92895. set: function (value) {
  92896. this._maxPitch = value;
  92897. this._maxPitchTan = Math.tan(value);
  92898. },
  92899. enumerable: true,
  92900. configurable: true
  92901. });
  92902. /**
  92903. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  92904. */
  92905. BoneLookController.prototype.update = function () {
  92906. //skip the first frame when slerping so that the mesh rotation is correct
  92907. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  92908. this._firstFrameSkipped = true;
  92909. return;
  92910. }
  92911. var bone = this.bone;
  92912. var bonePos = BoneLookController._tmpVecs[0];
  92913. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  92914. var target = this.target;
  92915. var _tmpMat1 = BoneLookController._tmpMats[0];
  92916. var _tmpMat2 = BoneLookController._tmpMats[1];
  92917. var mesh = this.mesh;
  92918. var parentBone = bone.getParent();
  92919. var upAxis = BoneLookController._tmpVecs[1];
  92920. upAxis.copyFrom(this.upAxis);
  92921. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  92922. if (this._transformYawPitch) {
  92923. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  92924. }
  92925. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  92926. }
  92927. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  92928. mesh.getDirectionToRef(upAxis, upAxis);
  92929. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  92930. upAxis.normalize();
  92931. }
  92932. }
  92933. var checkYaw = false;
  92934. var checkPitch = false;
  92935. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  92936. checkYaw = true;
  92937. }
  92938. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  92939. checkPitch = true;
  92940. }
  92941. if (checkYaw || checkPitch) {
  92942. var spaceMat = BoneLookController._tmpMats[2];
  92943. var spaceMatInv = BoneLookController._tmpMats[3];
  92944. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  92945. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  92946. }
  92947. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  92948. spaceMat.copyFrom(mesh.getWorldMatrix());
  92949. }
  92950. else {
  92951. var forwardAxis = BoneLookController._tmpVecs[2];
  92952. forwardAxis.copyFrom(this._fowardAxis);
  92953. if (this._transformYawPitch) {
  92954. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  92955. }
  92956. if (parentBone) {
  92957. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  92958. }
  92959. else {
  92960. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  92961. }
  92962. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  92963. rightAxis.normalize();
  92964. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  92965. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  92966. }
  92967. spaceMat.invertToRef(spaceMatInv);
  92968. var xzlen = null;
  92969. if (checkPitch) {
  92970. var localTarget = BoneLookController._tmpVecs[3];
  92971. target.subtractToRef(bonePos, localTarget);
  92972. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92973. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92974. var pitch = Math.atan2(localTarget.y, xzlen);
  92975. var newPitch = pitch;
  92976. if (pitch > this._maxPitch) {
  92977. localTarget.y = this._maxPitchTan * xzlen;
  92978. newPitch = this._maxPitch;
  92979. }
  92980. else if (pitch < this._minPitch) {
  92981. localTarget.y = this._minPitchTan * xzlen;
  92982. newPitch = this._minPitch;
  92983. }
  92984. if (pitch != newPitch) {
  92985. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  92986. localTarget.addInPlace(bonePos);
  92987. target = localTarget;
  92988. }
  92989. }
  92990. if (checkYaw) {
  92991. var localTarget = BoneLookController._tmpVecs[4];
  92992. target.subtractToRef(bonePos, localTarget);
  92993. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  92994. var yaw = Math.atan2(localTarget.x, localTarget.z);
  92995. var newYaw = yaw;
  92996. if (yaw > this._maxYaw || yaw < this._minYaw) {
  92997. if (xzlen == null) {
  92998. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  92999. }
  93000. if (this._yawRange > Math.PI) {
  93001. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93002. localTarget.z = this._maxYawCos * xzlen;
  93003. localTarget.x = this._maxYawSin * xzlen;
  93004. newYaw = this._maxYaw;
  93005. }
  93006. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93007. localTarget.z = this._minYawCos * xzlen;
  93008. localTarget.x = this._minYawSin * xzlen;
  93009. newYaw = this._minYaw;
  93010. }
  93011. }
  93012. else {
  93013. if (yaw > this._maxYaw) {
  93014. localTarget.z = this._maxYawCos * xzlen;
  93015. localTarget.x = this._maxYawSin * xzlen;
  93016. newYaw = this._maxYaw;
  93017. }
  93018. else if (yaw < this._minYaw) {
  93019. localTarget.z = this._minYawCos * xzlen;
  93020. localTarget.x = this._minYawSin * xzlen;
  93021. newYaw = this._minYaw;
  93022. }
  93023. }
  93024. }
  93025. if (this._slerping && this._yawRange > Math.PI) {
  93026. //are we going to be crossing into the min/max region?
  93027. var boneFwd = BoneLookController._tmpVecs[8];
  93028. boneFwd.copyFrom(BABYLON.Axis.Z);
  93029. if (this._transformYawPitch) {
  93030. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93031. }
  93032. var boneRotMat = BoneLookController._tmpMats[4];
  93033. this._boneQuat.toRotationMatrix(boneRotMat);
  93034. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93035. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93036. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93037. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93038. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93039. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93040. if (angBtwTar > angBtwMidYaw) {
  93041. if (xzlen == null) {
  93042. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93043. }
  93044. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93045. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93046. if (angBtwMin < angBtwMax) {
  93047. newYaw = boneYaw + Math.PI * .75;
  93048. localTarget.z = Math.cos(newYaw) * xzlen;
  93049. localTarget.x = Math.sin(newYaw) * xzlen;
  93050. }
  93051. else {
  93052. newYaw = boneYaw - Math.PI * .75;
  93053. localTarget.z = Math.cos(newYaw) * xzlen;
  93054. localTarget.x = Math.sin(newYaw) * xzlen;
  93055. }
  93056. }
  93057. }
  93058. if (yaw != newYaw) {
  93059. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93060. localTarget.addInPlace(bonePos);
  93061. target = localTarget;
  93062. }
  93063. }
  93064. }
  93065. var zaxis = BoneLookController._tmpVecs[5];
  93066. var xaxis = BoneLookController._tmpVecs[6];
  93067. var yaxis = BoneLookController._tmpVecs[7];
  93068. var _tmpQuat = BoneLookController._tmpQuat;
  93069. target.subtractToRef(bonePos, zaxis);
  93070. zaxis.normalize();
  93071. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93072. xaxis.normalize();
  93073. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93074. yaxis.normalize();
  93075. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93076. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93077. return;
  93078. }
  93079. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93080. return;
  93081. }
  93082. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93083. return;
  93084. }
  93085. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93086. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93087. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93088. }
  93089. if (this.slerpAmount < 1) {
  93090. if (!this._slerping) {
  93091. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93092. }
  93093. if (this._transformYawPitch) {
  93094. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93095. }
  93096. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93097. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93098. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93099. this._slerping = true;
  93100. }
  93101. else {
  93102. if (this._transformYawPitch) {
  93103. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93104. }
  93105. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93106. this._slerping = false;
  93107. }
  93108. };
  93109. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93110. var angDiff = ang2 - ang1;
  93111. angDiff %= Math.PI * 2;
  93112. if (angDiff > Math.PI) {
  93113. angDiff -= Math.PI * 2;
  93114. }
  93115. else if (angDiff < -Math.PI) {
  93116. angDiff += Math.PI * 2;
  93117. }
  93118. return angDiff;
  93119. };
  93120. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93121. ang1 %= (2 * Math.PI);
  93122. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93123. ang2 %= (2 * Math.PI);
  93124. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93125. var ab = 0;
  93126. if (ang1 < ang2) {
  93127. ab = ang2 - ang1;
  93128. }
  93129. else {
  93130. ab = ang1 - ang2;
  93131. }
  93132. if (ab > Math.PI) {
  93133. ab = Math.PI * 2 - ab;
  93134. }
  93135. return ab;
  93136. };
  93137. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93138. ang %= (2 * Math.PI);
  93139. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93140. ang1 %= (2 * Math.PI);
  93141. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93142. ang2 %= (2 * Math.PI);
  93143. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93144. if (ang1 < ang2) {
  93145. if (ang > ang1 && ang < ang2) {
  93146. return true;
  93147. }
  93148. }
  93149. else {
  93150. if (ang > ang2 && ang < ang1) {
  93151. return true;
  93152. }
  93153. }
  93154. return false;
  93155. };
  93156. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93157. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93158. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93159. return BoneLookController;
  93160. }());
  93161. BABYLON.BoneLookController = BoneLookController;
  93162. })(BABYLON || (BABYLON = {}));
  93163. //# sourceMappingURL=babylon.boneLookController.js.map
  93164. var BABYLON;
  93165. (function (BABYLON) {
  93166. /**
  93167. * Class used to handle skinning animations
  93168. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93169. */
  93170. var Skeleton = /** @class */ (function () {
  93171. /**
  93172. * Creates a new skeleton
  93173. * @param name defines the skeleton name
  93174. * @param id defines the skeleton Id
  93175. * @param scene defines the hosting scene
  93176. */
  93177. function Skeleton(
  93178. /** defines the skeleton name */
  93179. name,
  93180. /** defines the skeleton Id */
  93181. id, scene) {
  93182. this.name = name;
  93183. this.id = id;
  93184. /**
  93185. * Gets the list of child bones
  93186. */
  93187. this.bones = new Array();
  93188. /**
  93189. * Gets a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93190. */
  93191. this.needInitialSkinMatrix = false;
  93192. this._isDirty = true;
  93193. this._meshesWithPoseMatrix = new Array();
  93194. this._identity = BABYLON.Matrix.Identity();
  93195. this._ranges = {};
  93196. this._lastAbsoluteTransformsUpdateId = -1;
  93197. this._canUseTextureForBones = false;
  93198. /**
  93199. * Specifies if the skeleton should be serialized
  93200. */
  93201. this.doNotSerialize = false;
  93202. /**
  93203. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93204. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93205. */
  93206. this.useTextureToStoreBoneMatrices = true;
  93207. this._animationPropertiesOverride = null;
  93208. // Events
  93209. /**
  93210. * An observable triggered before computing the skeleton's matrices
  93211. */
  93212. this.onBeforeComputeObservable = new BABYLON.Observable();
  93213. this.bones = [];
  93214. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93215. this._scene.skeletons.push(this);
  93216. //make sure it will recalculate the matrix next time prepare is called.
  93217. this._isDirty = true;
  93218. var engineCaps = this._scene.getEngine().getCaps();
  93219. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  93220. }
  93221. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  93222. /**
  93223. * Gets or sets the animation properties override
  93224. */
  93225. get: function () {
  93226. if (!this._animationPropertiesOverride) {
  93227. return this._scene.animationPropertiesOverride;
  93228. }
  93229. return this._animationPropertiesOverride;
  93230. },
  93231. set: function (value) {
  93232. this._animationPropertiesOverride = value;
  93233. },
  93234. enumerable: true,
  93235. configurable: true
  93236. });
  93237. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  93238. /**
  93239. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  93240. */
  93241. get: function () {
  93242. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  93243. },
  93244. enumerable: true,
  93245. configurable: true
  93246. });
  93247. // Members
  93248. /**
  93249. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  93250. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  93251. * @returns a Float32Array containing matrices data
  93252. */
  93253. Skeleton.prototype.getTransformMatrices = function (mesh) {
  93254. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  93255. return mesh._bonesTransformMatrices;
  93256. }
  93257. if (!this._transformMatrices) {
  93258. this.prepare();
  93259. }
  93260. return this._transformMatrices;
  93261. };
  93262. /**
  93263. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  93264. * @returns a raw texture containing the data
  93265. */
  93266. Skeleton.prototype.getTransformMatrixTexture = function () {
  93267. return this._transformMatrixTexture;
  93268. };
  93269. /**
  93270. * Gets the current hosting scene
  93271. * @returns a scene object
  93272. */
  93273. Skeleton.prototype.getScene = function () {
  93274. return this._scene;
  93275. };
  93276. // Methods
  93277. /**
  93278. * Gets a string representing the current skeleton data
  93279. * @param fullDetails defines a boolean indicating if we want a verbose version
  93280. * @returns a string representing the current skeleton data
  93281. */
  93282. Skeleton.prototype.toString = function (fullDetails) {
  93283. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  93284. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  93285. if (fullDetails) {
  93286. ret += ", Ranges: {";
  93287. var first = true;
  93288. for (var name_1 in this._ranges) {
  93289. if (first) {
  93290. ret += ", ";
  93291. first = false;
  93292. }
  93293. ret += name_1;
  93294. }
  93295. ret += "}";
  93296. }
  93297. return ret;
  93298. };
  93299. /**
  93300. * Get bone's index searching by name
  93301. * @param name defines bone's name to search for
  93302. * @return the indice of the bone. Returns -1 if not found
  93303. */
  93304. Skeleton.prototype.getBoneIndexByName = function (name) {
  93305. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  93306. if (this.bones[boneIndex].name === name) {
  93307. return boneIndex;
  93308. }
  93309. }
  93310. return -1;
  93311. };
  93312. /**
  93313. * Creater a new animation range
  93314. * @param name defines the name of the range
  93315. * @param from defines the start key
  93316. * @param to defines the end key
  93317. */
  93318. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  93319. // check name not already in use
  93320. if (!this._ranges[name]) {
  93321. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  93322. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93323. if (this.bones[i].animations[0]) {
  93324. this.bones[i].animations[0].createRange(name, from, to);
  93325. }
  93326. }
  93327. }
  93328. };
  93329. /**
  93330. * Delete a specific animation range
  93331. * @param name defines the name of the range
  93332. * @param deleteFrames defines if frames must be removed as well
  93333. */
  93334. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  93335. if (deleteFrames === void 0) { deleteFrames = true; }
  93336. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93337. if (this.bones[i].animations[0]) {
  93338. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  93339. }
  93340. }
  93341. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  93342. };
  93343. /**
  93344. * Gets a specific animation range
  93345. * @param name defines the name of the range to look for
  93346. * @returns the requested animation range or null if not found
  93347. */
  93348. Skeleton.prototype.getAnimationRange = function (name) {
  93349. return this._ranges[name];
  93350. };
  93351. /**
  93352. * Gets the list of all animation ranges defined on this skeleton
  93353. * @returns an array
  93354. */
  93355. Skeleton.prototype.getAnimationRanges = function () {
  93356. var animationRanges = [];
  93357. var name;
  93358. var i = 0;
  93359. for (name in this._ranges) {
  93360. animationRanges[i] = this._ranges[name];
  93361. i++;
  93362. }
  93363. return animationRanges;
  93364. };
  93365. /**
  93366. * Copy animation range from a source skeleton.
  93367. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  93368. * @param source defines the source skeleton
  93369. * @param name defines the name of the range to copy
  93370. * @param rescaleAsRequired defines if rescaling must be applied if required
  93371. * @returns true if operation was successful
  93372. */
  93373. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  93374. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  93375. if (this._ranges[name] || !source.getAnimationRange(name)) {
  93376. return false;
  93377. }
  93378. var ret = true;
  93379. var frameOffset = this._getHighestAnimationFrame() + 1;
  93380. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  93381. var boneDict = {};
  93382. var sourceBones = source.bones;
  93383. var nBones;
  93384. var i;
  93385. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  93386. boneDict[sourceBones[i].name] = sourceBones[i];
  93387. }
  93388. if (this.bones.length !== sourceBones.length) {
  93389. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  93390. ret = false;
  93391. }
  93392. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  93393. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  93394. var boneName = this.bones[i].name;
  93395. var sourceBone = boneDict[boneName];
  93396. if (sourceBone) {
  93397. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  93398. }
  93399. else {
  93400. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  93401. ret = false;
  93402. }
  93403. }
  93404. // do not call createAnimationRange(), since it also is done to bones, which was already done
  93405. var range = source.getAnimationRange(name);
  93406. if (range) {
  93407. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  93408. }
  93409. return ret;
  93410. };
  93411. /**
  93412. * Forces the skeleton to go to rest pose
  93413. */
  93414. Skeleton.prototype.returnToRest = function () {
  93415. for (var index = 0; index < this.bones.length; index++) {
  93416. this.bones[index].returnToRest();
  93417. }
  93418. };
  93419. Skeleton.prototype._getHighestAnimationFrame = function () {
  93420. var ret = 0;
  93421. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  93422. if (this.bones[i].animations[0]) {
  93423. var highest = this.bones[i].animations[0].getHighestFrame();
  93424. if (ret < highest) {
  93425. ret = highest;
  93426. }
  93427. }
  93428. }
  93429. return ret;
  93430. };
  93431. /**
  93432. * Begin a specific animation range
  93433. * @param name defines the name of the range to start
  93434. * @param loop defines if looping must be turned on (false by default)
  93435. * @param speedRatio defines the speed ratio to apply (1 by default)
  93436. * @param onAnimationEnd defines a callback which will be called when animation will end
  93437. * @returns a new animatable
  93438. */
  93439. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  93440. var range = this.getAnimationRange(name);
  93441. if (!range) {
  93442. return null;
  93443. }
  93444. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  93445. };
  93446. /** @hidden */
  93447. Skeleton.prototype._markAsDirty = function () {
  93448. this._isDirty = true;
  93449. };
  93450. /** @hidden */
  93451. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  93452. this._meshesWithPoseMatrix.push(mesh);
  93453. };
  93454. /** @hidden */
  93455. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  93456. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  93457. if (index > -1) {
  93458. this._meshesWithPoseMatrix.splice(index, 1);
  93459. }
  93460. };
  93461. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  93462. this.onBeforeComputeObservable.notifyObservers(this);
  93463. for (var index = 0; index < this.bones.length; index++) {
  93464. var bone = this.bones[index];
  93465. var parentBone = bone.getParent();
  93466. if (parentBone) {
  93467. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  93468. }
  93469. else {
  93470. if (initialSkinMatrix) {
  93471. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  93472. }
  93473. else {
  93474. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  93475. }
  93476. }
  93477. if (bone._index !== -1) {
  93478. var mappedIndex = bone._index === null ? index : bone._index;
  93479. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  93480. }
  93481. }
  93482. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  93483. };
  93484. /**
  93485. * Build all resources required to render a skeleton
  93486. */
  93487. Skeleton.prototype.prepare = function () {
  93488. if (!this._isDirty) {
  93489. return;
  93490. }
  93491. if (this.needInitialSkinMatrix) {
  93492. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  93493. var mesh = this._meshesWithPoseMatrix[index];
  93494. var poseMatrix = mesh.getPoseMatrix();
  93495. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  93496. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93497. }
  93498. if (this._synchronizedWithMesh !== mesh) {
  93499. this._synchronizedWithMesh = mesh;
  93500. // Prepare bones
  93501. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  93502. var bone = this.bones[boneIndex];
  93503. if (!bone.getParent()) {
  93504. var matrix = bone.getBaseMatrix();
  93505. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  93506. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  93507. }
  93508. }
  93509. }
  93510. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  93511. }
  93512. }
  93513. else {
  93514. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  93515. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  93516. if (this.isUsingTextureForMatrices) {
  93517. if (this._transformMatrixTexture) {
  93518. this._transformMatrixTexture.dispose();
  93519. }
  93520. this._transformMatrixTexture = BABYLON.RawTexture.CreateRGBATexture(this._transformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  93521. }
  93522. }
  93523. this._computeTransformMatrices(this._transformMatrices, null);
  93524. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  93525. this._transformMatrixTexture.update(this._transformMatrices);
  93526. }
  93527. }
  93528. this._isDirty = false;
  93529. this._scene._activeBones.addCount(this.bones.length, false);
  93530. };
  93531. /**
  93532. * Gets the list of animatables currently running for this skeleton
  93533. * @returns an array of animatables
  93534. */
  93535. Skeleton.prototype.getAnimatables = function () {
  93536. if (!this._animatables || this._animatables.length !== this.bones.length) {
  93537. this._animatables = [];
  93538. for (var index = 0; index < this.bones.length; index++) {
  93539. this._animatables.push(this.bones[index]);
  93540. }
  93541. }
  93542. return this._animatables;
  93543. };
  93544. /**
  93545. * Clone the current skeleton
  93546. * @param name defines the name of the new skeleton
  93547. * @param id defines the id of the enw skeleton
  93548. * @returns the new skeleton
  93549. */
  93550. Skeleton.prototype.clone = function (name, id) {
  93551. var result = new Skeleton(name, id || name, this._scene);
  93552. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93553. for (var index = 0; index < this.bones.length; index++) {
  93554. var source = this.bones[index];
  93555. var parentBone = null;
  93556. var parent_1 = source.getParent();
  93557. if (parent_1) {
  93558. var parentIndex = this.bones.indexOf(parent_1);
  93559. parentBone = result.bones[parentIndex];
  93560. }
  93561. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  93562. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  93563. }
  93564. if (this._ranges) {
  93565. result._ranges = {};
  93566. for (var rangeName in this._ranges) {
  93567. var range = this._ranges[rangeName];
  93568. if (range) {
  93569. result._ranges[rangeName] = range.clone();
  93570. }
  93571. }
  93572. }
  93573. this._isDirty = true;
  93574. return result;
  93575. };
  93576. /**
  93577. * Enable animation blending for this skeleton
  93578. * @param blendingSpeed defines the blending speed to apply
  93579. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  93580. */
  93581. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  93582. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  93583. this.bones.forEach(function (bone) {
  93584. bone.animations.forEach(function (animation) {
  93585. animation.enableBlending = true;
  93586. animation.blendingSpeed = blendingSpeed;
  93587. });
  93588. });
  93589. };
  93590. /**
  93591. * Releases all resources associated with the current skeleton
  93592. */
  93593. Skeleton.prototype.dispose = function () {
  93594. this._meshesWithPoseMatrix = [];
  93595. // Animations
  93596. this.getScene().stopAnimation(this);
  93597. // Remove from scene
  93598. this.getScene().removeSkeleton(this);
  93599. if (this._transformMatrixTexture) {
  93600. this._transformMatrixTexture.dispose();
  93601. this._transformMatrixTexture = null;
  93602. }
  93603. };
  93604. /**
  93605. * Serialize the skeleton in a JSON object
  93606. * @returns a JSON object
  93607. */
  93608. Skeleton.prototype.serialize = function () {
  93609. var serializationObject = {};
  93610. serializationObject.name = this.name;
  93611. serializationObject.id = this.id;
  93612. if (this.dimensionsAtRest) {
  93613. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  93614. }
  93615. serializationObject.bones = [];
  93616. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  93617. for (var index = 0; index < this.bones.length; index++) {
  93618. var bone = this.bones[index];
  93619. var parent_2 = bone.getParent();
  93620. var serializedBone = {
  93621. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  93622. name: bone.name,
  93623. matrix: bone.getBaseMatrix().toArray(),
  93624. rest: bone.getRestPose().toArray()
  93625. };
  93626. serializationObject.bones.push(serializedBone);
  93627. if (bone.length) {
  93628. serializedBone.length = bone.length;
  93629. }
  93630. if (bone.metadata) {
  93631. serializedBone.metadata = bone.metadata;
  93632. }
  93633. if (bone.animations && bone.animations.length > 0) {
  93634. serializedBone.animation = bone.animations[0].serialize();
  93635. }
  93636. serializationObject.ranges = [];
  93637. for (var name in this._ranges) {
  93638. var source = this._ranges[name];
  93639. if (!source) {
  93640. continue;
  93641. }
  93642. var range = {};
  93643. range.name = name;
  93644. range.from = source.from;
  93645. range.to = source.to;
  93646. serializationObject.ranges.push(range);
  93647. }
  93648. }
  93649. return serializationObject;
  93650. };
  93651. /**
  93652. * Creates a new skeleton from serialized data
  93653. * @param parsedSkeleton defines the serialized data
  93654. * @param scene defines the hosting scene
  93655. * @returns a new skeleton
  93656. */
  93657. Skeleton.Parse = function (parsedSkeleton, scene) {
  93658. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  93659. if (parsedSkeleton.dimensionsAtRest) {
  93660. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  93661. }
  93662. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  93663. var index;
  93664. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  93665. var parsedBone = parsedSkeleton.bones[index];
  93666. var parentBone = null;
  93667. if (parsedBone.parentBoneIndex > -1) {
  93668. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  93669. }
  93670. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  93671. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  93672. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  93673. bone.id = parsedBone.id;
  93674. }
  93675. if (parsedBone.length) {
  93676. bone.length = parsedBone.length;
  93677. }
  93678. if (parsedBone.metadata) {
  93679. bone.metadata = parsedBone.metadata;
  93680. }
  93681. if (parsedBone.animation) {
  93682. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  93683. }
  93684. }
  93685. // placed after bones, so createAnimationRange can cascade down
  93686. if (parsedSkeleton.ranges) {
  93687. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  93688. var data = parsedSkeleton.ranges[index];
  93689. skeleton.createAnimationRange(data.name, data.from, data.to);
  93690. }
  93691. }
  93692. return skeleton;
  93693. };
  93694. /**
  93695. * Compute all node absolute transforms
  93696. * @param forceUpdate defines if computation must be done even if cache is up to date
  93697. */
  93698. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  93699. if (forceUpdate === void 0) { forceUpdate = false; }
  93700. var renderId = this._scene.getRenderId();
  93701. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  93702. this.bones[0].computeAbsoluteTransforms();
  93703. this._lastAbsoluteTransformsUpdateId = renderId;
  93704. }
  93705. };
  93706. /**
  93707. * Gets the root pose matrix
  93708. * @returns a matrix
  93709. */
  93710. Skeleton.prototype.getPoseMatrix = function () {
  93711. var poseMatrix = null;
  93712. if (this._meshesWithPoseMatrix.length > 0) {
  93713. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  93714. }
  93715. return poseMatrix;
  93716. };
  93717. /**
  93718. * Sorts bones per internal index
  93719. */
  93720. Skeleton.prototype.sortBones = function () {
  93721. var bones = new Array();
  93722. var visited = new Array(this.bones.length);
  93723. for (var index = 0; index < this.bones.length; index++) {
  93724. this._sortBones(index, bones, visited);
  93725. }
  93726. this.bones = bones;
  93727. };
  93728. Skeleton.prototype._sortBones = function (index, bones, visited) {
  93729. if (visited[index]) {
  93730. return;
  93731. }
  93732. visited[index] = true;
  93733. var bone = this.bones[index];
  93734. if (bone._index === undefined) {
  93735. bone._index = index;
  93736. }
  93737. var parentBone = bone.getParent();
  93738. if (parentBone) {
  93739. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  93740. }
  93741. bones.push(bone);
  93742. };
  93743. return Skeleton;
  93744. }());
  93745. BABYLON.Skeleton = Skeleton;
  93746. })(BABYLON || (BABYLON = {}));
  93747. //# sourceMappingURL=babylon.skeleton.js.map
  93748. var BABYLON;
  93749. (function (BABYLON) {
  93750. /**
  93751. * This groups tools to convert HDR texture to native colors array.
  93752. */
  93753. var HDRTools = /** @class */ (function () {
  93754. function HDRTools() {
  93755. }
  93756. HDRTools.Ldexp = function (mantissa, exponent) {
  93757. if (exponent > 1023) {
  93758. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  93759. }
  93760. if (exponent < -1074) {
  93761. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  93762. }
  93763. return mantissa * Math.pow(2, exponent);
  93764. };
  93765. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  93766. if (exponent > 0) { /*nonzero pixel*/
  93767. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  93768. float32array[index + 0] = red * exponent;
  93769. float32array[index + 1] = green * exponent;
  93770. float32array[index + 2] = blue * exponent;
  93771. }
  93772. else {
  93773. float32array[index + 0] = 0;
  93774. float32array[index + 1] = 0;
  93775. float32array[index + 2] = 0;
  93776. }
  93777. };
  93778. HDRTools.readStringLine = function (uint8array, startIndex) {
  93779. var line = "";
  93780. var character = "";
  93781. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  93782. character = String.fromCharCode(uint8array[i]);
  93783. if (character == "\n") {
  93784. break;
  93785. }
  93786. line += character;
  93787. }
  93788. return line;
  93789. };
  93790. /**
  93791. * Reads header information from an RGBE texture stored in a native array.
  93792. * More information on this format are available here:
  93793. * https://en.wikipedia.org/wiki/RGBE_image_format
  93794. *
  93795. * @param uint8array The binary file stored in native array.
  93796. * @return The header information.
  93797. */
  93798. HDRTools.RGBE_ReadHeader = function (uint8array) {
  93799. var height = 0;
  93800. var width = 0;
  93801. var line = this.readStringLine(uint8array, 0);
  93802. if (line[0] != '#' || line[1] != '?') {
  93803. throw "Bad HDR Format.";
  93804. }
  93805. var endOfHeader = false;
  93806. var findFormat = false;
  93807. var lineIndex = 0;
  93808. do {
  93809. lineIndex += (line.length + 1);
  93810. line = this.readStringLine(uint8array, lineIndex);
  93811. if (line == "FORMAT=32-bit_rle_rgbe") {
  93812. findFormat = true;
  93813. }
  93814. else if (line.length == 0) {
  93815. endOfHeader = true;
  93816. }
  93817. } while (!endOfHeader);
  93818. if (!findFormat) {
  93819. throw "HDR Bad header format, unsupported FORMAT";
  93820. }
  93821. lineIndex += (line.length + 1);
  93822. line = this.readStringLine(uint8array, lineIndex);
  93823. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  93824. var match = sizeRegexp.exec(line);
  93825. // TODO. Support +Y and -X if needed.
  93826. if (!match || match.length < 3) {
  93827. throw "HDR Bad header format, no size";
  93828. }
  93829. width = parseInt(match[2]);
  93830. height = parseInt(match[1]);
  93831. if (width < 8 || width > 0x7fff) {
  93832. throw "HDR Bad header format, unsupported size";
  93833. }
  93834. lineIndex += (line.length + 1);
  93835. return {
  93836. height: height,
  93837. width: width,
  93838. dataPosition: lineIndex
  93839. };
  93840. };
  93841. /**
  93842. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  93843. * This RGBE texture needs to store the information as a panorama.
  93844. *
  93845. * More information on this format are available here:
  93846. * https://en.wikipedia.org/wiki/RGBE_image_format
  93847. *
  93848. * @param buffer The binary file stored in an array buffer.
  93849. * @param size The expected size of the extracted cubemap.
  93850. * @return The Cube Map information.
  93851. */
  93852. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  93853. var uint8array = new Uint8Array(buffer);
  93854. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  93855. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93856. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  93857. return cubeMapData;
  93858. };
  93859. /**
  93860. * Returns the pixels data extracted from an RGBE texture.
  93861. * This pixels will be stored left to right up to down in the R G B order in one array.
  93862. *
  93863. * More information on this format are available here:
  93864. * https://en.wikipedia.org/wiki/RGBE_image_format
  93865. *
  93866. * @param uint8array The binary file stored in an array buffer.
  93867. * @param hdrInfo The header information of the file.
  93868. * @return The pixels data in RGB right to left up to down order.
  93869. */
  93870. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  93871. // Keep for multi format supports.
  93872. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  93873. };
  93874. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  93875. var num_scanlines = hdrInfo.height;
  93876. var scanline_width = hdrInfo.width;
  93877. var a, b, c, d, count;
  93878. var dataIndex = hdrInfo.dataPosition;
  93879. var index = 0, endIndex = 0, i = 0;
  93880. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  93881. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  93882. // 3 channels of 4 bytes per pixel in float.
  93883. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  93884. var resultArray = new Float32Array(resultBuffer);
  93885. // read in each successive scanline
  93886. while (num_scanlines > 0) {
  93887. a = uint8array[dataIndex++];
  93888. b = uint8array[dataIndex++];
  93889. c = uint8array[dataIndex++];
  93890. d = uint8array[dataIndex++];
  93891. if (a != 2 || b != 2 || (c & 0x80)) {
  93892. // this file is not run length encoded
  93893. throw "HDR Bad header format, not RLE";
  93894. }
  93895. if (((c << 8) | d) != scanline_width) {
  93896. throw "HDR Bad header format, wrong scan line width";
  93897. }
  93898. index = 0;
  93899. // read each of the four channels for the scanline into the buffer
  93900. for (i = 0; i < 4; i++) {
  93901. endIndex = (i + 1) * scanline_width;
  93902. while (index < endIndex) {
  93903. a = uint8array[dataIndex++];
  93904. b = uint8array[dataIndex++];
  93905. if (a > 128) {
  93906. // a run of the same value
  93907. count = a - 128;
  93908. if ((count == 0) || (count > endIndex - index)) {
  93909. throw "HDR Bad Format, bad scanline data (run)";
  93910. }
  93911. while (count-- > 0) {
  93912. scanLineArray[index++] = b;
  93913. }
  93914. }
  93915. else {
  93916. // a non-run
  93917. count = a;
  93918. if ((count == 0) || (count > endIndex - index)) {
  93919. throw "HDR Bad Format, bad scanline data (non-run)";
  93920. }
  93921. scanLineArray[index++] = b;
  93922. if (--count > 0) {
  93923. for (var j = 0; j < count; j++) {
  93924. scanLineArray[index++] = uint8array[dataIndex++];
  93925. }
  93926. }
  93927. }
  93928. }
  93929. }
  93930. // now convert data from buffer into floats
  93931. for (i = 0; i < scanline_width; i++) {
  93932. a = scanLineArray[i];
  93933. b = scanLineArray[i + scanline_width];
  93934. c = scanLineArray[i + 2 * scanline_width];
  93935. d = scanLineArray[i + 3 * scanline_width];
  93936. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  93937. }
  93938. num_scanlines--;
  93939. }
  93940. return resultArray;
  93941. };
  93942. return HDRTools;
  93943. }());
  93944. BABYLON.HDRTools = HDRTools;
  93945. })(BABYLON || (BABYLON = {}));
  93946. //# sourceMappingURL=babylon.hdr.js.map
  93947. var BABYLON;
  93948. (function (BABYLON) {
  93949. /**
  93950. * This represents a texture coming from an HDR input.
  93951. *
  93952. * The only supported format is currently panorama picture stored in RGBE format.
  93953. * Example of such files can be found on HDRLib: http://hdrlib.com/
  93954. */
  93955. var HDRCubeTexture = /** @class */ (function (_super) {
  93956. __extends(HDRCubeTexture, _super);
  93957. /**
  93958. * Instantiates an HDRTexture from the following parameters.
  93959. *
  93960. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  93961. * @param scene The scene the texture will be used in
  93962. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  93963. * @param noMipmap Forces to not generate the mipmap if true
  93964. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  93965. * @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)
  93966. * @param reserved Reserved flag for internal use.
  93967. */
  93968. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  93969. if (noMipmap === void 0) { noMipmap = false; }
  93970. if (generateHarmonics === void 0) { generateHarmonics = true; }
  93971. if (gammaSpace === void 0) { gammaSpace = false; }
  93972. if (reserved === void 0) { reserved = false; }
  93973. if (onLoad === void 0) { onLoad = null; }
  93974. if (onError === void 0) { onError = null; }
  93975. var _this = _super.call(this, scene) || this;
  93976. _this._generateHarmonics = true;
  93977. _this._onLoad = null;
  93978. _this._onError = null;
  93979. /**
  93980. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  93981. */
  93982. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  93983. _this._isBlocking = true;
  93984. _this._rotationY = 0;
  93985. /**
  93986. * Gets or sets the center of the bounding box associated with the cube texture
  93987. * It must define where the camera used to render the texture was set
  93988. */
  93989. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  93990. if (!url) {
  93991. return _this;
  93992. }
  93993. _this.name = url;
  93994. _this.url = url;
  93995. _this.hasAlpha = false;
  93996. _this.isCube = true;
  93997. _this._textureMatrix = BABYLON.Matrix.Identity();
  93998. _this._onLoad = onLoad;
  93999. _this._onError = onError;
  94000. _this.gammaSpace = gammaSpace;
  94001. _this._noMipmap = noMipmap;
  94002. _this._size = size;
  94003. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94004. if (!_this._texture) {
  94005. if (!scene.useDelayedTextureLoading) {
  94006. _this.loadTexture();
  94007. }
  94008. else {
  94009. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94010. }
  94011. }
  94012. return _this;
  94013. }
  94014. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94015. /**
  94016. * Gets wether or not the texture is blocking during loading.
  94017. */
  94018. get: function () {
  94019. return this._isBlocking;
  94020. },
  94021. /**
  94022. * Sets wether or not the texture is blocking during loading.
  94023. */
  94024. set: function (value) {
  94025. this._isBlocking = value;
  94026. },
  94027. enumerable: true,
  94028. configurable: true
  94029. });
  94030. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94031. /**
  94032. * Gets texture matrix rotation angle around Y axis radians.
  94033. */
  94034. get: function () {
  94035. return this._rotationY;
  94036. },
  94037. /**
  94038. * Sets texture matrix rotation angle around Y axis in radians.
  94039. */
  94040. set: function (value) {
  94041. this._rotationY = value;
  94042. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94043. },
  94044. enumerable: true,
  94045. configurable: true
  94046. });
  94047. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94048. get: function () {
  94049. return this._boundingBoxSize;
  94050. },
  94051. /**
  94052. * Gets or sets the size of the bounding box associated with the cube texture
  94053. * When defined, the cubemap will switch to local mode
  94054. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94055. * @example https://www.babylonjs-playground.com/#RNASML
  94056. */
  94057. set: function (value) {
  94058. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94059. return;
  94060. }
  94061. this._boundingBoxSize = value;
  94062. var scene = this.getScene();
  94063. if (scene) {
  94064. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94065. }
  94066. },
  94067. enumerable: true,
  94068. configurable: true
  94069. });
  94070. /**
  94071. * Occurs when the file is raw .hdr file.
  94072. */
  94073. HDRCubeTexture.prototype.loadTexture = function () {
  94074. var _this = this;
  94075. var callback = function (buffer) {
  94076. _this.lodGenerationOffset = 0.0;
  94077. _this.lodGenerationScale = 0.8;
  94078. var scene = _this.getScene();
  94079. if (!scene) {
  94080. return null;
  94081. }
  94082. // Extract the raw linear data.
  94083. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94084. // Generate harmonics if needed.
  94085. if (_this._generateHarmonics) {
  94086. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94087. _this.sphericalPolynomial = sphericalPolynomial;
  94088. }
  94089. var results = [];
  94090. var byteArray = null;
  94091. // Push each faces.
  94092. for (var j = 0; j < 6; j++) {
  94093. // Create uintarray fallback.
  94094. if (!scene.getEngine().getCaps().textureFloat) {
  94095. // 3 channels of 1 bytes per pixel in bytes.
  94096. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94097. byteArray = new Uint8Array(byteBuffer);
  94098. }
  94099. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94100. // If special cases.
  94101. if (_this.gammaSpace || byteArray) {
  94102. for (var i = 0; i < _this._size * _this._size; i++) {
  94103. // Put in gamma space if requested.
  94104. if (_this.gammaSpace) {
  94105. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94106. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94107. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94108. }
  94109. // Convert to int texture for fallback.
  94110. if (byteArray) {
  94111. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94112. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94113. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94114. // May use luminance instead if the result is not accurate.
  94115. var max = Math.max(Math.max(r, g), b);
  94116. if (max > 255) {
  94117. var scale = 255 / max;
  94118. r *= scale;
  94119. g *= scale;
  94120. b *= scale;
  94121. }
  94122. byteArray[(i * 3) + 0] = r;
  94123. byteArray[(i * 3) + 1] = g;
  94124. byteArray[(i * 3) + 2] = b;
  94125. }
  94126. }
  94127. }
  94128. if (byteArray) {
  94129. results.push(byteArray);
  94130. }
  94131. else {
  94132. results.push(dataFace);
  94133. }
  94134. }
  94135. return results;
  94136. };
  94137. var scene = this.getScene();
  94138. if (scene) {
  94139. 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);
  94140. }
  94141. };
  94142. HDRCubeTexture.prototype.clone = function () {
  94143. var scene = this.getScene();
  94144. if (!scene) {
  94145. return this;
  94146. }
  94147. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94148. // Base texture
  94149. newTexture.level = this.level;
  94150. newTexture.wrapU = this.wrapU;
  94151. newTexture.wrapV = this.wrapV;
  94152. newTexture.coordinatesIndex = this.coordinatesIndex;
  94153. newTexture.coordinatesMode = this.coordinatesMode;
  94154. return newTexture;
  94155. };
  94156. // Methods
  94157. HDRCubeTexture.prototype.delayLoad = function () {
  94158. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94159. return;
  94160. }
  94161. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94162. this._texture = this._getFromCache(this.url, this._noMipmap);
  94163. if (!this._texture) {
  94164. this.loadTexture();
  94165. }
  94166. };
  94167. /**
  94168. * Get the texture reflection matrix used to rotate/transform the reflection.
  94169. * @returns the reflection matrix
  94170. */
  94171. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94172. return this._textureMatrix;
  94173. };
  94174. /**
  94175. * Set the texture reflection matrix used to rotate/transform the reflection.
  94176. * @param value Define the reflection matrix to set
  94177. */
  94178. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94179. this._textureMatrix = value;
  94180. };
  94181. /**
  94182. * Parses a JSON representation of an HDR Texture in order to create the texture
  94183. * @param parsedTexture Define the JSON representation
  94184. * @param scene Define the scene the texture should be created in
  94185. * @param rootUrl Define the root url in case we need to load relative dependencies
  94186. * @returns the newly created texture after parsing
  94187. */
  94188. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94189. var texture = null;
  94190. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94191. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  94192. texture.name = parsedTexture.name;
  94193. texture.hasAlpha = parsedTexture.hasAlpha;
  94194. texture.level = parsedTexture.level;
  94195. texture.coordinatesMode = parsedTexture.coordinatesMode;
  94196. texture.isBlocking = parsedTexture.isBlocking;
  94197. }
  94198. if (texture) {
  94199. if (parsedTexture.boundingBoxPosition) {
  94200. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  94201. }
  94202. if (parsedTexture.boundingBoxSize) {
  94203. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  94204. }
  94205. if (parsedTexture.rotationY) {
  94206. texture.rotationY = parsedTexture.rotationY;
  94207. }
  94208. }
  94209. return texture;
  94210. };
  94211. HDRCubeTexture.prototype.serialize = function () {
  94212. if (!this.name) {
  94213. return null;
  94214. }
  94215. var serializationObject = {};
  94216. serializationObject.name = this.name;
  94217. serializationObject.hasAlpha = this.hasAlpha;
  94218. serializationObject.isCube = true;
  94219. serializationObject.level = this.level;
  94220. serializationObject.size = this._size;
  94221. serializationObject.coordinatesMode = this.coordinatesMode;
  94222. serializationObject.useInGammaSpace = this.gammaSpace;
  94223. serializationObject.generateHarmonics = this._generateHarmonics;
  94224. serializationObject.customType = "BABYLON.HDRCubeTexture";
  94225. serializationObject.noMipmap = this._noMipmap;
  94226. serializationObject.isBlocking = this._isBlocking;
  94227. serializationObject.rotationY = this._rotationY;
  94228. return serializationObject;
  94229. };
  94230. HDRCubeTexture._facesMapping = [
  94231. "right",
  94232. "left",
  94233. "up",
  94234. "down",
  94235. "front",
  94236. "back"
  94237. ];
  94238. return HDRCubeTexture;
  94239. }(BABYLON.BaseTexture));
  94240. BABYLON.HDRCubeTexture = HDRCubeTexture;
  94241. })(BABYLON || (BABYLON = {}));
  94242. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  94243. var BABYLON;
  94244. (function (BABYLON) {
  94245. /**
  94246. * Helper class usefull to convert panorama picture to their cubemap representation in 6 faces.
  94247. */
  94248. var PanoramaToCubeMapTools = /** @class */ (function () {
  94249. function PanoramaToCubeMapTools() {
  94250. }
  94251. /**
  94252. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  94253. *
  94254. * @param float32Array The source data.
  94255. * @param inputWidth The width of the input panorama.
  94256. * @param inputHeight The height of the input panorama.
  94257. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  94258. * @return The cubemap data
  94259. */
  94260. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  94261. if (!float32Array) {
  94262. throw "ConvertPanoramaToCubemap: input cannot be null";
  94263. }
  94264. if (float32Array.length != inputWidth * inputHeight * 3) {
  94265. throw "ConvertPanoramaToCubemap: input size is wrong";
  94266. }
  94267. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  94268. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  94269. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  94270. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  94271. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  94272. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  94273. return {
  94274. front: textureFront,
  94275. back: textureBack,
  94276. left: textureLeft,
  94277. right: textureRight,
  94278. up: textureUp,
  94279. down: textureDown,
  94280. size: size,
  94281. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  94282. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  94283. gammaSpace: false,
  94284. };
  94285. };
  94286. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  94287. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  94288. var textureArray = new Float32Array(buffer);
  94289. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  94290. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  94291. var dy = 1 / texSize;
  94292. var fy = 0;
  94293. for (var y = 0; y < texSize; y++) {
  94294. var xv1 = faceData[0];
  94295. var xv2 = faceData[2];
  94296. for (var x = 0; x < texSize; x++) {
  94297. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  94298. v.normalize();
  94299. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  94300. // 3 channels per pixels
  94301. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  94302. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  94303. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  94304. xv1 = xv1.add(rotDX1);
  94305. xv2 = xv2.add(rotDX2);
  94306. }
  94307. fy += dy;
  94308. }
  94309. return textureArray;
  94310. };
  94311. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  94312. var theta = Math.atan2(vDir.z, vDir.x);
  94313. var phi = Math.acos(vDir.y);
  94314. while (theta < -Math.PI) {
  94315. theta += 2 * Math.PI;
  94316. }
  94317. while (theta > Math.PI) {
  94318. theta -= 2 * Math.PI;
  94319. }
  94320. var dx = theta / Math.PI;
  94321. var dy = phi / Math.PI;
  94322. // recenter.
  94323. dx = dx * 0.5 + 0.5;
  94324. var px = Math.round(dx * inputWidth);
  94325. if (px < 0) {
  94326. px = 0;
  94327. }
  94328. else if (px >= inputWidth) {
  94329. px = inputWidth - 1;
  94330. }
  94331. var py = Math.round(dy * inputHeight);
  94332. if (py < 0) {
  94333. py = 0;
  94334. }
  94335. else if (py >= inputHeight) {
  94336. py = inputHeight - 1;
  94337. }
  94338. var inputY = (inputHeight - py - 1);
  94339. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  94340. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  94341. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  94342. return {
  94343. r: r,
  94344. g: g,
  94345. b: b
  94346. };
  94347. };
  94348. PanoramaToCubeMapTools.FACE_FRONT = [
  94349. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94350. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94351. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94352. new BABYLON.Vector3(1.0, 1.0, -1.0)
  94353. ];
  94354. PanoramaToCubeMapTools.FACE_BACK = [
  94355. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94356. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94357. new BABYLON.Vector3(1.0, 1.0, 1.0),
  94358. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  94359. ];
  94360. PanoramaToCubeMapTools.FACE_RIGHT = [
  94361. new BABYLON.Vector3(1.0, -1.0, -1.0),
  94362. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94363. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94364. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94365. ];
  94366. PanoramaToCubeMapTools.FACE_LEFT = [
  94367. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94368. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94369. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94370. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  94371. ];
  94372. PanoramaToCubeMapTools.FACE_DOWN = [
  94373. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  94374. new BABYLON.Vector3(1.0, 1.0, -1.0),
  94375. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  94376. new BABYLON.Vector3(1.0, 1.0, 1.0)
  94377. ];
  94378. PanoramaToCubeMapTools.FACE_UP = [
  94379. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  94380. new BABYLON.Vector3(1.0, -1.0, 1.0),
  94381. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  94382. new BABYLON.Vector3(1.0, -1.0, -1.0)
  94383. ];
  94384. return PanoramaToCubeMapTools;
  94385. }());
  94386. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  94387. })(BABYLON || (BABYLON = {}));
  94388. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  94389. var BABYLON;
  94390. (function (BABYLON) {
  94391. /**
  94392. * Vector2 wth index property
  94393. */
  94394. var IndexedVector2 = /** @class */ (function (_super) {
  94395. __extends(IndexedVector2, _super);
  94396. function IndexedVector2(original,
  94397. /** Index of the vector2 */
  94398. index) {
  94399. var _this = _super.call(this, original.x, original.y) || this;
  94400. _this.index = index;
  94401. return _this;
  94402. }
  94403. return IndexedVector2;
  94404. }(BABYLON.Vector2));
  94405. /**
  94406. * Defines points to create a polygon
  94407. */
  94408. var PolygonPoints = /** @class */ (function () {
  94409. function PolygonPoints() {
  94410. this.elements = new Array();
  94411. }
  94412. PolygonPoints.prototype.add = function (originalPoints) {
  94413. var _this = this;
  94414. var result = new Array();
  94415. originalPoints.forEach(function (point) {
  94416. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  94417. var newPoint = new IndexedVector2(point, _this.elements.length);
  94418. result.push(newPoint);
  94419. _this.elements.push(newPoint);
  94420. }
  94421. });
  94422. return result;
  94423. };
  94424. PolygonPoints.prototype.computeBounds = function () {
  94425. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94426. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  94427. this.elements.forEach(function (point) {
  94428. // x
  94429. if (point.x < lmin.x) {
  94430. lmin.x = point.x;
  94431. }
  94432. else if (point.x > lmax.x) {
  94433. lmax.x = point.x;
  94434. }
  94435. // y
  94436. if (point.y < lmin.y) {
  94437. lmin.y = point.y;
  94438. }
  94439. else if (point.y > lmax.y) {
  94440. lmax.y = point.y;
  94441. }
  94442. });
  94443. return {
  94444. min: lmin,
  94445. max: lmax,
  94446. width: lmax.x - lmin.x,
  94447. height: lmax.y - lmin.y
  94448. };
  94449. };
  94450. return PolygonPoints;
  94451. }());
  94452. /**
  94453. * Polygon
  94454. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  94455. */
  94456. var Polygon = /** @class */ (function () {
  94457. function Polygon() {
  94458. }
  94459. /**
  94460. * Creates a rectangle
  94461. * @param xmin bottom X coord
  94462. * @param ymin bottom Y coord
  94463. * @param xmax top X coord
  94464. * @param ymax top Y coord
  94465. * @returns points that make the resulting rectation
  94466. */
  94467. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  94468. return [
  94469. new BABYLON.Vector2(xmin, ymin),
  94470. new BABYLON.Vector2(xmax, ymin),
  94471. new BABYLON.Vector2(xmax, ymax),
  94472. new BABYLON.Vector2(xmin, ymax)
  94473. ];
  94474. };
  94475. /**
  94476. * Creates a circle
  94477. * @param radius radius of circle
  94478. * @param cx scale in x
  94479. * @param cy scale in y
  94480. * @param numberOfSides number of sides that make up the circle
  94481. * @returns points that make the resulting circle
  94482. */
  94483. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  94484. if (cx === void 0) { cx = 0; }
  94485. if (cy === void 0) { cy = 0; }
  94486. if (numberOfSides === void 0) { numberOfSides = 32; }
  94487. var result = new Array();
  94488. var angle = 0;
  94489. var increment = (Math.PI * 2) / numberOfSides;
  94490. for (var i = 0; i < numberOfSides; i++) {
  94491. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  94492. angle -= increment;
  94493. }
  94494. return result;
  94495. };
  94496. /**
  94497. * Creates a polygon from input string
  94498. * @param input Input polygon data
  94499. * @returns the parsed points
  94500. */
  94501. Polygon.Parse = function (input) {
  94502. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  94503. var i, result = [];
  94504. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  94505. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  94506. }
  94507. return result;
  94508. };
  94509. /**
  94510. * Starts building a polygon from x and y coordinates
  94511. * @param x x coordinate
  94512. * @param y y coordinate
  94513. * @returns the started path2
  94514. */
  94515. Polygon.StartingAt = function (x, y) {
  94516. return BABYLON.Path2.StartingAt(x, y);
  94517. };
  94518. return Polygon;
  94519. }());
  94520. BABYLON.Polygon = Polygon;
  94521. /**
  94522. * Builds a polygon
  94523. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  94524. */
  94525. var PolygonMeshBuilder = /** @class */ (function () {
  94526. /**
  94527. * Creates a PolygonMeshBuilder
  94528. * @param name name of the builder
  94529. * @param contours Path of the polygon
  94530. * @param scene scene to add to
  94531. */
  94532. function PolygonMeshBuilder(name, contours, scene) {
  94533. this._points = new PolygonPoints();
  94534. this._outlinepoints = new PolygonPoints();
  94535. this._holes = new Array();
  94536. this._epoints = new Array();
  94537. this._eholes = new Array();
  94538. this._name = name;
  94539. this._scene = scene;
  94540. var points;
  94541. if (contours instanceof BABYLON.Path2) {
  94542. points = contours.getPoints();
  94543. }
  94544. else {
  94545. points = contours;
  94546. }
  94547. this._addToepoint(points);
  94548. this._points.add(points);
  94549. this._outlinepoints.add(points);
  94550. if (typeof earcut === 'undefined') {
  94551. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  94552. }
  94553. }
  94554. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  94555. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  94556. var p = points_1[_i];
  94557. this._epoints.push(p.x, p.y);
  94558. }
  94559. };
  94560. /**
  94561. * Adds a whole within the polygon
  94562. * @param hole Array of points defining the hole
  94563. * @returns this
  94564. */
  94565. PolygonMeshBuilder.prototype.addHole = function (hole) {
  94566. this._points.add(hole);
  94567. var holepoints = new PolygonPoints();
  94568. holepoints.add(hole);
  94569. this._holes.push(holepoints);
  94570. this._eholes.push(this._epoints.length / 2);
  94571. this._addToepoint(hole);
  94572. return this;
  94573. };
  94574. /**
  94575. * Creates the polygon
  94576. * @param updatable If the mesh should be updatable
  94577. * @param depth The depth of the mesh created
  94578. * @returns the created mesh
  94579. */
  94580. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  94581. var _this = this;
  94582. if (updatable === void 0) { updatable = false; }
  94583. if (depth === void 0) { depth = 0; }
  94584. var result = new BABYLON.Mesh(this._name, this._scene);
  94585. var normals = new Array();
  94586. var positions = new Array();
  94587. var uvs = new Array();
  94588. var bounds = this._points.computeBounds();
  94589. this._points.elements.forEach(function (p) {
  94590. normals.push(0, 1.0, 0);
  94591. positions.push(p.x, 0, p.y);
  94592. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  94593. });
  94594. var indices = new Array();
  94595. var res = earcut(this._epoints, this._eholes, 2);
  94596. for (var i = 0; i < res.length; i++) {
  94597. indices.push(res[i]);
  94598. }
  94599. if (depth > 0) {
  94600. var positionscount = (positions.length / 3); //get the current pointcount
  94601. this._points.elements.forEach(function (p) {
  94602. normals.push(0, -1.0, 0);
  94603. positions.push(p.x, -depth, p.y);
  94604. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  94605. });
  94606. var totalCount = indices.length;
  94607. for (var i = 0; i < totalCount; i += 3) {
  94608. var i0 = indices[i + 0];
  94609. var i1 = indices[i + 1];
  94610. var i2 = indices[i + 2];
  94611. indices.push(i2 + positionscount);
  94612. indices.push(i1 + positionscount);
  94613. indices.push(i0 + positionscount);
  94614. }
  94615. //Add the sides
  94616. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  94617. this._holes.forEach(function (hole) {
  94618. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  94619. });
  94620. }
  94621. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  94622. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  94623. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  94624. result.setIndices(indices);
  94625. return result;
  94626. };
  94627. /**
  94628. * Adds a side to the polygon
  94629. * @param positions points that make the polygon
  94630. * @param normals normals of the polygon
  94631. * @param uvs uvs of the polygon
  94632. * @param indices indices of the polygon
  94633. * @param bounds bounds of the polygon
  94634. * @param points points of the polygon
  94635. * @param depth depth of the polygon
  94636. * @param flip flip of the polygon
  94637. */
  94638. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  94639. var StartIndex = positions.length / 3;
  94640. var ulength = 0;
  94641. for (var i = 0; i < points.elements.length; i++) {
  94642. var p = points.elements[i];
  94643. var p1;
  94644. if ((i + 1) > points.elements.length - 1) {
  94645. p1 = points.elements[0];
  94646. }
  94647. else {
  94648. p1 = points.elements[i + 1];
  94649. }
  94650. positions.push(p.x, 0, p.y);
  94651. positions.push(p.x, -depth, p.y);
  94652. positions.push(p1.x, 0, p1.y);
  94653. positions.push(p1.x, -depth, p1.y);
  94654. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  94655. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  94656. var v3 = v2.subtract(v1);
  94657. var v4 = new BABYLON.Vector3(0, 1, 0);
  94658. var vn = BABYLON.Vector3.Cross(v3, v4);
  94659. vn = vn.normalize();
  94660. uvs.push(ulength / bounds.width, 0);
  94661. uvs.push(ulength / bounds.width, 1);
  94662. ulength += v3.length();
  94663. uvs.push((ulength / bounds.width), 0);
  94664. uvs.push((ulength / bounds.width), 1);
  94665. if (!flip) {
  94666. normals.push(-vn.x, -vn.y, -vn.z);
  94667. normals.push(-vn.x, -vn.y, -vn.z);
  94668. normals.push(-vn.x, -vn.y, -vn.z);
  94669. normals.push(-vn.x, -vn.y, -vn.z);
  94670. indices.push(StartIndex);
  94671. indices.push(StartIndex + 1);
  94672. indices.push(StartIndex + 2);
  94673. indices.push(StartIndex + 1);
  94674. indices.push(StartIndex + 3);
  94675. indices.push(StartIndex + 2);
  94676. }
  94677. else {
  94678. normals.push(vn.x, vn.y, vn.z);
  94679. normals.push(vn.x, vn.y, vn.z);
  94680. normals.push(vn.x, vn.y, vn.z);
  94681. normals.push(vn.x, vn.y, vn.z);
  94682. indices.push(StartIndex);
  94683. indices.push(StartIndex + 2);
  94684. indices.push(StartIndex + 1);
  94685. indices.push(StartIndex + 1);
  94686. indices.push(StartIndex + 2);
  94687. indices.push(StartIndex + 3);
  94688. }
  94689. StartIndex += 4;
  94690. }
  94691. };
  94692. return PolygonMeshBuilder;
  94693. }());
  94694. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  94695. })(BABYLON || (BABYLON = {}));
  94696. //# sourceMappingURL=babylon.polygonMesh.js.map
  94697. var BABYLON;
  94698. (function (BABYLON) {
  94699. /**
  94700. * Unique ID when we import meshes from Babylon to CSG
  94701. */
  94702. var currentCSGMeshId = 0;
  94703. /**
  94704. * Represents a vertex of a polygon. Use your own vertex class instead of this
  94705. * one to provide additional features like texture coordinates and vertex
  94706. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  94707. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  94708. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  94709. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  94710. * is not used anywhere else.
  94711. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  94712. */
  94713. var Vertex = /** @class */ (function () {
  94714. /**
  94715. * Initializes the vertex
  94716. * @param pos The position of the vertex
  94717. * @param normal The normal of the vertex
  94718. * @param uv The texture coordinate of the vertex
  94719. */
  94720. function Vertex(
  94721. /**
  94722. * The position of the vertex
  94723. */
  94724. pos,
  94725. /**
  94726. * The normal of the vertex
  94727. */
  94728. normal,
  94729. /**
  94730. * The texture coordinate of the vertex
  94731. */
  94732. uv) {
  94733. this.pos = pos;
  94734. this.normal = normal;
  94735. this.uv = uv;
  94736. }
  94737. /**
  94738. * Make a clone, or deep copy, of the vertex
  94739. * @returns A new Vertex
  94740. */
  94741. Vertex.prototype.clone = function () {
  94742. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  94743. };
  94744. /**
  94745. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  94746. * orientation of a polygon is flipped.
  94747. */
  94748. Vertex.prototype.flip = function () {
  94749. this.normal = this.normal.scale(-1);
  94750. };
  94751. /**
  94752. * Create a new vertex between this vertex and `other` by linearly
  94753. * interpolating all properties using a parameter of `t`. Subclasses should
  94754. * override this to interpolate additional properties.
  94755. * @param other the vertex to interpolate against
  94756. * @param t The factor used to linearly interpolate between the vertices
  94757. */
  94758. Vertex.prototype.interpolate = function (other, t) {
  94759. 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));
  94760. };
  94761. return Vertex;
  94762. }());
  94763. /**
  94764. * Represents a plane in 3D space.
  94765. */
  94766. var Plane = /** @class */ (function () {
  94767. /**
  94768. * Initializes the plane
  94769. * @param normal The normal for the plane
  94770. * @param w
  94771. */
  94772. function Plane(normal, w) {
  94773. this.normal = normal;
  94774. this.w = w;
  94775. }
  94776. /**
  94777. * Construct a plane from three points
  94778. * @param a Point a
  94779. * @param b Point b
  94780. * @param c Point c
  94781. */
  94782. Plane.FromPoints = function (a, b, c) {
  94783. var v0 = c.subtract(a);
  94784. var v1 = b.subtract(a);
  94785. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  94786. return null;
  94787. }
  94788. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  94789. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  94790. };
  94791. /**
  94792. * Clone, or make a deep copy of the plane
  94793. * @returns a new Plane
  94794. */
  94795. Plane.prototype.clone = function () {
  94796. return new Plane(this.normal.clone(), this.w);
  94797. };
  94798. /**
  94799. * Flip the face of the plane
  94800. */
  94801. Plane.prototype.flip = function () {
  94802. this.normal.scaleInPlace(-1);
  94803. this.w = -this.w;
  94804. };
  94805. /**
  94806. * Split `polygon` by this plane if needed, then put the polygon or polygon
  94807. * fragments in the appropriate lists. Coplanar polygons go into either
  94808. `* coplanarFront` or `coplanarBack` depending on their orientation with
  94809. * respect to this plane. Polygons in front or in back of this plane go into
  94810. * either `front` or `back`
  94811. * @param polygon The polygon to be split
  94812. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  94813. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  94814. * @param front Will contain the polygons in front of the plane
  94815. * @param back Will contain the polygons begind the plane
  94816. */
  94817. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  94818. var COPLANAR = 0;
  94819. var FRONT = 1;
  94820. var BACK = 2;
  94821. var SPANNING = 3;
  94822. // Classify each point as well as the entire polygon into one of the above
  94823. // four classes.
  94824. var polygonType = 0;
  94825. var types = [];
  94826. var i;
  94827. var t;
  94828. for (i = 0; i < polygon.vertices.length; i++) {
  94829. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  94830. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  94831. polygonType |= type;
  94832. types.push(type);
  94833. }
  94834. // Put the polygon in the correct list, splitting it when necessary
  94835. switch (polygonType) {
  94836. case COPLANAR:
  94837. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  94838. break;
  94839. case FRONT:
  94840. front.push(polygon);
  94841. break;
  94842. case BACK:
  94843. back.push(polygon);
  94844. break;
  94845. case SPANNING:
  94846. var f = [], b = [];
  94847. for (i = 0; i < polygon.vertices.length; i++) {
  94848. var j = (i + 1) % polygon.vertices.length;
  94849. var ti = types[i], tj = types[j];
  94850. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  94851. if (ti !== BACK) {
  94852. f.push(vi);
  94853. }
  94854. if (ti !== FRONT) {
  94855. b.push(ti !== BACK ? vi.clone() : vi);
  94856. }
  94857. if ((ti | tj) === SPANNING) {
  94858. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  94859. var v = vi.interpolate(vj, t);
  94860. f.push(v);
  94861. b.push(v.clone());
  94862. }
  94863. }
  94864. var poly;
  94865. if (f.length >= 3) {
  94866. poly = new Polygon(f, polygon.shared);
  94867. if (poly.plane) {
  94868. front.push(poly);
  94869. }
  94870. }
  94871. if (b.length >= 3) {
  94872. poly = new Polygon(b, polygon.shared);
  94873. if (poly.plane) {
  94874. back.push(poly);
  94875. }
  94876. }
  94877. break;
  94878. }
  94879. };
  94880. /**
  94881. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  94882. * point is on the plane
  94883. */
  94884. Plane.EPSILON = 1e-5;
  94885. return Plane;
  94886. }());
  94887. /**
  94888. * Represents a convex polygon. The vertices used to initialize a polygon must
  94889. * be coplanar and form a convex loop.
  94890. *
  94891. * Each convex polygon has a `shared` property, which is shared between all
  94892. * polygons that are clones of each other or were split from the same polygon.
  94893. * This can be used to define per-polygon properties (such as surface color)
  94894. */
  94895. var Polygon = /** @class */ (function () {
  94896. /**
  94897. * Initializes the polygon
  94898. * @param vertices The vertices of the polygon
  94899. * @param shared The properties shared across all polygons
  94900. */
  94901. function Polygon(vertices, shared) {
  94902. this.vertices = vertices;
  94903. this.shared = shared;
  94904. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  94905. }
  94906. /**
  94907. * Clones, or makes a deep copy, or the polygon
  94908. */
  94909. Polygon.prototype.clone = function () {
  94910. var vertices = this.vertices.map(function (v) { return v.clone(); });
  94911. return new Polygon(vertices, this.shared);
  94912. };
  94913. /**
  94914. * Flips the faces of the polygon
  94915. */
  94916. Polygon.prototype.flip = function () {
  94917. this.vertices.reverse().map(function (v) { v.flip(); });
  94918. this.plane.flip();
  94919. };
  94920. return Polygon;
  94921. }());
  94922. /**
  94923. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  94924. * by picking a polygon to split along. That polygon (and all other coplanar
  94925. * polygons) are added directly to that node and the other polygons are added to
  94926. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  94927. * no distinction between internal and leaf nodes
  94928. */
  94929. var Node = /** @class */ (function () {
  94930. /**
  94931. * Initializes the node
  94932. * @param polygons A collection of polygons held in the node
  94933. */
  94934. function Node(polygons) {
  94935. this.plane = null;
  94936. this.front = null;
  94937. this.back = null;
  94938. this.polygons = new Array();
  94939. if (polygons) {
  94940. this.build(polygons);
  94941. }
  94942. }
  94943. /**
  94944. * Clones, or makes a deep copy, of the node
  94945. * @returns The cloned node
  94946. */
  94947. Node.prototype.clone = function () {
  94948. var node = new Node();
  94949. node.plane = this.plane && this.plane.clone();
  94950. node.front = this.front && this.front.clone();
  94951. node.back = this.back && this.back.clone();
  94952. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  94953. return node;
  94954. };
  94955. /**
  94956. * Convert solid space to empty space and empty space to solid space
  94957. */
  94958. Node.prototype.invert = function () {
  94959. for (var i = 0; i < this.polygons.length; i++) {
  94960. this.polygons[i].flip();
  94961. }
  94962. if (this.plane) {
  94963. this.plane.flip();
  94964. }
  94965. if (this.front) {
  94966. this.front.invert();
  94967. }
  94968. if (this.back) {
  94969. this.back.invert();
  94970. }
  94971. var temp = this.front;
  94972. this.front = this.back;
  94973. this.back = temp;
  94974. };
  94975. /**
  94976. * Recursively remove all polygons in `polygons` that are inside this BSP
  94977. * tree.
  94978. * @param polygons Polygons to remove from the BSP
  94979. * @returns Polygons clipped from the BSP
  94980. */
  94981. Node.prototype.clipPolygons = function (polygons) {
  94982. if (!this.plane) {
  94983. return polygons.slice();
  94984. }
  94985. var front = new Array(), back = new Array();
  94986. for (var i = 0; i < polygons.length; i++) {
  94987. this.plane.splitPolygon(polygons[i], front, back, front, back);
  94988. }
  94989. if (this.front) {
  94990. front = this.front.clipPolygons(front);
  94991. }
  94992. if (this.back) {
  94993. back = this.back.clipPolygons(back);
  94994. }
  94995. else {
  94996. back = [];
  94997. }
  94998. return front.concat(back);
  94999. };
  95000. /**
  95001. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95002. * `bsp`.
  95003. * @param bsp BSP containing polygons to remove from this BSP
  95004. */
  95005. Node.prototype.clipTo = function (bsp) {
  95006. this.polygons = bsp.clipPolygons(this.polygons);
  95007. if (this.front) {
  95008. this.front.clipTo(bsp);
  95009. }
  95010. if (this.back) {
  95011. this.back.clipTo(bsp);
  95012. }
  95013. };
  95014. /**
  95015. * Return a list of all polygons in this BSP tree
  95016. * @returns List of all polygons in this BSP tree
  95017. */
  95018. Node.prototype.allPolygons = function () {
  95019. var polygons = this.polygons.slice();
  95020. if (this.front) {
  95021. polygons = polygons.concat(this.front.allPolygons());
  95022. }
  95023. if (this.back) {
  95024. polygons = polygons.concat(this.back.allPolygons());
  95025. }
  95026. return polygons;
  95027. };
  95028. /**
  95029. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95030. * new polygons are filtered down to the bottom of the tree and become new
  95031. * nodes there. Each set of polygons is partitioned using the first polygon
  95032. * (no heuristic is used to pick a good split)
  95033. * @param polygons Polygons used to construct the BSP tree
  95034. */
  95035. Node.prototype.build = function (polygons) {
  95036. if (!polygons.length) {
  95037. return;
  95038. }
  95039. if (!this.plane) {
  95040. this.plane = polygons[0].plane.clone();
  95041. }
  95042. var front = new Array(), back = new Array();
  95043. for (var i = 0; i < polygons.length; i++) {
  95044. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95045. }
  95046. if (front.length) {
  95047. if (!this.front) {
  95048. this.front = new Node();
  95049. }
  95050. this.front.build(front);
  95051. }
  95052. if (back.length) {
  95053. if (!this.back) {
  95054. this.back = new Node();
  95055. }
  95056. this.back.build(back);
  95057. }
  95058. };
  95059. return Node;
  95060. }());
  95061. /**
  95062. * Class for building Constructive Solid Geometry
  95063. */
  95064. var CSG = /** @class */ (function () {
  95065. function CSG() {
  95066. this.polygons = new Array();
  95067. }
  95068. /**
  95069. * Convert the BABYLON.Mesh to BABYLON.CSG
  95070. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95071. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95072. */
  95073. CSG.FromMesh = function (mesh) {
  95074. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95075. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95076. if (mesh instanceof BABYLON.Mesh) {
  95077. mesh.computeWorldMatrix(true);
  95078. matrix = mesh.getWorldMatrix();
  95079. meshPosition = mesh.position.clone();
  95080. meshRotation = mesh.rotation.clone();
  95081. if (mesh.rotationQuaternion) {
  95082. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95083. }
  95084. meshScaling = mesh.scaling.clone();
  95085. }
  95086. else {
  95087. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95088. }
  95089. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95090. var subMeshes = mesh.subMeshes;
  95091. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95092. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95093. vertices = [];
  95094. for (var j = 0; j < 3; j++) {
  95095. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95096. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95097. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95098. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95099. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95100. vertex = new Vertex(position, normal, uv);
  95101. vertices.push(vertex);
  95102. }
  95103. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95104. // To handle the case of degenerated triangle
  95105. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95106. if (polygon.plane) {
  95107. polygons.push(polygon);
  95108. }
  95109. }
  95110. }
  95111. var csg = CSG.FromPolygons(polygons);
  95112. csg.matrix = matrix;
  95113. csg.position = meshPosition;
  95114. csg.rotation = meshRotation;
  95115. csg.scaling = meshScaling;
  95116. csg.rotationQuaternion = meshRotationQuaternion;
  95117. currentCSGMeshId++;
  95118. return csg;
  95119. };
  95120. /**
  95121. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95122. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95123. */
  95124. CSG.FromPolygons = function (polygons) {
  95125. var csg = new CSG();
  95126. csg.polygons = polygons;
  95127. return csg;
  95128. };
  95129. /**
  95130. * Clones, or makes a deep copy, of the BABYLON.CSG
  95131. * @returns A new BABYLON.CSG
  95132. */
  95133. CSG.prototype.clone = function () {
  95134. var csg = new CSG();
  95135. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95136. csg.copyTransformAttributes(this);
  95137. return csg;
  95138. };
  95139. /**
  95140. * Unions this CSG with another CSG
  95141. * @param csg The CSG to union against this CSG
  95142. * @returns The unioned CSG
  95143. */
  95144. CSG.prototype.union = function (csg) {
  95145. var a = new Node(this.clone().polygons);
  95146. var b = new Node(csg.clone().polygons);
  95147. a.clipTo(b);
  95148. b.clipTo(a);
  95149. b.invert();
  95150. b.clipTo(a);
  95151. b.invert();
  95152. a.build(b.allPolygons());
  95153. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95154. };
  95155. /**
  95156. * Unions this CSG with another CSG in place
  95157. * @param csg The CSG to union against this CSG
  95158. */
  95159. CSG.prototype.unionInPlace = function (csg) {
  95160. var a = new Node(this.polygons);
  95161. var b = new Node(csg.polygons);
  95162. a.clipTo(b);
  95163. b.clipTo(a);
  95164. b.invert();
  95165. b.clipTo(a);
  95166. b.invert();
  95167. a.build(b.allPolygons());
  95168. this.polygons = a.allPolygons();
  95169. };
  95170. /**
  95171. * Subtracts this CSG with another CSG
  95172. * @param csg The CSG to subtract against this CSG
  95173. * @returns A new BABYLON.CSG
  95174. */
  95175. CSG.prototype.subtract = function (csg) {
  95176. var a = new Node(this.clone().polygons);
  95177. var b = new Node(csg.clone().polygons);
  95178. a.invert();
  95179. a.clipTo(b);
  95180. b.clipTo(a);
  95181. b.invert();
  95182. b.clipTo(a);
  95183. b.invert();
  95184. a.build(b.allPolygons());
  95185. a.invert();
  95186. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95187. };
  95188. /**
  95189. * Subtracts this CSG with another CSG in place
  95190. * @param csg The CSG to subtact against this CSG
  95191. */
  95192. CSG.prototype.subtractInPlace = function (csg) {
  95193. var a = new Node(this.polygons);
  95194. var b = new Node(csg.polygons);
  95195. a.invert();
  95196. a.clipTo(b);
  95197. b.clipTo(a);
  95198. b.invert();
  95199. b.clipTo(a);
  95200. b.invert();
  95201. a.build(b.allPolygons());
  95202. a.invert();
  95203. this.polygons = a.allPolygons();
  95204. };
  95205. /**
  95206. * Intersect this CSG with another CSG
  95207. * @param csg The CSG to intersect against this CSG
  95208. * @returns A new BABYLON.CSG
  95209. */
  95210. CSG.prototype.intersect = function (csg) {
  95211. var a = new Node(this.clone().polygons);
  95212. var b = new Node(csg.clone().polygons);
  95213. a.invert();
  95214. b.clipTo(a);
  95215. b.invert();
  95216. a.clipTo(b);
  95217. b.clipTo(a);
  95218. a.build(b.allPolygons());
  95219. a.invert();
  95220. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95221. };
  95222. /**
  95223. * Intersects this CSG with another CSG in place
  95224. * @param csg The CSG to intersect against this CSG
  95225. */
  95226. CSG.prototype.intersectInPlace = function (csg) {
  95227. var a = new Node(this.polygons);
  95228. var b = new Node(csg.polygons);
  95229. a.invert();
  95230. b.clipTo(a);
  95231. b.invert();
  95232. a.clipTo(b);
  95233. b.clipTo(a);
  95234. a.build(b.allPolygons());
  95235. a.invert();
  95236. this.polygons = a.allPolygons();
  95237. };
  95238. /**
  95239. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  95240. * not modified.
  95241. * @returns A new BABYLON.CSG solid with solid and empty space switched
  95242. */
  95243. CSG.prototype.inverse = function () {
  95244. var csg = this.clone();
  95245. csg.inverseInPlace();
  95246. return csg;
  95247. };
  95248. /**
  95249. * Inverses the BABYLON.CSG in place
  95250. */
  95251. CSG.prototype.inverseInPlace = function () {
  95252. this.polygons.map(function (p) { p.flip(); });
  95253. };
  95254. /**
  95255. * This is used to keep meshes transformations so they can be restored
  95256. * when we build back a Babylon Mesh
  95257. * NB : All CSG operations are performed in world coordinates
  95258. * @param csg The BABYLON.CSG to copy the transform attributes from
  95259. * @returns This BABYLON.CSG
  95260. */
  95261. CSG.prototype.copyTransformAttributes = function (csg) {
  95262. this.matrix = csg.matrix;
  95263. this.position = csg.position;
  95264. this.rotation = csg.rotation;
  95265. this.scaling = csg.scaling;
  95266. this.rotationQuaternion = csg.rotationQuaternion;
  95267. return this;
  95268. };
  95269. /**
  95270. * Build Raw mesh from CSG
  95271. * Coordinates here are in world space
  95272. * @param name The name of the mesh geometry
  95273. * @param scene The BABYLON.Scene
  95274. * @param keepSubMeshes Specifies if the submeshes should be kept
  95275. * @returns A new BABYLON.Mesh
  95276. */
  95277. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  95278. var matrix = this.matrix.clone();
  95279. matrix.invert();
  95280. 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;
  95281. if (keepSubMeshes) {
  95282. // Sort Polygons, since subMeshes are indices range
  95283. polygons.sort(function (a, b) {
  95284. if (a.shared.meshId === b.shared.meshId) {
  95285. return a.shared.subMeshId - b.shared.subMeshId;
  95286. }
  95287. else {
  95288. return a.shared.meshId - b.shared.meshId;
  95289. }
  95290. });
  95291. }
  95292. for (var i = 0, il = polygons.length; i < il; i++) {
  95293. polygon = polygons[i];
  95294. // Building SubMeshes
  95295. if (!subMesh_dict[polygon.shared.meshId]) {
  95296. subMesh_dict[polygon.shared.meshId] = {};
  95297. }
  95298. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  95299. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  95300. indexStart: +Infinity,
  95301. indexEnd: -Infinity,
  95302. materialIndex: polygon.shared.materialIndex
  95303. };
  95304. }
  95305. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  95306. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  95307. polygonIndices[0] = 0;
  95308. polygonIndices[1] = j - 1;
  95309. polygonIndices[2] = j;
  95310. for (var k = 0; k < 3; k++) {
  95311. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  95312. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  95313. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  95314. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  95315. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  95316. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  95317. // Check if 2 points can be merged
  95318. if (!(typeof vertex_idx !== 'undefined' &&
  95319. normals[vertex_idx * 3] === localNormal.x &&
  95320. normals[vertex_idx * 3 + 1] === localNormal.y &&
  95321. normals[vertex_idx * 3 + 2] === localNormal.z &&
  95322. uvs[vertex_idx * 2] === uv.x &&
  95323. uvs[vertex_idx * 2 + 1] === uv.y)) {
  95324. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  95325. uvs.push(uv.x, uv.y);
  95326. normals.push(normal.x, normal.y, normal.z);
  95327. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  95328. }
  95329. indices.push(vertex_idx);
  95330. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  95331. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  95332. currentIndex++;
  95333. }
  95334. }
  95335. }
  95336. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  95337. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  95338. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  95339. mesh.setIndices(indices, null);
  95340. if (keepSubMeshes) {
  95341. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  95342. var materialIndexOffset = 0, materialMaxIndex;
  95343. mesh.subMeshes = new Array();
  95344. for (var m in subMesh_dict) {
  95345. materialMaxIndex = -1;
  95346. for (var sm in subMesh_dict[m]) {
  95347. subMesh_obj = subMesh_dict[m][sm];
  95348. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  95349. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  95350. }
  95351. materialIndexOffset += ++materialMaxIndex;
  95352. }
  95353. }
  95354. return mesh;
  95355. };
  95356. /**
  95357. * Build Mesh from CSG taking material and transforms into account
  95358. * @param name The name of the BABYLON.Mesh
  95359. * @param material The material of the BABYLON.Mesh
  95360. * @param scene The BABYLON.Scene
  95361. * @param keepSubMeshes Specifies if submeshes should be kept
  95362. * @returns The new BABYLON.Mesh
  95363. */
  95364. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  95365. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  95366. mesh.material = material;
  95367. mesh.position.copyFrom(this.position);
  95368. mesh.rotation.copyFrom(this.rotation);
  95369. if (this.rotationQuaternion) {
  95370. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  95371. }
  95372. mesh.scaling.copyFrom(this.scaling);
  95373. mesh.computeWorldMatrix(true);
  95374. return mesh;
  95375. };
  95376. return CSG;
  95377. }());
  95378. BABYLON.CSG = CSG;
  95379. })(BABYLON || (BABYLON = {}));
  95380. //# sourceMappingURL=babylon.csg.js.map
  95381. var BABYLON;
  95382. (function (BABYLON) {
  95383. /**
  95384. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95385. * It controls one of the indiviual texture used in the effect.
  95386. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95387. */
  95388. var LensFlare = /** @class */ (function () {
  95389. /**
  95390. * Instantiates a new Lens Flare.
  95391. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95392. * It controls one of the indiviual texture used in the effect.
  95393. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95394. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  95395. * @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.
  95396. * @param color Define the lens color
  95397. * @param imgUrl Define the lens texture url
  95398. * @param system Define the `lensFlareSystem` this flare is part of
  95399. */
  95400. function LensFlare(
  95401. /**
  95402. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  95403. */
  95404. size,
  95405. /**
  95406. * 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.
  95407. */
  95408. position, color, imgUrl, system) {
  95409. this.size = size;
  95410. this.position = position;
  95411. /**
  95412. * Define the alpha mode to render this particular lens.
  95413. */
  95414. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  95415. this.color = color || new BABYLON.Color3(1, 1, 1);
  95416. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  95417. this._system = system;
  95418. system.lensFlares.push(this);
  95419. }
  95420. /**
  95421. * Creates a new Lens Flare.
  95422. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  95423. * It controls one of the indiviual texture used in the effect.
  95424. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95425. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  95426. * @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.
  95427. * @param color Define the lens color
  95428. * @param imgUrl Define the lens texture url
  95429. * @param system Define the `lensFlareSystem` this flare is part of
  95430. * @returns The newly created Lens Flare
  95431. */
  95432. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  95433. return new LensFlare(size, position, color, imgUrl, system);
  95434. };
  95435. /**
  95436. * Dispose and release the lens flare with its associated resources.
  95437. */
  95438. LensFlare.prototype.dispose = function () {
  95439. if (this.texture) {
  95440. this.texture.dispose();
  95441. }
  95442. // Remove from scene
  95443. var index = this._system.lensFlares.indexOf(this);
  95444. this._system.lensFlares.splice(index, 1);
  95445. };
  95446. return LensFlare;
  95447. }());
  95448. BABYLON.LensFlare = LensFlare;
  95449. })(BABYLON || (BABYLON = {}));
  95450. //# sourceMappingURL=babylon.lensFlare.js.map
  95451. var BABYLON;
  95452. (function (BABYLON) {
  95453. // Adds the parser to the scene parsers.
  95454. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  95455. // Lens flares
  95456. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  95457. if (!container.lensFlareSystems) {
  95458. container.lensFlareSystems = new Array();
  95459. }
  95460. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  95461. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  95462. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  95463. container.lensFlareSystems.push(lf);
  95464. }
  95465. }
  95466. });
  95467. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  95468. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95469. if (this.lensFlareSystems[index].name === name) {
  95470. return this.lensFlareSystems[index];
  95471. }
  95472. }
  95473. return null;
  95474. };
  95475. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  95476. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  95477. if (this.lensFlareSystems[index].id === id) {
  95478. return this.lensFlareSystems[index];
  95479. }
  95480. }
  95481. return null;
  95482. };
  95483. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  95484. var index = this.lensFlareSystems.indexOf(toRemove);
  95485. if (index !== -1) {
  95486. this.lensFlareSystems.splice(index, 1);
  95487. }
  95488. return index;
  95489. };
  95490. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  95491. this.lensFlareSystems.push(newLensFlareSystem);
  95492. };
  95493. /**
  95494. * Defines the lens flare scene component responsible to manage any lens flares
  95495. * in a given scene.
  95496. */
  95497. var LensFlareSystemSceneComponent = /** @class */ (function () {
  95498. /**
  95499. * Creates a new instance of the component for the given scene
  95500. * @param scene Defines the scene to register the component in
  95501. */
  95502. function LensFlareSystemSceneComponent(scene) {
  95503. /**
  95504. * The component name helpfull to identify the component in the list of scene components.
  95505. */
  95506. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  95507. this.scene = scene;
  95508. scene.lensFlareSystems = new Array();
  95509. }
  95510. /**
  95511. * Registers the component in a given scene
  95512. */
  95513. LensFlareSystemSceneComponent.prototype.register = function () {
  95514. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  95515. };
  95516. /**
  95517. * Rebuilds the elements related to this component in case of
  95518. * context lost for instance.
  95519. */
  95520. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  95521. // Nothing to do for lens flare
  95522. };
  95523. /**
  95524. * Adds all the element from the container to the scene
  95525. * @param container the container holding the elements
  95526. */
  95527. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  95528. var _this = this;
  95529. if (!container.lensFlareSystems) {
  95530. return;
  95531. }
  95532. container.lensFlareSystems.forEach(function (o) {
  95533. _this.scene.addLensFlareSystem(o);
  95534. });
  95535. };
  95536. /**
  95537. * Removes all the elements in the container from the scene
  95538. * @param container contains the elements to remove
  95539. */
  95540. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  95541. var _this = this;
  95542. if (!container.lensFlareSystems) {
  95543. return;
  95544. }
  95545. container.lensFlareSystems.forEach(function (o) {
  95546. _this.scene.removeLensFlareSystem(o);
  95547. });
  95548. };
  95549. /**
  95550. * Serializes the component data to the specified json object
  95551. * @param serializationObject The object to serialize to
  95552. */
  95553. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  95554. // Lens flares
  95555. serializationObject.lensFlareSystems = [];
  95556. var lensFlareSystems = this.scene.lensFlareSystems;
  95557. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  95558. var lensFlareSystem = lensFlareSystems_1[_i];
  95559. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  95560. }
  95561. };
  95562. /**
  95563. * Disposes the component and the associated ressources.
  95564. */
  95565. LensFlareSystemSceneComponent.prototype.dispose = function () {
  95566. var lensFlareSystems = this.scene.lensFlareSystems;
  95567. while (lensFlareSystems.length) {
  95568. lensFlareSystems[0].dispose();
  95569. }
  95570. };
  95571. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  95572. // Lens flares
  95573. if (this.scene.lensFlaresEnabled) {
  95574. var lensFlareSystems = this.scene.lensFlareSystems;
  95575. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95576. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  95577. var lensFlareSystem = lensFlareSystems_2[_i];
  95578. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  95579. lensFlareSystem.render();
  95580. }
  95581. }
  95582. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  95583. }
  95584. };
  95585. return LensFlareSystemSceneComponent;
  95586. }());
  95587. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  95588. })(BABYLON || (BABYLON = {}));
  95589. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  95590. var BABYLON;
  95591. (function (BABYLON) {
  95592. /**
  95593. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95594. * It is usually composed of several `BABYLON.lensFlare`.
  95595. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95596. */
  95597. var LensFlareSystem = /** @class */ (function () {
  95598. /**
  95599. * Instantiates a lens flare system.
  95600. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  95601. * It is usually composed of several `BABYLON.lensFlare`.
  95602. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  95603. * @param name Define the name of the lens flare system in the scene
  95604. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  95605. * @param scene Define the scene the lens flare system belongs to
  95606. */
  95607. function LensFlareSystem(
  95608. /**
  95609. * Define the name of the lens flare system
  95610. */
  95611. name, emitter, scene) {
  95612. this.name = name;
  95613. /**
  95614. * List of lens flares used in this system.
  95615. */
  95616. this.lensFlares = new Array();
  95617. /**
  95618. * Define a limit from the border the lens flare can be visible.
  95619. */
  95620. this.borderLimit = 300;
  95621. /**
  95622. * Define a viewport border we do not want to see the lens flare in.
  95623. */
  95624. this.viewportBorder = 0;
  95625. /**
  95626. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  95627. */
  95628. this.layerMask = 0x0FFFFFFF;
  95629. this._vertexBuffers = {};
  95630. this._isEnabled = true;
  95631. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  95632. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  95633. if (!component) {
  95634. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  95635. scene._addComponent(component);
  95636. }
  95637. this._emitter = emitter;
  95638. this.id = name;
  95639. scene.lensFlareSystems.push(this);
  95640. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  95641. var engine = scene.getEngine();
  95642. // VBO
  95643. var vertices = [];
  95644. vertices.push(1, 1);
  95645. vertices.push(-1, 1);
  95646. vertices.push(-1, -1);
  95647. vertices.push(1, -1);
  95648. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  95649. // Indices
  95650. var indices = [];
  95651. indices.push(0);
  95652. indices.push(1);
  95653. indices.push(2);
  95654. indices.push(0);
  95655. indices.push(2);
  95656. indices.push(3);
  95657. this._indexBuffer = engine.createIndexBuffer(indices);
  95658. // Effects
  95659. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  95660. }
  95661. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  95662. /**
  95663. * Define if the lens flare system is enabled.
  95664. */
  95665. get: function () {
  95666. return this._isEnabled;
  95667. },
  95668. set: function (value) {
  95669. this._isEnabled = value;
  95670. },
  95671. enumerable: true,
  95672. configurable: true
  95673. });
  95674. /**
  95675. * Get the scene the effects belongs to.
  95676. * @returns the scene holding the lens flare system
  95677. */
  95678. LensFlareSystem.prototype.getScene = function () {
  95679. return this._scene;
  95680. };
  95681. /**
  95682. * Get the emitter of the lens flare system.
  95683. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95684. * @returns the emitter of the lens flare system
  95685. */
  95686. LensFlareSystem.prototype.getEmitter = function () {
  95687. return this._emitter;
  95688. };
  95689. /**
  95690. * Set the emitter of the lens flare system.
  95691. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  95692. * @param newEmitter Define the new emitter of the system
  95693. */
  95694. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  95695. this._emitter = newEmitter;
  95696. };
  95697. /**
  95698. * Get the lens flare system emitter position.
  95699. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  95700. * @returns the position
  95701. */
  95702. LensFlareSystem.prototype.getEmitterPosition = function () {
  95703. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  95704. };
  95705. /**
  95706. * @hidden
  95707. */
  95708. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  95709. var position = this.getEmitterPosition();
  95710. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  95711. this._positionX = position.x;
  95712. this._positionY = position.y;
  95713. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  95714. if (this.viewportBorder > 0) {
  95715. globalViewport.x -= this.viewportBorder;
  95716. globalViewport.y -= this.viewportBorder;
  95717. globalViewport.width += this.viewportBorder * 2;
  95718. globalViewport.height += this.viewportBorder * 2;
  95719. position.x += this.viewportBorder;
  95720. position.y += this.viewportBorder;
  95721. this._positionX += this.viewportBorder;
  95722. this._positionY += this.viewportBorder;
  95723. }
  95724. if (position.z > 0) {
  95725. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  95726. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  95727. return true;
  95728. }
  95729. }
  95730. return true;
  95731. }
  95732. return false;
  95733. };
  95734. /** @hidden */
  95735. LensFlareSystem.prototype._isVisible = function () {
  95736. if (!this._isEnabled || !this._scene.activeCamera) {
  95737. return false;
  95738. }
  95739. var emitterPosition = this.getEmitterPosition();
  95740. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  95741. var distance = direction.length();
  95742. direction.normalize();
  95743. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  95744. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  95745. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  95746. };
  95747. /**
  95748. * @hidden
  95749. */
  95750. LensFlareSystem.prototype.render = function () {
  95751. if (!this._effect.isReady() || !this._scene.activeCamera) {
  95752. return false;
  95753. }
  95754. var engine = this._scene.getEngine();
  95755. var viewport = this._scene.activeCamera.viewport;
  95756. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  95757. // Position
  95758. if (!this.computeEffectivePosition(globalViewport)) {
  95759. return false;
  95760. }
  95761. // Visibility
  95762. if (!this._isVisible()) {
  95763. return false;
  95764. }
  95765. // Intensity
  95766. var awayX;
  95767. var awayY;
  95768. if (this._positionX < this.borderLimit + globalViewport.x) {
  95769. awayX = this.borderLimit + globalViewport.x - this._positionX;
  95770. }
  95771. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  95772. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  95773. }
  95774. else {
  95775. awayX = 0;
  95776. }
  95777. if (this._positionY < this.borderLimit + globalViewport.y) {
  95778. awayY = this.borderLimit + globalViewport.y - this._positionY;
  95779. }
  95780. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  95781. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  95782. }
  95783. else {
  95784. awayY = 0;
  95785. }
  95786. var away = (awayX > awayY) ? awayX : awayY;
  95787. away -= this.viewportBorder;
  95788. if (away > this.borderLimit) {
  95789. away = this.borderLimit;
  95790. }
  95791. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  95792. if (intensity < 0) {
  95793. return false;
  95794. }
  95795. if (intensity > 1.0) {
  95796. intensity = 1.0;
  95797. }
  95798. if (this.viewportBorder > 0) {
  95799. globalViewport.x += this.viewportBorder;
  95800. globalViewport.y += this.viewportBorder;
  95801. globalViewport.width -= this.viewportBorder * 2;
  95802. globalViewport.height -= this.viewportBorder * 2;
  95803. this._positionX -= this.viewportBorder;
  95804. this._positionY -= this.viewportBorder;
  95805. }
  95806. // Position
  95807. var centerX = globalViewport.x + globalViewport.width / 2;
  95808. var centerY = globalViewport.y + globalViewport.height / 2;
  95809. var distX = centerX - this._positionX;
  95810. var distY = centerY - this._positionY;
  95811. // Effects
  95812. engine.enableEffect(this._effect);
  95813. engine.setState(false);
  95814. engine.setDepthBuffer(false);
  95815. // VBOs
  95816. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  95817. // Flares
  95818. for (var index = 0; index < this.lensFlares.length; index++) {
  95819. var flare = this.lensFlares[index];
  95820. engine.setAlphaMode(flare.alphaMode);
  95821. var x = centerX - (distX * flare.position);
  95822. var y = centerY - (distY * flare.position);
  95823. var cw = flare.size;
  95824. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  95825. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  95826. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  95827. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  95828. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  95829. // Texture
  95830. this._effect.setTexture("textureSampler", flare.texture);
  95831. // Color
  95832. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  95833. // Draw order
  95834. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  95835. }
  95836. engine.setDepthBuffer(true);
  95837. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  95838. return true;
  95839. };
  95840. /**
  95841. * Dispose and release the lens flare with its associated resources.
  95842. */
  95843. LensFlareSystem.prototype.dispose = function () {
  95844. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  95845. if (vertexBuffer) {
  95846. vertexBuffer.dispose();
  95847. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  95848. }
  95849. if (this._indexBuffer) {
  95850. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  95851. this._indexBuffer = null;
  95852. }
  95853. while (this.lensFlares.length) {
  95854. this.lensFlares[0].dispose();
  95855. }
  95856. // Remove from scene
  95857. var index = this._scene.lensFlareSystems.indexOf(this);
  95858. this._scene.lensFlareSystems.splice(index, 1);
  95859. };
  95860. /**
  95861. * Parse a lens flare system from a JSON repressentation
  95862. * @param parsedLensFlareSystem Define the JSON to parse
  95863. * @param scene Define the scene the parsed system should be instantiated in
  95864. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  95865. * @returns the parsed system
  95866. */
  95867. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  95868. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  95869. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  95870. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  95871. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  95872. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  95873. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  95874. var parsedFlare = parsedLensFlareSystem.flares[index];
  95875. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  95876. }
  95877. return lensFlareSystem;
  95878. };
  95879. /**
  95880. * Serialize the current Lens Flare System into a JSON representation.
  95881. * @returns the serialized JSON
  95882. */
  95883. LensFlareSystem.prototype.serialize = function () {
  95884. var serializationObject = {};
  95885. serializationObject.id = this.id;
  95886. serializationObject.name = this.name;
  95887. serializationObject.emitterId = this.getEmitter().id;
  95888. serializationObject.borderLimit = this.borderLimit;
  95889. serializationObject.flares = [];
  95890. for (var index = 0; index < this.lensFlares.length; index++) {
  95891. var flare = this.lensFlares[index];
  95892. serializationObject.flares.push({
  95893. size: flare.size,
  95894. position: flare.position,
  95895. color: flare.color.asArray(),
  95896. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  95897. });
  95898. }
  95899. return serializationObject;
  95900. };
  95901. return LensFlareSystem;
  95902. }());
  95903. BABYLON.LensFlareSystem = LensFlareSystem;
  95904. })(BABYLON || (BABYLON = {}));
  95905. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  95906. var BABYLON;
  95907. (function (BABYLON) {
  95908. /**
  95909. * This is a holder class for the physics joint created by the physics plugin
  95910. * It holds a set of functions to control the underlying joint
  95911. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  95912. */
  95913. var PhysicsJoint = /** @class */ (function () {
  95914. /**
  95915. * Initializes the physics joint
  95916. * @param type The type of the physics joint
  95917. * @param jointData The data for the physics joint
  95918. */
  95919. function PhysicsJoint(
  95920. /**
  95921. * The type of the physics joint
  95922. */
  95923. type,
  95924. /**
  95925. * The data for the physics joint
  95926. */
  95927. jointData) {
  95928. this.type = type;
  95929. this.jointData = jointData;
  95930. jointData.nativeParams = jointData.nativeParams || {};
  95931. }
  95932. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  95933. /**
  95934. * Gets the physics joint
  95935. */
  95936. get: function () {
  95937. return this._physicsJoint;
  95938. },
  95939. /**
  95940. * Sets the physics joint
  95941. */
  95942. set: function (newJoint) {
  95943. if (this._physicsJoint) {
  95944. //remove from the wolrd
  95945. }
  95946. this._physicsJoint = newJoint;
  95947. },
  95948. enumerable: true,
  95949. configurable: true
  95950. });
  95951. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  95952. /**
  95953. * Sets the physics plugin
  95954. */
  95955. set: function (physicsPlugin) {
  95956. this._physicsPlugin = physicsPlugin;
  95957. },
  95958. enumerable: true,
  95959. configurable: true
  95960. });
  95961. /**
  95962. * Execute a function that is physics-plugin specific.
  95963. * @param {Function} func the function that will be executed.
  95964. * It accepts two parameters: the physics world and the physics joint
  95965. */
  95966. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  95967. func(this._physicsPlugin.world, this._physicsJoint);
  95968. };
  95969. //TODO check if the native joints are the same
  95970. //Joint Types
  95971. /**
  95972. * Distance-Joint type
  95973. */
  95974. PhysicsJoint.DistanceJoint = 0;
  95975. /**
  95976. * Hinge-Joint type
  95977. */
  95978. PhysicsJoint.HingeJoint = 1;
  95979. /**
  95980. * Ball-and-Socket joint type
  95981. */
  95982. PhysicsJoint.BallAndSocketJoint = 2;
  95983. /**
  95984. * Wheel-Joint type
  95985. */
  95986. PhysicsJoint.WheelJoint = 3;
  95987. /**
  95988. * Slider-Joint type
  95989. */
  95990. PhysicsJoint.SliderJoint = 4;
  95991. //OIMO
  95992. /**
  95993. * Prismatic-Joint type
  95994. */
  95995. PhysicsJoint.PrismaticJoint = 5;
  95996. //
  95997. /**
  95998. * Universal-Joint type
  95999. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96000. */
  96001. PhysicsJoint.UniversalJoint = 6;
  96002. /**
  96003. * Hinge-Joint 2 type
  96004. */
  96005. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96006. //Cannon
  96007. /**
  96008. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96009. */
  96010. PhysicsJoint.PointToPointJoint = 8;
  96011. //Cannon only at the moment
  96012. /**
  96013. * Spring-Joint type
  96014. */
  96015. PhysicsJoint.SpringJoint = 9;
  96016. /**
  96017. * Lock-Joint type
  96018. */
  96019. PhysicsJoint.LockJoint = 10;
  96020. return PhysicsJoint;
  96021. }());
  96022. BABYLON.PhysicsJoint = PhysicsJoint;
  96023. /**
  96024. * A class representing a physics distance joint
  96025. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96026. */
  96027. var DistanceJoint = /** @class */ (function (_super) {
  96028. __extends(DistanceJoint, _super);
  96029. /**
  96030. *
  96031. * @param jointData The data for the Distance-Joint
  96032. */
  96033. function DistanceJoint(jointData) {
  96034. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96035. }
  96036. /**
  96037. * Update the predefined distance.
  96038. * @param maxDistance The maximum preferred distance
  96039. * @param minDistance The minimum preferred distance
  96040. */
  96041. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96042. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96043. };
  96044. return DistanceJoint;
  96045. }(PhysicsJoint));
  96046. BABYLON.DistanceJoint = DistanceJoint;
  96047. /**
  96048. * Represents a Motor-Enabled Joint
  96049. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96050. */
  96051. var MotorEnabledJoint = /** @class */ (function (_super) {
  96052. __extends(MotorEnabledJoint, _super);
  96053. /**
  96054. * Initializes the Motor-Enabled Joint
  96055. * @param type The type of the joint
  96056. * @param jointData The physica joint data for the joint
  96057. */
  96058. function MotorEnabledJoint(type, jointData) {
  96059. return _super.call(this, type, jointData) || this;
  96060. }
  96061. /**
  96062. * Set the motor values.
  96063. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96064. * @param force the force to apply
  96065. * @param maxForce max force for this motor.
  96066. */
  96067. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96068. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96069. };
  96070. /**
  96071. * Set the motor's limits.
  96072. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96073. * @param upperLimit The upper limit of the motor
  96074. * @param lowerLimit The lower limit of the motor
  96075. */
  96076. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96077. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96078. };
  96079. return MotorEnabledJoint;
  96080. }(PhysicsJoint));
  96081. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96082. /**
  96083. * This class represents a single physics Hinge-Joint
  96084. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96085. */
  96086. var HingeJoint = /** @class */ (function (_super) {
  96087. __extends(HingeJoint, _super);
  96088. /**
  96089. * Initializes the Hinge-Joint
  96090. * @param jointData The joint data for the Hinge-Joint
  96091. */
  96092. function HingeJoint(jointData) {
  96093. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96094. }
  96095. /**
  96096. * Set the motor values.
  96097. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96098. * @param {number} force the force to apply
  96099. * @param {number} maxForce max force for this motor.
  96100. */
  96101. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96102. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96103. };
  96104. /**
  96105. * Set the motor's limits.
  96106. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96107. * @param upperLimit The upper limit of the motor
  96108. * @param lowerLimit The lower limit of the motor
  96109. */
  96110. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96111. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96112. };
  96113. return HingeJoint;
  96114. }(MotorEnabledJoint));
  96115. BABYLON.HingeJoint = HingeJoint;
  96116. /**
  96117. * This class represents a dual hinge physics joint (same as wheel joint)
  96118. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96119. */
  96120. var Hinge2Joint = /** @class */ (function (_super) {
  96121. __extends(Hinge2Joint, _super);
  96122. /**
  96123. * Initializes the Hinge2-Joint
  96124. * @param jointData The joint data for the Hinge2-Joint
  96125. */
  96126. function Hinge2Joint(jointData) {
  96127. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96128. }
  96129. /**
  96130. * Set the motor values.
  96131. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96132. * @param {number} force the force to apply
  96133. * @param {number} maxForce max force for this motor.
  96134. * @param {motorIndex} the motor's index, 0 or 1.
  96135. */
  96136. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96137. if (motorIndex === void 0) { motorIndex = 0; }
  96138. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96139. };
  96140. /**
  96141. * Set the motor limits.
  96142. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96143. * @param {number} upperLimit the upper limit
  96144. * @param {number} lowerLimit lower limit
  96145. * @param {motorIndex} the motor's index, 0 or 1.
  96146. */
  96147. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96148. if (motorIndex === void 0) { motorIndex = 0; }
  96149. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96150. };
  96151. return Hinge2Joint;
  96152. }(MotorEnabledJoint));
  96153. BABYLON.Hinge2Joint = Hinge2Joint;
  96154. })(BABYLON || (BABYLON = {}));
  96155. //# sourceMappingURL=babylon.physicsJoint.js.map
  96156. var BABYLON;
  96157. (function (BABYLON) {
  96158. /**
  96159. * Represents a physics imposter
  96160. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96161. */
  96162. var PhysicsImpostor = /** @class */ (function () {
  96163. /**
  96164. * Initializes the physics imposter
  96165. * @param object The physics-enabled object used as the physics imposter
  96166. * @param type The type of the physics imposter
  96167. * @param _options The options for the physics imposter
  96168. * @param _scene The Babylon scene
  96169. */
  96170. function PhysicsImpostor(
  96171. /**
  96172. * The physics-enabled object used as the physics imposter
  96173. */
  96174. object,
  96175. /**
  96176. * The type of the physics imposter
  96177. */
  96178. type, _options, _scene) {
  96179. if (_options === void 0) { _options = { mass: 0 }; }
  96180. var _this = this;
  96181. this.object = object;
  96182. this.type = type;
  96183. this._options = _options;
  96184. this._scene = _scene;
  96185. this._bodyUpdateRequired = false;
  96186. this._onBeforePhysicsStepCallbacks = new Array();
  96187. this._onAfterPhysicsStepCallbacks = new Array();
  96188. this._onPhysicsCollideCallbacks = [];
  96189. this._deltaPosition = BABYLON.Vector3.Zero();
  96190. this._isDisposed = false;
  96191. //temp variables for parent rotation calculations
  96192. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  96193. this._tmpQuat = new BABYLON.Quaternion();
  96194. this._tmpQuat2 = new BABYLON.Quaternion();
  96195. /**
  96196. * this function is executed by the physics engine.
  96197. */
  96198. this.beforeStep = function () {
  96199. if (!_this._physicsEngine) {
  96200. return;
  96201. }
  96202. _this.object.translate(_this._deltaPosition, -1);
  96203. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  96204. _this.object.computeWorldMatrix(false);
  96205. if (_this.object.parent && _this.object.rotationQuaternion) {
  96206. _this.getParentsRotation();
  96207. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  96208. }
  96209. else {
  96210. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  96211. }
  96212. if (!_this._options.disableBidirectionalTransformation) {
  96213. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  96214. }
  96215. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  96216. func(_this);
  96217. });
  96218. };
  96219. /**
  96220. * this function is executed by the physics engine
  96221. */
  96222. this.afterStep = function () {
  96223. if (!_this._physicsEngine) {
  96224. return;
  96225. }
  96226. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  96227. func(_this);
  96228. });
  96229. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  96230. // object has now its world rotation. needs to be converted to local.
  96231. if (_this.object.parent && _this.object.rotationQuaternion) {
  96232. _this.getParentsRotation();
  96233. _this._tmpQuat.conjugateInPlace();
  96234. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  96235. }
  96236. // take the position set and make it the absolute position of this object.
  96237. _this.object.setAbsolutePosition(_this.object.position);
  96238. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  96239. _this.object.translate(_this._deltaPosition, 1);
  96240. };
  96241. /**
  96242. * Legacy collision detection event support
  96243. */
  96244. this.onCollideEvent = null;
  96245. /**
  96246. * event and body object due to cannon's event-based architecture.
  96247. */
  96248. this.onCollide = function (e) {
  96249. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  96250. return;
  96251. }
  96252. if (!_this._physicsEngine) {
  96253. return;
  96254. }
  96255. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  96256. if (otherImpostor) {
  96257. // Legacy collision detection event support
  96258. if (_this.onCollideEvent) {
  96259. _this.onCollideEvent(_this, otherImpostor);
  96260. }
  96261. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  96262. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  96263. }).forEach(function (obj) {
  96264. obj.callback(_this, otherImpostor);
  96265. });
  96266. }
  96267. };
  96268. //sanity check!
  96269. if (!this.object) {
  96270. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  96271. return;
  96272. }
  96273. //legacy support for old syntax.
  96274. if (!this._scene && object.getScene) {
  96275. this._scene = object.getScene();
  96276. }
  96277. if (!this._scene) {
  96278. return;
  96279. }
  96280. this._physicsEngine = this._scene.getPhysicsEngine();
  96281. if (!this._physicsEngine) {
  96282. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  96283. }
  96284. else {
  96285. //set the object's quaternion, if not set
  96286. if (!this.object.rotationQuaternion) {
  96287. if (this.object.rotation) {
  96288. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  96289. }
  96290. else {
  96291. this.object.rotationQuaternion = new BABYLON.Quaternion();
  96292. }
  96293. }
  96294. //default options params
  96295. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  96296. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  96297. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  96298. this._joints = [];
  96299. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  96300. if (!this.object.parent || this._options.ignoreParent) {
  96301. this._init();
  96302. }
  96303. else if (this.object.parent.physicsImpostor) {
  96304. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  96305. }
  96306. }
  96307. }
  96308. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  96309. /**
  96310. * Specifies if the physics imposter is disposed
  96311. */
  96312. get: function () {
  96313. return this._isDisposed;
  96314. },
  96315. enumerable: true,
  96316. configurable: true
  96317. });
  96318. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  96319. /**
  96320. * Gets the mass of the physics imposter
  96321. */
  96322. get: function () {
  96323. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  96324. },
  96325. set: function (value) {
  96326. this.setMass(value);
  96327. },
  96328. enumerable: true,
  96329. configurable: true
  96330. });
  96331. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  96332. /**
  96333. * Gets the coefficient of friction
  96334. */
  96335. get: function () {
  96336. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  96337. },
  96338. /**
  96339. * Sets the coefficient of friction
  96340. */
  96341. set: function (value) {
  96342. if (!this._physicsEngine) {
  96343. return;
  96344. }
  96345. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  96346. },
  96347. enumerable: true,
  96348. configurable: true
  96349. });
  96350. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  96351. /**
  96352. * Gets the coefficient of restitution
  96353. */
  96354. get: function () {
  96355. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  96356. },
  96357. /**
  96358. * Sets the coefficient of restitution
  96359. */
  96360. set: function (value) {
  96361. if (!this._physicsEngine) {
  96362. return;
  96363. }
  96364. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  96365. },
  96366. enumerable: true,
  96367. configurable: true
  96368. });
  96369. /**
  96370. * This function will completly initialize this impostor.
  96371. * It will create a new body - but only if this mesh has no parent.
  96372. * If it has, this impostor will not be used other than to define the impostor
  96373. * of the child mesh.
  96374. * @hidden
  96375. */
  96376. PhysicsImpostor.prototype._init = function () {
  96377. if (!this._physicsEngine) {
  96378. return;
  96379. }
  96380. this._physicsEngine.removeImpostor(this);
  96381. this.physicsBody = null;
  96382. this._parent = this._parent || this._getPhysicsParent();
  96383. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  96384. this._physicsEngine.addImpostor(this);
  96385. }
  96386. };
  96387. PhysicsImpostor.prototype._getPhysicsParent = function () {
  96388. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  96389. var parentMesh = this.object.parent;
  96390. return parentMesh.physicsImpostor;
  96391. }
  96392. return null;
  96393. };
  96394. /**
  96395. * Should a new body be generated.
  96396. * @returns boolean specifying if body initialization is required
  96397. */
  96398. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  96399. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  96400. };
  96401. /**
  96402. * Sets the updated scaling
  96403. * @param updated Specifies if the scaling is updated
  96404. */
  96405. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  96406. this.forceUpdate();
  96407. };
  96408. /**
  96409. * Force a regeneration of this or the parent's impostor's body.
  96410. * Use under cautious - This will remove all joints already implemented.
  96411. */
  96412. PhysicsImpostor.prototype.forceUpdate = function () {
  96413. this._init();
  96414. if (this.parent && !this._options.ignoreParent) {
  96415. this.parent.forceUpdate();
  96416. }
  96417. };
  96418. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  96419. /*public get mesh(): AbstractMesh {
  96420. return this._mesh;
  96421. }*/
  96422. /**
  96423. * Gets the body that holds this impostor. Either its own, or its parent.
  96424. */
  96425. get: function () {
  96426. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  96427. },
  96428. /**
  96429. * Set the physics body. Used mainly by the physics engine/plugin
  96430. */
  96431. set: function (physicsBody) {
  96432. if (this._physicsBody && this._physicsEngine) {
  96433. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  96434. }
  96435. this._physicsBody = physicsBody;
  96436. this.resetUpdateFlags();
  96437. },
  96438. enumerable: true,
  96439. configurable: true
  96440. });
  96441. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  96442. /**
  96443. * Get the parent of the physics imposter
  96444. * @returns Physics imposter or null
  96445. */
  96446. get: function () {
  96447. return !this._options.ignoreParent && this._parent ? this._parent : null;
  96448. },
  96449. /**
  96450. * Sets the parent of the physics imposter
  96451. */
  96452. set: function (value) {
  96453. this._parent = value;
  96454. },
  96455. enumerable: true,
  96456. configurable: true
  96457. });
  96458. /**
  96459. * Resets the update flags
  96460. */
  96461. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  96462. this._bodyUpdateRequired = false;
  96463. };
  96464. /**
  96465. * Gets the object extend size
  96466. * @returns the object extend size
  96467. */
  96468. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  96469. if (this.object.getBoundingInfo) {
  96470. var q = this.object.rotationQuaternion;
  96471. //reset rotation
  96472. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  96473. //calculate the world matrix with no rotation
  96474. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96475. var boundingInfo = this.object.getBoundingInfo();
  96476. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  96477. //bring back the rotation
  96478. this.object.rotationQuaternion = q;
  96479. //calculate the world matrix with the new rotation
  96480. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  96481. return size;
  96482. }
  96483. else {
  96484. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  96485. }
  96486. };
  96487. /**
  96488. * Gets the object center
  96489. * @returns The object center
  96490. */
  96491. PhysicsImpostor.prototype.getObjectCenter = function () {
  96492. if (this.object.getBoundingInfo) {
  96493. var boundingInfo = this.object.getBoundingInfo();
  96494. return boundingInfo.boundingBox.centerWorld;
  96495. }
  96496. else {
  96497. return this.object.position;
  96498. }
  96499. };
  96500. /**
  96501. * Get a specific parametes from the options parameter
  96502. * @param paramName The object parameter name
  96503. * @returns The object parameter
  96504. */
  96505. PhysicsImpostor.prototype.getParam = function (paramName) {
  96506. return this._options[paramName];
  96507. };
  96508. /**
  96509. * Sets a specific parameter in the options given to the physics plugin
  96510. * @param paramName The parameter name
  96511. * @param value The value of the parameter
  96512. */
  96513. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  96514. this._options[paramName] = value;
  96515. this._bodyUpdateRequired = true;
  96516. };
  96517. /**
  96518. * Specifically change the body's mass option. Won't recreate the physics body object
  96519. * @param mass The mass of the physics imposter
  96520. */
  96521. PhysicsImpostor.prototype.setMass = function (mass) {
  96522. if (this.getParam("mass") !== mass) {
  96523. this.setParam("mass", mass);
  96524. }
  96525. if (this._physicsEngine) {
  96526. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  96527. }
  96528. };
  96529. /**
  96530. * Gets the linear velocity
  96531. * @returns linear velocity or null
  96532. */
  96533. PhysicsImpostor.prototype.getLinearVelocity = function () {
  96534. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  96535. };
  96536. /**
  96537. * Sets the linear velocity
  96538. * @param velocity linear velocity or null
  96539. */
  96540. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  96541. if (this._physicsEngine) {
  96542. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  96543. }
  96544. };
  96545. /**
  96546. * Gets the angular velocity
  96547. * @returns angular velocity or null
  96548. */
  96549. PhysicsImpostor.prototype.getAngularVelocity = function () {
  96550. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  96551. };
  96552. /**
  96553. * Sets the angular velocity
  96554. * @param velocity The velocity or null
  96555. */
  96556. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  96557. if (this._physicsEngine) {
  96558. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  96559. }
  96560. };
  96561. /**
  96562. * Execute a function with the physics plugin native code
  96563. * Provide a function the will have two variables - the world object and the physics body object
  96564. * @param func The function to execute with the physics plugin native code
  96565. */
  96566. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  96567. if (this._physicsEngine) {
  96568. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  96569. }
  96570. };
  96571. /**
  96572. * Register a function that will be executed before the physics world is stepping forward
  96573. * @param func The function to execute before the physics world is stepped forward
  96574. */
  96575. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  96576. this._onBeforePhysicsStepCallbacks.push(func);
  96577. };
  96578. /**
  96579. * Unregister a function that will be executed before the physics world is stepping forward
  96580. * @param func The function to execute before the physics world is stepped forward
  96581. */
  96582. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  96583. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  96584. if (index > -1) {
  96585. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  96586. }
  96587. else {
  96588. BABYLON.Tools.Warn("Function to remove was not found");
  96589. }
  96590. };
  96591. /**
  96592. * Register a function that will be executed after the physics step
  96593. * @param func The function to execute after physics step
  96594. */
  96595. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  96596. this._onAfterPhysicsStepCallbacks.push(func);
  96597. };
  96598. /**
  96599. * Unregisters a function that will be executed after the physics step
  96600. * @param func The function to execute after physics step
  96601. */
  96602. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  96603. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  96604. if (index > -1) {
  96605. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  96606. }
  96607. else {
  96608. BABYLON.Tools.Warn("Function to remove was not found");
  96609. }
  96610. };
  96611. /**
  96612. * register a function that will be executed when this impostor collides against a different body
  96613. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  96614. * @param func Callback that is executed on collision
  96615. */
  96616. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  96617. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96618. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  96619. };
  96620. /**
  96621. * Unregisters the physics imposter on contact
  96622. * @param collideAgainst The physics object to collide against
  96623. * @param func Callback to execute on collision
  96624. */
  96625. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  96626. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  96627. var index = -1;
  96628. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  96629. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  96630. // chcek the arrays match
  96631. var sameList = cbDef.otherImpostors.every(function (impostor) {
  96632. return collidedAgainstList.indexOf(impostor) > -1;
  96633. });
  96634. if (sameList) {
  96635. index = idx;
  96636. }
  96637. return sameList;
  96638. }
  96639. return false;
  96640. });
  96641. if (found) {
  96642. this._onPhysicsCollideCallbacks.splice(index, 1);
  96643. }
  96644. else {
  96645. BABYLON.Tools.Warn("Function to remove was not found");
  96646. }
  96647. };
  96648. /**
  96649. * Get the parent rotation
  96650. * @returns The parent rotation
  96651. */
  96652. PhysicsImpostor.prototype.getParentsRotation = function () {
  96653. var parent = this.object.parent;
  96654. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  96655. while (parent) {
  96656. if (parent.rotationQuaternion) {
  96657. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  96658. }
  96659. else {
  96660. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  96661. }
  96662. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  96663. parent = parent.parent;
  96664. }
  96665. return this._tmpQuat;
  96666. };
  96667. /**
  96668. * Apply a force
  96669. * @param force The force to apply
  96670. * @param contactPoint The contact point for the force
  96671. * @returns The physics imposter
  96672. */
  96673. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  96674. if (this._physicsEngine) {
  96675. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  96676. }
  96677. return this;
  96678. };
  96679. /**
  96680. * Apply an impulse
  96681. * @param force The impulse force
  96682. * @param contactPoint The contact point for the impulse force
  96683. * @returns The physics imposter
  96684. */
  96685. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  96686. if (this._physicsEngine) {
  96687. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  96688. }
  96689. return this;
  96690. };
  96691. /**
  96692. * A help function to create a joint
  96693. * @param otherImpostor A physics imposter used to create a joint
  96694. * @param jointType The type of joint
  96695. * @param jointData The data for the joint
  96696. * @returns The physics imposter
  96697. */
  96698. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  96699. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  96700. this.addJoint(otherImpostor, joint);
  96701. return this;
  96702. };
  96703. /**
  96704. * Add a joint to this impostor with a different impostor
  96705. * @param otherImpostor A physics imposter used to add a joint
  96706. * @param joint The joint to add
  96707. * @returns The physics imposter
  96708. */
  96709. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  96710. this._joints.push({
  96711. otherImpostor: otherImpostor,
  96712. joint: joint
  96713. });
  96714. if (this._physicsEngine) {
  96715. this._physicsEngine.addJoint(this, otherImpostor, joint);
  96716. }
  96717. return this;
  96718. };
  96719. /**
  96720. * Will keep this body still, in a sleep mode.
  96721. * @returns the physics imposter
  96722. */
  96723. PhysicsImpostor.prototype.sleep = function () {
  96724. if (this._physicsEngine) {
  96725. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  96726. }
  96727. return this;
  96728. };
  96729. /**
  96730. * Wake the body up.
  96731. * @returns The physics imposter
  96732. */
  96733. PhysicsImpostor.prototype.wakeUp = function () {
  96734. if (this._physicsEngine) {
  96735. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  96736. }
  96737. return this;
  96738. };
  96739. /**
  96740. * Clones the physics imposter
  96741. * @param newObject The physics imposter clones to this physics-enabled object
  96742. * @returns A nullable physics imposter
  96743. */
  96744. PhysicsImpostor.prototype.clone = function (newObject) {
  96745. if (!newObject) {
  96746. return null;
  96747. }
  96748. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  96749. };
  96750. /**
  96751. * Disposes the physics imposter
  96752. */
  96753. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  96754. var _this = this;
  96755. //no dispose if no physics engine is available.
  96756. if (!this._physicsEngine) {
  96757. return;
  96758. }
  96759. this._joints.forEach(function (j) {
  96760. if (_this._physicsEngine) {
  96761. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  96762. }
  96763. });
  96764. //dispose the physics body
  96765. this._physicsEngine.removeImpostor(this);
  96766. if (this.parent) {
  96767. this.parent.forceUpdate();
  96768. }
  96769. else {
  96770. /*this._object.getChildMeshes().forEach(function(mesh) {
  96771. if (mesh.physicsImpostor) {
  96772. if (disposeChildren) {
  96773. mesh.physicsImpostor.dispose();
  96774. mesh.physicsImpostor = null;
  96775. }
  96776. }
  96777. })*/
  96778. }
  96779. this._isDisposed = true;
  96780. };
  96781. /**
  96782. * Sets the delta position
  96783. * @param position The delta position amount
  96784. */
  96785. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  96786. this._deltaPosition.copyFrom(position);
  96787. };
  96788. /**
  96789. * Sets the delta rotation
  96790. * @param rotation The delta rotation amount
  96791. */
  96792. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  96793. if (!this._deltaRotation) {
  96794. this._deltaRotation = new BABYLON.Quaternion();
  96795. }
  96796. this._deltaRotation.copyFrom(rotation);
  96797. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  96798. };
  96799. /**
  96800. * Gets the box size of the physics imposter and stores the result in the input parameter
  96801. * @param result Stores the box size
  96802. * @returns The physics imposter
  96803. */
  96804. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  96805. if (this._physicsEngine) {
  96806. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  96807. }
  96808. return this;
  96809. };
  96810. /**
  96811. * Gets the radius of the physics imposter
  96812. * @returns Radius of the physics imposter
  96813. */
  96814. PhysicsImpostor.prototype.getRadius = function () {
  96815. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  96816. };
  96817. /**
  96818. * Sync a bone with this impostor
  96819. * @param bone The bone to sync to the impostor.
  96820. * @param boneMesh The mesh that the bone is influencing.
  96821. * @param jointPivot The pivot of the joint / bone in local space.
  96822. * @param distToJoint Optional distance from the impostor to the joint.
  96823. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96824. */
  96825. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  96826. var tempVec = PhysicsImpostor._tmpVecs[0];
  96827. var mesh = this.object;
  96828. if (mesh.rotationQuaternion) {
  96829. if (adjustRotation) {
  96830. var tempQuat = PhysicsImpostor._tmpQuat;
  96831. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  96832. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  96833. }
  96834. else {
  96835. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  96836. }
  96837. }
  96838. tempVec.x = 0;
  96839. tempVec.y = 0;
  96840. tempVec.z = 0;
  96841. if (jointPivot) {
  96842. tempVec.x = jointPivot.x;
  96843. tempVec.y = jointPivot.y;
  96844. tempVec.z = jointPivot.z;
  96845. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  96846. if (distToJoint === undefined || distToJoint === null) {
  96847. distToJoint = jointPivot.length();
  96848. }
  96849. tempVec.x *= distToJoint;
  96850. tempVec.y *= distToJoint;
  96851. tempVec.z *= distToJoint;
  96852. }
  96853. if (bone.getParent()) {
  96854. tempVec.addInPlace(mesh.getAbsolutePosition());
  96855. bone.setAbsolutePosition(tempVec, boneMesh);
  96856. }
  96857. else {
  96858. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  96859. boneMesh.position.x -= tempVec.x;
  96860. boneMesh.position.y -= tempVec.y;
  96861. boneMesh.position.z -= tempVec.z;
  96862. }
  96863. };
  96864. /**
  96865. * Sync impostor to a bone
  96866. * @param bone The bone that the impostor will be synced to.
  96867. * @param boneMesh The mesh that the bone is influencing.
  96868. * @param jointPivot The pivot of the joint / bone in local space.
  96869. * @param distToJoint Optional distance from the impostor to the joint.
  96870. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  96871. * @param boneAxis Optional vector3 axis the bone is aligned with
  96872. */
  96873. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  96874. var mesh = this.object;
  96875. if (mesh.rotationQuaternion) {
  96876. if (adjustRotation) {
  96877. var tempQuat = PhysicsImpostor._tmpQuat;
  96878. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  96879. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  96880. }
  96881. else {
  96882. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  96883. }
  96884. }
  96885. var pos = PhysicsImpostor._tmpVecs[0];
  96886. var boneDir = PhysicsImpostor._tmpVecs[1];
  96887. if (!boneAxis) {
  96888. boneAxis = PhysicsImpostor._tmpVecs[2];
  96889. boneAxis.x = 0;
  96890. boneAxis.y = 1;
  96891. boneAxis.z = 0;
  96892. }
  96893. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  96894. bone.getAbsolutePositionToRef(boneMesh, pos);
  96895. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  96896. distToJoint = jointPivot.length();
  96897. }
  96898. if (distToJoint !== undefined && distToJoint !== null) {
  96899. pos.x += boneDir.x * distToJoint;
  96900. pos.y += boneDir.y * distToJoint;
  96901. pos.z += boneDir.z * distToJoint;
  96902. }
  96903. mesh.setAbsolutePosition(pos);
  96904. };
  96905. /**
  96906. * The default object size of the imposter
  96907. */
  96908. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  96909. /**
  96910. * The identity quaternion of the imposter
  96911. */
  96912. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  96913. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  96914. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  96915. //Impostor types
  96916. /**
  96917. * No-Imposter type
  96918. */
  96919. PhysicsImpostor.NoImpostor = 0;
  96920. /**
  96921. * Sphere-Imposter type
  96922. */
  96923. PhysicsImpostor.SphereImpostor = 1;
  96924. /**
  96925. * Box-Imposter type
  96926. */
  96927. PhysicsImpostor.BoxImpostor = 2;
  96928. /**
  96929. * Plane-Imposter type
  96930. */
  96931. PhysicsImpostor.PlaneImpostor = 3;
  96932. /**
  96933. * Mesh-imposter type
  96934. */
  96935. PhysicsImpostor.MeshImpostor = 4;
  96936. /**
  96937. * Cylinder-Imposter type
  96938. */
  96939. PhysicsImpostor.CylinderImpostor = 7;
  96940. /**
  96941. * Particle-Imposter type
  96942. */
  96943. PhysicsImpostor.ParticleImpostor = 8;
  96944. /**
  96945. * Heightmap-Imposter type
  96946. */
  96947. PhysicsImpostor.HeightmapImpostor = 9;
  96948. return PhysicsImpostor;
  96949. }());
  96950. BABYLON.PhysicsImpostor = PhysicsImpostor;
  96951. })(BABYLON || (BABYLON = {}));
  96952. //# sourceMappingURL=babylon.physicsImpostor.js.map
  96953. var BABYLON;
  96954. (function (BABYLON) {
  96955. /**
  96956. * Class used to control physics engine
  96957. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  96958. */
  96959. var PhysicsEngine = /** @class */ (function () {
  96960. /**
  96961. * Creates a new Physics Engine
  96962. * @param gravity defines the gravity vector used by the simulation
  96963. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  96964. */
  96965. function PhysicsEngine(gravity, _physicsPlugin) {
  96966. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  96967. this._physicsPlugin = _physicsPlugin;
  96968. this._impostors = [];
  96969. this._joints = [];
  96970. if (!this._physicsPlugin.isSupported()) {
  96971. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  96972. + "Please make sure it is included.");
  96973. }
  96974. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  96975. this.setGravity(gravity);
  96976. this.setTimeStep();
  96977. }
  96978. /**
  96979. * Sets the gravity vector used by the simulation
  96980. * @param gravity defines the gravity vector to use
  96981. */
  96982. PhysicsEngine.prototype.setGravity = function (gravity) {
  96983. this.gravity = gravity;
  96984. this._physicsPlugin.setGravity(this.gravity);
  96985. };
  96986. /**
  96987. * Set the time step of the physics engine.
  96988. * Default is 1/60.
  96989. * To slow it down, enter 1/600 for example.
  96990. * To speed it up, 1/30
  96991. * @param newTimeStep defines the new timestep to apply to this world.
  96992. */
  96993. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  96994. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  96995. this._physicsPlugin.setTimeStep(newTimeStep);
  96996. };
  96997. /**
  96998. * Get the time step of the physics engine.
  96999. * @returns the current time step
  97000. */
  97001. PhysicsEngine.prototype.getTimeStep = function () {
  97002. return this._physicsPlugin.getTimeStep();
  97003. };
  97004. /**
  97005. * Release all resources
  97006. */
  97007. PhysicsEngine.prototype.dispose = function () {
  97008. this._impostors.forEach(function (impostor) {
  97009. impostor.dispose();
  97010. });
  97011. this._physicsPlugin.dispose();
  97012. };
  97013. /**
  97014. * Gets the name of the current physics plugin
  97015. * @returns the name of the plugin
  97016. */
  97017. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97018. return this._physicsPlugin.name;
  97019. };
  97020. /**
  97021. * Adding a new impostor for the impostor tracking.
  97022. * This will be done by the impostor itself.
  97023. * @param impostor the impostor to add
  97024. */
  97025. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97026. impostor.uniqueId = this._impostors.push(impostor);
  97027. //if no parent, generate the body
  97028. if (!impostor.parent) {
  97029. this._physicsPlugin.generatePhysicsBody(impostor);
  97030. }
  97031. };
  97032. /**
  97033. * Remove an impostor from the engine.
  97034. * This impostor and its mesh will not longer be updated by the physics engine.
  97035. * @param impostor the impostor to remove
  97036. */
  97037. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97038. var index = this._impostors.indexOf(impostor);
  97039. if (index > -1) {
  97040. var removed = this._impostors.splice(index, 1);
  97041. //Is it needed?
  97042. if (removed.length) {
  97043. //this will also remove it from the world.
  97044. removed[0].physicsBody = null;
  97045. }
  97046. }
  97047. };
  97048. /**
  97049. * Add a joint to the physics engine
  97050. * @param mainImpostor defines the main impostor to which the joint is added.
  97051. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97052. * @param joint defines the joint that will connect both impostors.
  97053. */
  97054. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97055. var impostorJoint = {
  97056. mainImpostor: mainImpostor,
  97057. connectedImpostor: connectedImpostor,
  97058. joint: joint
  97059. };
  97060. joint.physicsPlugin = this._physicsPlugin;
  97061. this._joints.push(impostorJoint);
  97062. this._physicsPlugin.generateJoint(impostorJoint);
  97063. };
  97064. /**
  97065. * Removes a joint from the simulation
  97066. * @param mainImpostor defines the impostor used with the joint
  97067. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97068. * @param joint defines the joint to remove
  97069. */
  97070. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97071. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97072. return (impostorJoint.connectedImpostor === connectedImpostor
  97073. && impostorJoint.joint === joint
  97074. && impostorJoint.mainImpostor === mainImpostor);
  97075. });
  97076. if (matchingJoints.length) {
  97077. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97078. //TODO remove it from the list as well
  97079. }
  97080. };
  97081. /**
  97082. * Called by the scene. No need to call it.
  97083. * @param delta defines the timespam between frames
  97084. */
  97085. PhysicsEngine.prototype._step = function (delta) {
  97086. var _this = this;
  97087. //check if any mesh has no body / requires an update
  97088. this._impostors.forEach(function (impostor) {
  97089. if (impostor.isBodyInitRequired()) {
  97090. _this._physicsPlugin.generatePhysicsBody(impostor);
  97091. }
  97092. });
  97093. if (delta > 0.1) {
  97094. delta = 0.1;
  97095. }
  97096. else if (delta <= 0) {
  97097. delta = 1.0 / 60.0;
  97098. }
  97099. this._physicsPlugin.executeStep(delta, this._impostors);
  97100. };
  97101. /**
  97102. * Gets the current plugin used to run the simulation
  97103. * @returns current plugin
  97104. */
  97105. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97106. return this._physicsPlugin;
  97107. };
  97108. /**
  97109. * Gets the list of physic impostors
  97110. * @returns an array of PhysicsImpostor
  97111. */
  97112. PhysicsEngine.prototype.getImpostors = function () {
  97113. return this._impostors;
  97114. };
  97115. /**
  97116. * Gets the impostor for a physics enabled object
  97117. * @param object defines the object impersonated by the impostor
  97118. * @returns the PhysicsImpostor or null if not found
  97119. */
  97120. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97121. for (var i = 0; i < this._impostors.length; ++i) {
  97122. if (this._impostors[i].object === object) {
  97123. return this._impostors[i];
  97124. }
  97125. }
  97126. return null;
  97127. };
  97128. /**
  97129. * Gets the impostor for a physics body object
  97130. * @param body defines physics body used by the impostor
  97131. * @returns the PhysicsImpostor or null if not found
  97132. */
  97133. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97134. for (var i = 0; i < this._impostors.length; ++i) {
  97135. if (this._impostors[i].physicsBody === body) {
  97136. return this._impostors[i];
  97137. }
  97138. }
  97139. return null;
  97140. };
  97141. /**
  97142. * Global value used to control the smallest number supported by the simulation
  97143. */
  97144. PhysicsEngine.Epsilon = 0.001;
  97145. return PhysicsEngine;
  97146. }());
  97147. BABYLON.PhysicsEngine = PhysicsEngine;
  97148. })(BABYLON || (BABYLON = {}));
  97149. //# sourceMappingURL=babylon.physicsEngine.js.map
  97150. var BABYLON;
  97151. (function (BABYLON) {
  97152. /**
  97153. * A helper for physics simulations
  97154. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97155. */
  97156. var PhysicsHelper = /** @class */ (function () {
  97157. /**
  97158. * Initializes the Physics helper
  97159. * @param scene Babylon.js scene
  97160. */
  97161. function PhysicsHelper(scene) {
  97162. this._scene = scene;
  97163. this._physicsEngine = this._scene.getPhysicsEngine();
  97164. if (!this._physicsEngine) {
  97165. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97166. }
  97167. }
  97168. /**
  97169. * Applies a radial explosion impulse
  97170. * @param origin the origin of the explosion
  97171. * @param radius the explosion radius
  97172. * @param strength the explosion strength
  97173. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97174. * @returns A physics radial explosion event, or null
  97175. */
  97176. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97177. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97178. if (!this._physicsEngine) {
  97179. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97180. return null;
  97181. }
  97182. var impostors = this._physicsEngine.getImpostors();
  97183. if (impostors.length === 0) {
  97184. return null;
  97185. }
  97186. var event = new PhysicsRadialExplosionEvent(this._scene);
  97187. impostors.forEach(function (impostor) {
  97188. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97189. if (!impostorForceAndContactPoint) {
  97190. return;
  97191. }
  97192. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97193. });
  97194. event.dispose(false);
  97195. return event;
  97196. };
  97197. /**
  97198. * Applies a radial explosion force
  97199. * @param origin the origin of the explosion
  97200. * @param radius the explosion radius
  97201. * @param strength the explosion strength
  97202. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97203. * @returns A physics radial explosion event, or null
  97204. */
  97205. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  97206. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97207. if (!this._physicsEngine) {
  97208. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97209. return null;
  97210. }
  97211. var impostors = this._physicsEngine.getImpostors();
  97212. if (impostors.length === 0) {
  97213. return null;
  97214. }
  97215. var event = new PhysicsRadialExplosionEvent(this._scene);
  97216. impostors.forEach(function (impostor) {
  97217. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97218. if (!impostorForceAndContactPoint) {
  97219. return;
  97220. }
  97221. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97222. });
  97223. event.dispose(false);
  97224. return event;
  97225. };
  97226. /**
  97227. * Creates a gravitational field
  97228. * @param origin the origin of the explosion
  97229. * @param radius the explosion radius
  97230. * @param strength the explosion strength
  97231. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97232. * @returns A physics gravitational field event, or null
  97233. */
  97234. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  97235. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97236. if (!this._physicsEngine) {
  97237. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97238. return null;
  97239. }
  97240. var impostors = this._physicsEngine.getImpostors();
  97241. if (impostors.length === 0) {
  97242. return null;
  97243. }
  97244. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  97245. event.dispose(false);
  97246. return event;
  97247. };
  97248. /**
  97249. * Creates a physics updraft event
  97250. * @param origin the origin of the updraft
  97251. * @param radius the radius of the updraft
  97252. * @param strength the strength of the updraft
  97253. * @param height the height of the updraft
  97254. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  97255. * @returns A physics updraft event, or null
  97256. */
  97257. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  97258. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  97259. if (!this._physicsEngine) {
  97260. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97261. return null;
  97262. }
  97263. if (this._physicsEngine.getImpostors().length === 0) {
  97264. return null;
  97265. }
  97266. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  97267. event.dispose(false);
  97268. return event;
  97269. };
  97270. /**
  97271. * Creates a physics vortex event
  97272. * @param origin the of the vortex
  97273. * @param radius the radius of the vortex
  97274. * @param strength the strength of the vortex
  97275. * @param height the height of the vortex
  97276. * @returns a Physics vortex event, or null
  97277. * A physics vortex event or null
  97278. */
  97279. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  97280. if (!this._physicsEngine) {
  97281. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  97282. return null;
  97283. }
  97284. if (this._physicsEngine.getImpostors().length === 0) {
  97285. return null;
  97286. }
  97287. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  97288. event.dispose(false);
  97289. return event;
  97290. };
  97291. return PhysicsHelper;
  97292. }());
  97293. BABYLON.PhysicsHelper = PhysicsHelper;
  97294. /**
  97295. * Represents a physics radial explosion event
  97296. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97297. */
  97298. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  97299. /**
  97300. * Initializes a radial explosioin event
  97301. * @param scene BabylonJS scene
  97302. */
  97303. function PhysicsRadialExplosionEvent(scene) {
  97304. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  97305. this._rays = [];
  97306. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  97307. this._scene = scene;
  97308. }
  97309. /**
  97310. * Returns the data related to the radial explosion event (sphere & rays).
  97311. * @returns The radial explosion event data
  97312. */
  97313. PhysicsRadialExplosionEvent.prototype.getData = function () {
  97314. this._dataFetched = true;
  97315. return {
  97316. sphere: this._sphere,
  97317. rays: this._rays,
  97318. };
  97319. };
  97320. /**
  97321. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  97322. * @param impostor A physics imposter
  97323. * @param origin the origin of the explosion
  97324. * @param radius the explosion radius
  97325. * @param strength the explosion strength
  97326. * @param falloff possible options: Constant & Linear
  97327. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  97328. */
  97329. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  97330. if (impostor.mass === 0) {
  97331. return null;
  97332. }
  97333. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  97334. return null;
  97335. }
  97336. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97337. return null;
  97338. }
  97339. var impostorObjectCenter = impostor.getObjectCenter();
  97340. var direction = impostorObjectCenter.subtract(origin);
  97341. var ray = new BABYLON.Ray(origin, direction, radius);
  97342. this._rays.push(ray);
  97343. var hit = ray.intersectsMesh(impostor.object);
  97344. var contactPoint = hit.pickedPoint;
  97345. if (!contactPoint) {
  97346. return null;
  97347. }
  97348. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  97349. if (distanceFromOrigin > radius) {
  97350. return null;
  97351. }
  97352. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  97353. ? strength
  97354. : strength * (1 - (distanceFromOrigin / radius));
  97355. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97356. return { force: force, contactPoint: contactPoint };
  97357. };
  97358. /**
  97359. * Disposes the sphere.
  97360. * @param force Specifies if the sphere should be disposed by force
  97361. */
  97362. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  97363. var _this = this;
  97364. if (force === void 0) { force = true; }
  97365. if (force) {
  97366. this._sphere.dispose();
  97367. }
  97368. else {
  97369. setTimeout(function () {
  97370. if (!_this._dataFetched) {
  97371. _this._sphere.dispose();
  97372. }
  97373. }, 0);
  97374. }
  97375. };
  97376. /*** Helpers ***/
  97377. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  97378. if (!this._sphere) {
  97379. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  97380. this._sphere.isVisible = false;
  97381. }
  97382. };
  97383. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  97384. var impostorObject = impostor.object;
  97385. this._prepareSphere();
  97386. this._sphere.position = origin;
  97387. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  97388. this._sphere._updateBoundingInfo();
  97389. this._sphere.computeWorldMatrix(true);
  97390. return this._sphere.intersectsMesh(impostorObject, true);
  97391. };
  97392. return PhysicsRadialExplosionEvent;
  97393. }());
  97394. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  97395. /**
  97396. * Represents a gravitational field event
  97397. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97398. */
  97399. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  97400. /**
  97401. * Initializes the physics gravitational field event
  97402. * @param physicsHelper A physics helper
  97403. * @param scene BabylonJS scene
  97404. * @param origin The origin position of the gravitational field event
  97405. * @param radius The radius of the gravitational field event
  97406. * @param strength The strength of the gravitational field event
  97407. * @param falloff The falloff for the gravitational field event
  97408. */
  97409. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  97410. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97411. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97412. this._physicsHelper = physicsHelper;
  97413. this._scene = scene;
  97414. this._origin = origin;
  97415. this._radius = radius;
  97416. this._strength = strength;
  97417. this._falloff = falloff;
  97418. this._tickCallback = this._tick.bind(this);
  97419. }
  97420. /**
  97421. * Returns the data related to the gravitational field event (sphere).
  97422. * @returns A gravitational field event
  97423. */
  97424. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  97425. this._dataFetched = true;
  97426. return {
  97427. sphere: this._sphere,
  97428. };
  97429. };
  97430. /**
  97431. * Enables the gravitational field.
  97432. */
  97433. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  97434. this._tickCallback.call(this);
  97435. this._scene.registerBeforeRender(this._tickCallback);
  97436. };
  97437. /**
  97438. * Disables the gravitational field.
  97439. */
  97440. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  97441. this._scene.unregisterBeforeRender(this._tickCallback);
  97442. };
  97443. /**
  97444. * Disposes the sphere.
  97445. * @param force The force to dispose from the gravitational field event
  97446. */
  97447. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  97448. var _this = this;
  97449. if (force === void 0) { force = true; }
  97450. if (force) {
  97451. this._sphere.dispose();
  97452. }
  97453. else {
  97454. setTimeout(function () {
  97455. if (!_this._dataFetched) {
  97456. _this._sphere.dispose();
  97457. }
  97458. }, 0);
  97459. }
  97460. };
  97461. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  97462. // Since the params won't change, we fetch the event only once
  97463. if (this._sphere) {
  97464. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97465. }
  97466. else {
  97467. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  97468. if (radialExplosionEvent) {
  97469. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  97470. }
  97471. }
  97472. };
  97473. return PhysicsGravitationalFieldEvent;
  97474. }());
  97475. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  97476. /**
  97477. * Represents a physics updraft event
  97478. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97479. */
  97480. var PhysicsUpdraftEvent = /** @class */ (function () {
  97481. /**
  97482. * Initializes the physics updraft event
  97483. * @param _scene BabylonJS scene
  97484. * @param _origin The origin position of the updraft
  97485. * @param _radius The radius of the updraft
  97486. * @param _strength The strength of the updraft
  97487. * @param _height The height of the updraft
  97488. * @param _updraftMode The mode of the updraft
  97489. */
  97490. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  97491. this._scene = _scene;
  97492. this._origin = _origin;
  97493. this._radius = _radius;
  97494. this._strength = _strength;
  97495. this._height = _height;
  97496. this._updraftMode = _updraftMode;
  97497. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97498. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  97499. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97500. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97501. this._physicsEngine = this._scene.getPhysicsEngine();
  97502. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97503. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97504. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97505. this._originDirection = this._origin.subtract(this._originTop).normalize();
  97506. }
  97507. this._tickCallback = this._tick.bind(this);
  97508. }
  97509. /**
  97510. * Returns the data related to the updraft event (cylinder).
  97511. * @returns A physics updraft event
  97512. */
  97513. PhysicsUpdraftEvent.prototype.getData = function () {
  97514. this._dataFetched = true;
  97515. return {
  97516. cylinder: this._cylinder,
  97517. };
  97518. };
  97519. /**
  97520. * Enables the updraft.
  97521. */
  97522. PhysicsUpdraftEvent.prototype.enable = function () {
  97523. this._tickCallback.call(this);
  97524. this._scene.registerBeforeRender(this._tickCallback);
  97525. };
  97526. /**
  97527. * Disables the cortex.
  97528. */
  97529. PhysicsUpdraftEvent.prototype.disable = function () {
  97530. this._scene.unregisterBeforeRender(this._tickCallback);
  97531. };
  97532. /**
  97533. * Disposes the sphere.
  97534. * @param force Specifies if the updraft should be disposed by force
  97535. */
  97536. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  97537. var _this = this;
  97538. if (force === void 0) { force = true; }
  97539. if (force) {
  97540. this._cylinder.dispose();
  97541. }
  97542. else {
  97543. setTimeout(function () {
  97544. if (!_this._dataFetched) {
  97545. _this._cylinder.dispose();
  97546. }
  97547. }, 0);
  97548. }
  97549. };
  97550. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97551. if (impostor.mass === 0) {
  97552. return null;
  97553. }
  97554. if (!this._intersectsWithCylinder(impostor)) {
  97555. return null;
  97556. }
  97557. var impostorObjectCenter = impostor.getObjectCenter();
  97558. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  97559. var direction = this._originDirection;
  97560. }
  97561. else {
  97562. var direction = impostorObjectCenter.subtract(this._originTop);
  97563. }
  97564. var multiplier = this._strength * -1;
  97565. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  97566. return { force: force, contactPoint: impostorObjectCenter };
  97567. };
  97568. PhysicsUpdraftEvent.prototype._tick = function () {
  97569. var _this = this;
  97570. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97571. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97572. if (!impostorForceAndContactPoint) {
  97573. return;
  97574. }
  97575. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97576. });
  97577. };
  97578. /*** Helpers ***/
  97579. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  97580. if (!this._cylinder) {
  97581. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  97582. height: this._height,
  97583. diameter: this._radius * 2,
  97584. }, this._scene);
  97585. this._cylinder.isVisible = false;
  97586. }
  97587. };
  97588. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  97589. var impostorObject = impostor.object;
  97590. this._prepareCylinder();
  97591. this._cylinder.position = this._cylinderPosition;
  97592. return this._cylinder.intersectsMesh(impostorObject, true);
  97593. };
  97594. return PhysicsUpdraftEvent;
  97595. }());
  97596. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  97597. /**
  97598. * Represents a physics vortex event
  97599. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97600. */
  97601. var PhysicsVortexEvent = /** @class */ (function () {
  97602. /**
  97603. * Initializes the physics vortex event
  97604. * @param _scene The BabylonJS scene
  97605. * @param _origin The origin position of the vortex
  97606. * @param _radius The radius of the vortex
  97607. * @param _strength The strength of the vortex
  97608. * @param _height The height of the vortex
  97609. */
  97610. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  97611. this._scene = _scene;
  97612. this._origin = _origin;
  97613. this._radius = _radius;
  97614. this._strength = _strength;
  97615. this._height = _height;
  97616. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  97617. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  97618. this._updraftMultiplier = 0.02;
  97619. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  97620. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  97621. this._physicsEngine = this._scene.getPhysicsEngine();
  97622. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  97623. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  97624. this._tickCallback = this._tick.bind(this);
  97625. }
  97626. /**
  97627. * Returns the data related to the vortex event (cylinder).
  97628. * @returns The physics vortex event data
  97629. */
  97630. PhysicsVortexEvent.prototype.getData = function () {
  97631. this._dataFetched = true;
  97632. return {
  97633. cylinder: this._cylinder,
  97634. };
  97635. };
  97636. /**
  97637. * Enables the vortex.
  97638. */
  97639. PhysicsVortexEvent.prototype.enable = function () {
  97640. this._tickCallback.call(this);
  97641. this._scene.registerBeforeRender(this._tickCallback);
  97642. };
  97643. /**
  97644. * Disables the cortex.
  97645. */
  97646. PhysicsVortexEvent.prototype.disable = function () {
  97647. this._scene.unregisterBeforeRender(this._tickCallback);
  97648. };
  97649. /**
  97650. * Disposes the sphere.
  97651. * @param force
  97652. */
  97653. PhysicsVortexEvent.prototype.dispose = function (force) {
  97654. var _this = this;
  97655. if (force === void 0) { force = true; }
  97656. if (force) {
  97657. this._cylinder.dispose();
  97658. }
  97659. else {
  97660. setTimeout(function () {
  97661. if (!_this._dataFetched) {
  97662. _this._cylinder.dispose();
  97663. }
  97664. }, 0);
  97665. }
  97666. };
  97667. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  97668. if (impostor.mass === 0) {
  97669. return null;
  97670. }
  97671. if (!this._intersectsWithCylinder(impostor)) {
  97672. return null;
  97673. }
  97674. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  97675. return null;
  97676. }
  97677. var impostorObjectCenter = impostor.getObjectCenter();
  97678. 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)
  97679. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  97680. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  97681. var hit = ray.intersectsMesh(impostor.object);
  97682. var contactPoint = hit.pickedPoint;
  97683. if (!contactPoint) {
  97684. return null;
  97685. }
  97686. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  97687. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  97688. var directionToOrigin = contactPoint.normalize();
  97689. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97690. directionToOrigin = directionToOrigin.negate();
  97691. }
  97692. // TODO: find a more physically based solution
  97693. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  97694. var forceX = directionToOrigin.x * this._strength / 8;
  97695. var forceY = directionToOrigin.y * this._updraftMultiplier;
  97696. var forceZ = directionToOrigin.z * this._strength / 8;
  97697. }
  97698. else {
  97699. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  97700. var forceY = this._originTop.y * this._updraftMultiplier;
  97701. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  97702. }
  97703. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  97704. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  97705. return { force: force, contactPoint: impostorObjectCenter };
  97706. };
  97707. PhysicsVortexEvent.prototype._tick = function () {
  97708. var _this = this;
  97709. this._physicsEngine.getImpostors().forEach(function (impostor) {
  97710. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  97711. if (!impostorForceAndContactPoint) {
  97712. return;
  97713. }
  97714. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  97715. });
  97716. };
  97717. /*** Helpers ***/
  97718. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  97719. if (!this._cylinder) {
  97720. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  97721. height: this._height,
  97722. diameter: this._radius * 2,
  97723. }, this._scene);
  97724. this._cylinder.isVisible = false;
  97725. }
  97726. };
  97727. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  97728. var impostorObject = impostor.object;
  97729. this._prepareCylinder();
  97730. this._cylinder.position = this._cylinderPosition;
  97731. return this._cylinder.intersectsMesh(impostorObject, true);
  97732. };
  97733. return PhysicsVortexEvent;
  97734. }());
  97735. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  97736. /**
  97737. * The strenght of the force in correspondence to the distance of the affected object
  97738. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97739. */
  97740. var PhysicsRadialImpulseFalloff;
  97741. (function (PhysicsRadialImpulseFalloff) {
  97742. /** Defines that impulse is constant in strength across it's whole radius */
  97743. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  97744. /** DEfines that impulse gets weaker if it's further from the origin */
  97745. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  97746. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  97747. /**
  97748. * The strength of the force in correspondence to the distance of the affected object
  97749. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97750. */
  97751. var PhysicsUpdraftMode;
  97752. (function (PhysicsUpdraftMode) {
  97753. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  97754. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  97755. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  97756. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  97757. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  97758. })(BABYLON || (BABYLON = {}));
  97759. //# sourceMappingURL=babylon.physicsHelper.js.map
  97760. var BABYLON;
  97761. (function (BABYLON) {
  97762. /** @hidden */
  97763. var CannonJSPlugin = /** @class */ (function () {
  97764. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  97765. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  97766. if (iterations === void 0) { iterations = 10; }
  97767. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  97768. this.name = "CannonJSPlugin";
  97769. this._physicsMaterials = new Array();
  97770. this._fixedTimeStep = 1 / 60;
  97771. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  97772. this.BJSCANNON = CANNON;
  97773. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  97774. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  97775. this._tmpPosition = BABYLON.Vector3.Zero();
  97776. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  97777. this._tmpUnityRotation = new BABYLON.Quaternion();
  97778. if (!this.isSupported()) {
  97779. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  97780. return;
  97781. }
  97782. this._extendNamespace();
  97783. this.world = new this.BJSCANNON.World();
  97784. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  97785. this.world.solver.iterations = iterations;
  97786. }
  97787. CannonJSPlugin.prototype.setGravity = function (gravity) {
  97788. this.world.gravity.copy(gravity);
  97789. };
  97790. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  97791. this._fixedTimeStep = timeStep;
  97792. };
  97793. CannonJSPlugin.prototype.getTimeStep = function () {
  97794. return this._fixedTimeStep;
  97795. };
  97796. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  97797. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  97798. };
  97799. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  97800. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97801. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97802. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  97803. };
  97804. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  97805. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  97806. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  97807. impostor.physicsBody.applyForce(impulse, worldPoint);
  97808. };
  97809. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  97810. //parent-child relationship. Does this impostor has a parent impostor?
  97811. if (impostor.parent) {
  97812. if (impostor.physicsBody) {
  97813. this.removePhysicsBody(impostor);
  97814. //TODO is that needed?
  97815. impostor.forceUpdate();
  97816. }
  97817. return;
  97818. }
  97819. //should a new body be created for this impostor?
  97820. if (impostor.isBodyInitRequired()) {
  97821. var shape = this._createShape(impostor);
  97822. //unregister events, if body is being changed
  97823. var oldBody = impostor.physicsBody;
  97824. if (oldBody) {
  97825. this.removePhysicsBody(impostor);
  97826. }
  97827. //create the body and material
  97828. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  97829. var bodyCreationObject = {
  97830. mass: impostor.getParam("mass"),
  97831. material: material
  97832. };
  97833. // A simple extend, in case native options were used.
  97834. var nativeOptions = impostor.getParam("nativeOptions");
  97835. for (var key in nativeOptions) {
  97836. if (nativeOptions.hasOwnProperty(key)) {
  97837. bodyCreationObject[key] = nativeOptions[key];
  97838. }
  97839. }
  97840. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  97841. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  97842. this.world.addEventListener("preStep", impostor.beforeStep);
  97843. this.world.addEventListener("postStep", impostor.afterStep);
  97844. impostor.physicsBody.addShape(shape);
  97845. this.world.add(impostor.physicsBody);
  97846. //try to keep the body moving in the right direction by taking old properties.
  97847. //Should be tested!
  97848. if (oldBody) {
  97849. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  97850. impostor.physicsBody[param].copy(oldBody[param]);
  97851. });
  97852. }
  97853. this._processChildMeshes(impostor);
  97854. }
  97855. //now update the body's transformation
  97856. this._updatePhysicsBodyTransformation(impostor);
  97857. };
  97858. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  97859. var _this = this;
  97860. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  97861. var currentRotation = mainImpostor.object.rotationQuaternion;
  97862. if (meshChildren.length) {
  97863. var processMesh = function (localPosition, mesh) {
  97864. if (!currentRotation || !mesh.rotationQuaternion) {
  97865. return;
  97866. }
  97867. var childImpostor = mesh.getPhysicsImpostor();
  97868. if (childImpostor) {
  97869. var parent = childImpostor.parent;
  97870. if (parent !== mainImpostor) {
  97871. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  97872. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  97873. if (childImpostor.physicsBody) {
  97874. _this.removePhysicsBody(childImpostor);
  97875. childImpostor.physicsBody = null;
  97876. }
  97877. childImpostor.parent = mainImpostor;
  97878. childImpostor.resetUpdateFlags();
  97879. 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));
  97880. //Add the mass of the children.
  97881. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  97882. }
  97883. }
  97884. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  97885. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  97886. };
  97887. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  97888. }
  97889. };
  97890. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  97891. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  97892. this.world.removeEventListener("preStep", impostor.beforeStep);
  97893. this.world.removeEventListener("postStep", impostor.afterStep);
  97894. this.world.remove(impostor.physicsBody);
  97895. };
  97896. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  97897. var mainBody = impostorJoint.mainImpostor.physicsBody;
  97898. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  97899. if (!mainBody || !connectedBody) {
  97900. return;
  97901. }
  97902. var constraint;
  97903. var jointData = impostorJoint.joint.jointData;
  97904. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  97905. var constraintData = {
  97906. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  97907. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  97908. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  97909. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  97910. maxForce: jointData.nativeParams.maxForce,
  97911. collideConnected: !!jointData.collision
  97912. };
  97913. switch (impostorJoint.joint.type) {
  97914. case BABYLON.PhysicsJoint.HingeJoint:
  97915. case BABYLON.PhysicsJoint.Hinge2Joint:
  97916. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  97917. break;
  97918. case BABYLON.PhysicsJoint.DistanceJoint:
  97919. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  97920. break;
  97921. case BABYLON.PhysicsJoint.SpringJoint:
  97922. var springData = jointData;
  97923. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  97924. restLength: springData.length,
  97925. stiffness: springData.stiffness,
  97926. damping: springData.damping,
  97927. localAnchorA: constraintData.pivotA,
  97928. localAnchorB: constraintData.pivotB
  97929. });
  97930. break;
  97931. case BABYLON.PhysicsJoint.LockJoint:
  97932. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  97933. break;
  97934. case BABYLON.PhysicsJoint.PointToPointJoint:
  97935. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  97936. default:
  97937. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  97938. break;
  97939. }
  97940. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  97941. constraint.collideConnected = !!jointData.collision;
  97942. impostorJoint.joint.physicsJoint = constraint;
  97943. //don't add spring as constraint, as it is not one.
  97944. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97945. this.world.addConstraint(constraint);
  97946. }
  97947. else {
  97948. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  97949. constraint.applyForce();
  97950. };
  97951. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97952. }
  97953. };
  97954. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  97955. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  97956. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  97957. }
  97958. else {
  97959. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  97960. }
  97961. };
  97962. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  97963. var index;
  97964. var mat;
  97965. for (index = 0; index < this._physicsMaterials.length; index++) {
  97966. mat = this._physicsMaterials[index];
  97967. if (mat.friction === friction && mat.restitution === restitution) {
  97968. return mat;
  97969. }
  97970. }
  97971. var currentMat = new this.BJSCANNON.Material(name);
  97972. currentMat.friction = friction;
  97973. currentMat.restitution = restitution;
  97974. this._physicsMaterials.push(currentMat);
  97975. return currentMat;
  97976. };
  97977. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  97978. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  97979. };
  97980. CannonJSPlugin.prototype._createShape = function (impostor) {
  97981. var object = impostor.object;
  97982. var returnValue;
  97983. var extendSize = impostor.getObjectExtendSize();
  97984. switch (impostor.type) {
  97985. case BABYLON.PhysicsImpostor.SphereImpostor:
  97986. var radiusX = extendSize.x;
  97987. var radiusY = extendSize.y;
  97988. var radiusZ = extendSize.z;
  97989. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  97990. break;
  97991. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  97992. case BABYLON.PhysicsImpostor.CylinderImpostor:
  97993. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  97994. break;
  97995. case BABYLON.PhysicsImpostor.BoxImpostor:
  97996. var box = extendSize.scale(0.5);
  97997. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  97998. break;
  97999. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98000. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98001. returnValue = new this.BJSCANNON.Plane();
  98002. break;
  98003. case BABYLON.PhysicsImpostor.MeshImpostor:
  98004. // should transform the vertex data to world coordinates!!
  98005. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98006. var rawFaces = object.getIndices ? object.getIndices() : [];
  98007. if (!rawVerts) {
  98008. return;
  98009. }
  98010. // get only scale! so the object could transform correctly.
  98011. var oldPosition = object.position.clone();
  98012. var oldRotation = object.rotation && object.rotation.clone();
  98013. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98014. object.position.copyFromFloats(0, 0, 0);
  98015. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98016. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98017. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98018. var transform = object.computeWorldMatrix(true);
  98019. // convert rawVerts to object space
  98020. var temp = new Array();
  98021. var index;
  98022. for (index = 0; index < rawVerts.length; index += 3) {
  98023. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98024. }
  98025. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98026. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98027. //now set back the transformation!
  98028. object.position.copyFrom(oldPosition);
  98029. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98030. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98031. break;
  98032. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98033. var oldPosition2 = object.position.clone();
  98034. var oldRotation2 = object.rotation && object.rotation.clone();
  98035. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98036. object.position.copyFromFloats(0, 0, 0);
  98037. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98038. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98039. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98040. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98041. returnValue = this._createHeightmap(object);
  98042. object.position.copyFrom(oldPosition2);
  98043. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98044. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98045. object.computeWorldMatrix(true);
  98046. break;
  98047. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98048. returnValue = new this.BJSCANNON.Particle();
  98049. break;
  98050. }
  98051. return returnValue;
  98052. };
  98053. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98054. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98055. var transform = object.computeWorldMatrix(true);
  98056. // convert rawVerts to object space
  98057. var temp = new Array();
  98058. var index;
  98059. for (index = 0; index < pos.length; index += 3) {
  98060. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98061. }
  98062. pos = temp;
  98063. var matrix = new Array();
  98064. //For now pointDepth will not be used and will be automatically calculated.
  98065. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98066. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98067. var boundingInfo = object.getBoundingInfo();
  98068. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98069. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98070. var elementSize = dim * 2 / arraySize;
  98071. for (var i = 0; i < pos.length; i = i + 3) {
  98072. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98073. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98074. var y = -pos[i + 2] + minY;
  98075. if (!matrix[x]) {
  98076. matrix[x] = [];
  98077. }
  98078. if (!matrix[x][z]) {
  98079. matrix[x][z] = y;
  98080. }
  98081. matrix[x][z] = Math.max(y, matrix[x][z]);
  98082. }
  98083. for (var x = 0; x <= arraySize; ++x) {
  98084. if (!matrix[x]) {
  98085. var loc = 1;
  98086. while (!matrix[(x + loc) % arraySize]) {
  98087. loc++;
  98088. }
  98089. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98090. //console.log("missing x", x);
  98091. }
  98092. for (var z = 0; z <= arraySize; ++z) {
  98093. if (!matrix[x][z]) {
  98094. var loc = 1;
  98095. var newValue;
  98096. while (newValue === undefined) {
  98097. newValue = matrix[x][(z + loc++) % arraySize];
  98098. }
  98099. matrix[x][z] = newValue;
  98100. }
  98101. }
  98102. }
  98103. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98104. elementSize: elementSize
  98105. });
  98106. //For future reference, needed for body transformation
  98107. shape.minY = minY;
  98108. return shape;
  98109. };
  98110. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98111. var object = impostor.object;
  98112. //make sure it is updated...
  98113. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98114. // The delta between the mesh position and the mesh bounding box center
  98115. var bInfo = object.getBoundingInfo();
  98116. if (!bInfo) {
  98117. return;
  98118. }
  98119. var center = impostor.getObjectCenter();
  98120. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98121. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98122. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98123. this._tmpPosition.copyFrom(center);
  98124. var quaternion = object.rotationQuaternion;
  98125. if (!quaternion) {
  98126. return;
  98127. }
  98128. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98129. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98130. //-90 DEG in X, precalculated
  98131. quaternion = quaternion.multiply(this._minus90X);
  98132. //Invert! (Precalculated, 90 deg in X)
  98133. //No need to clone. this will never change.
  98134. impostor.setDeltaRotation(this._plus90X);
  98135. }
  98136. //If it is a heightfield, if should be centered.
  98137. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98138. var mesh = object;
  98139. var boundingInfo = mesh.getBoundingInfo();
  98140. //calculate the correct body position:
  98141. var rotationQuaternion = mesh.rotationQuaternion;
  98142. mesh.rotationQuaternion = this._tmpUnityRotation;
  98143. mesh.computeWorldMatrix(true);
  98144. //get original center with no rotation
  98145. var c = center.clone();
  98146. var oldPivot = mesh.getPivotMatrix() || BABYLON.Matrix.Translation(0, 0, 0);
  98147. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98148. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98149. mesh.setPreTransformMatrix(p);
  98150. mesh.computeWorldMatrix(true);
  98151. //calculate the translation
  98152. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98153. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98154. //add it inverted to the delta
  98155. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98156. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98157. //rotation is back
  98158. mesh.rotationQuaternion = rotationQuaternion;
  98159. mesh.setPreTransformMatrix(oldPivot);
  98160. mesh.computeWorldMatrix(true);
  98161. }
  98162. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98163. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98164. //this._tmpPosition.copyFrom(object.position);
  98165. }
  98166. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98167. //Now update the impostor object
  98168. impostor.physicsBody.position.copy(this._tmpPosition);
  98169. impostor.physicsBody.quaternion.copy(quaternion);
  98170. };
  98171. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98172. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98173. if (impostor.object.rotationQuaternion) {
  98174. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98175. }
  98176. };
  98177. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98178. impostor.physicsBody.position.copy(newPosition);
  98179. impostor.physicsBody.quaternion.copy(newRotation);
  98180. };
  98181. CannonJSPlugin.prototype.isSupported = function () {
  98182. return this.BJSCANNON !== undefined;
  98183. };
  98184. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98185. impostor.physicsBody.velocity.copy(velocity);
  98186. };
  98187. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98188. impostor.physicsBody.angularVelocity.copy(velocity);
  98189. };
  98190. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98191. var v = impostor.physicsBody.velocity;
  98192. if (!v) {
  98193. return null;
  98194. }
  98195. return new BABYLON.Vector3(v.x, v.y, v.z);
  98196. };
  98197. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98198. var v = impostor.physicsBody.angularVelocity;
  98199. if (!v) {
  98200. return null;
  98201. }
  98202. return new BABYLON.Vector3(v.x, v.y, v.z);
  98203. };
  98204. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98205. impostor.physicsBody.mass = mass;
  98206. impostor.physicsBody.updateMassProperties();
  98207. };
  98208. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  98209. return impostor.physicsBody.mass;
  98210. };
  98211. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  98212. return impostor.physicsBody.material.friction;
  98213. };
  98214. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98215. impostor.physicsBody.material.friction = friction;
  98216. };
  98217. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98218. return impostor.physicsBody.material.restitution;
  98219. };
  98220. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98221. impostor.physicsBody.material.restitution = restitution;
  98222. };
  98223. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  98224. impostor.physicsBody.sleep();
  98225. };
  98226. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  98227. impostor.physicsBody.wakeUp();
  98228. };
  98229. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98230. joint.physicsJoint.distance = maxDistance;
  98231. };
  98232. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98233. // if (!motorIndex) {
  98234. // joint.physicsJoint.enableMotor();
  98235. // }
  98236. // }
  98237. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  98238. // if (!motorIndex) {
  98239. // joint.physicsJoint.disableMotor();
  98240. // }
  98241. // }
  98242. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98243. if (!motorIndex) {
  98244. joint.physicsJoint.enableMotor();
  98245. joint.physicsJoint.setMotorSpeed(speed);
  98246. if (maxForce) {
  98247. this.setLimit(joint, maxForce);
  98248. }
  98249. }
  98250. };
  98251. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  98252. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  98253. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  98254. };
  98255. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98256. var body = impostor.physicsBody;
  98257. mesh.position.x = body.position.x;
  98258. mesh.position.y = body.position.y;
  98259. mesh.position.z = body.position.z;
  98260. if (mesh.rotationQuaternion) {
  98261. mesh.rotationQuaternion.x = body.quaternion.x;
  98262. mesh.rotationQuaternion.y = body.quaternion.y;
  98263. mesh.rotationQuaternion.z = body.quaternion.z;
  98264. mesh.rotationQuaternion.w = body.quaternion.w;
  98265. }
  98266. };
  98267. CannonJSPlugin.prototype.getRadius = function (impostor) {
  98268. var shape = impostor.physicsBody.shapes[0];
  98269. return shape.boundingSphereRadius;
  98270. };
  98271. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98272. var shape = impostor.physicsBody.shapes[0];
  98273. result.x = shape.halfExtents.x * 2;
  98274. result.y = shape.halfExtents.y * 2;
  98275. result.z = shape.halfExtents.z * 2;
  98276. };
  98277. CannonJSPlugin.prototype.dispose = function () {
  98278. };
  98279. CannonJSPlugin.prototype._extendNamespace = function () {
  98280. //this will force cannon to execute at least one step when using interpolation
  98281. var step_tmp1 = new this.BJSCANNON.Vec3();
  98282. var Engine = this.BJSCANNON;
  98283. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  98284. maxSubSteps = maxSubSteps || 10;
  98285. timeSinceLastCalled = timeSinceLastCalled || 0;
  98286. if (timeSinceLastCalled === 0) {
  98287. this.internalStep(dt);
  98288. this.time += dt;
  98289. }
  98290. else {
  98291. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  98292. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  98293. var t0 = performance.now();
  98294. for (var i = 0; i !== internalSteps; i++) {
  98295. this.internalStep(dt);
  98296. if (performance.now() - t0 > dt * 1000) {
  98297. break;
  98298. }
  98299. }
  98300. this.time += timeSinceLastCalled;
  98301. var h = this.time % dt;
  98302. var h_div_dt = h / dt;
  98303. var interpvelo = step_tmp1;
  98304. var bodies = this.bodies;
  98305. for (var j = 0; j !== bodies.length; j++) {
  98306. var b = bodies[j];
  98307. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  98308. b.position.vsub(b.previousPosition, interpvelo);
  98309. interpvelo.scale(h_div_dt, interpvelo);
  98310. b.position.vadd(interpvelo, b.interpolatedPosition);
  98311. }
  98312. else {
  98313. b.interpolatedPosition.copy(b.position);
  98314. b.interpolatedQuaternion.copy(b.quaternion);
  98315. }
  98316. }
  98317. }
  98318. };
  98319. };
  98320. return CannonJSPlugin;
  98321. }());
  98322. BABYLON.CannonJSPlugin = CannonJSPlugin;
  98323. })(BABYLON || (BABYLON = {}));
  98324. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  98325. var BABYLON;
  98326. (function (BABYLON) {
  98327. /** @hidden */
  98328. var OimoJSPlugin = /** @class */ (function () {
  98329. function OimoJSPlugin(iterations) {
  98330. this.name = "OimoJSPlugin";
  98331. this._tmpImpostorsArray = [];
  98332. this._tmpPositionVector = BABYLON.Vector3.Zero();
  98333. this.BJSOIMO = OIMO;
  98334. this.world = new this.BJSOIMO.World({
  98335. iterations: iterations
  98336. });
  98337. this.world.clear();
  98338. }
  98339. OimoJSPlugin.prototype.setGravity = function (gravity) {
  98340. this.world.gravity.copy(gravity);
  98341. };
  98342. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  98343. this.world.timeStep = timeStep;
  98344. };
  98345. OimoJSPlugin.prototype.getTimeStep = function () {
  98346. return this.world.timeStep;
  98347. };
  98348. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  98349. var _this = this;
  98350. impostors.forEach(function (impostor) {
  98351. impostor.beforeStep();
  98352. });
  98353. this.world.step();
  98354. impostors.forEach(function (impostor) {
  98355. impostor.afterStep();
  98356. //update the ordered impostors array
  98357. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  98358. });
  98359. //check for collisions
  98360. var contact = this.world.contacts;
  98361. while (contact !== null) {
  98362. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  98363. contact = contact.next;
  98364. continue;
  98365. }
  98366. //is this body colliding with any other? get the impostor
  98367. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  98368. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  98369. if (!mainImpostor || !collidingImpostor) {
  98370. contact = contact.next;
  98371. continue;
  98372. }
  98373. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  98374. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  98375. contact = contact.next;
  98376. }
  98377. };
  98378. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98379. var mass = impostor.physicsBody.mass;
  98380. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  98381. };
  98382. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98383. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  98384. this.applyImpulse(impostor, force, contactPoint);
  98385. };
  98386. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98387. var _this = this;
  98388. //parent-child relationship. Does this impostor has a parent impostor?
  98389. if (impostor.parent) {
  98390. if (impostor.physicsBody) {
  98391. this.removePhysicsBody(impostor);
  98392. //TODO is that needed?
  98393. impostor.forceUpdate();
  98394. }
  98395. return;
  98396. }
  98397. if (impostor.isBodyInitRequired()) {
  98398. var bodyConfig = {
  98399. name: impostor.uniqueId,
  98400. //Oimo must have mass, also for static objects.
  98401. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  98402. size: [],
  98403. type: [],
  98404. pos: [],
  98405. posShape: [],
  98406. rot: [],
  98407. rotShape: [],
  98408. move: impostor.getParam("mass") !== 0,
  98409. density: impostor.getParam("mass"),
  98410. friction: impostor.getParam("friction"),
  98411. restitution: impostor.getParam("restitution"),
  98412. //Supporting older versions of Oimo
  98413. world: this.world
  98414. };
  98415. var impostors = [impostor];
  98416. var addToArray = function (parent) {
  98417. if (!parent.getChildMeshes) {
  98418. return;
  98419. }
  98420. parent.getChildMeshes().forEach(function (m) {
  98421. if (m.physicsImpostor) {
  98422. impostors.push(m.physicsImpostor);
  98423. //m.physicsImpostor._init();
  98424. }
  98425. });
  98426. };
  98427. addToArray(impostor.object);
  98428. var checkWithEpsilon_1 = function (value) {
  98429. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  98430. };
  98431. var globalQuaternion_1 = new BABYLON.Quaternion();
  98432. impostors.forEach(function (i) {
  98433. if (!i.object.rotationQuaternion) {
  98434. return;
  98435. }
  98436. //get the correct bounding box
  98437. var oldQuaternion = i.object.rotationQuaternion;
  98438. globalQuaternion_1 = oldQuaternion.clone();
  98439. var rot = oldQuaternion.toEulerAngles();
  98440. var extendSize = i.getObjectExtendSize();
  98441. var radToDeg = 57.295779513082320876;
  98442. if (i === impostor) {
  98443. var center = impostor.getObjectCenter();
  98444. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  98445. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  98446. //Can also use Array.prototype.push.apply
  98447. bodyConfig.pos.push(center.x);
  98448. bodyConfig.pos.push(center.y);
  98449. bodyConfig.pos.push(center.z);
  98450. bodyConfig.posShape.push(0, 0, 0);
  98451. //tmp solution
  98452. bodyConfig.rot.push(0);
  98453. bodyConfig.rot.push(0);
  98454. bodyConfig.rot.push(0);
  98455. bodyConfig.rotShape.push(0, 0, 0);
  98456. }
  98457. else {
  98458. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  98459. bodyConfig.posShape.push(localPosition.x);
  98460. bodyConfig.posShape.push(localPosition.y);
  98461. bodyConfig.posShape.push(localPosition.z);
  98462. bodyConfig.pos.push(0, 0, 0);
  98463. //tmp solution until https://github.com/lo-th/OIMO.js/pull/37 is merged
  98464. bodyConfig.rot.push(0);
  98465. bodyConfig.rot.push(0);
  98466. bodyConfig.rot.push(0);
  98467. bodyConfig.rotShape.push(rot.x * radToDeg);
  98468. bodyConfig.rotShape.push(rot.y * radToDeg);
  98469. bodyConfig.rotShape.push(rot.z * radToDeg);
  98470. }
  98471. // register mesh
  98472. switch (i.type) {
  98473. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98474. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  98475. case BABYLON.PhysicsImpostor.SphereImpostor:
  98476. var radiusX = extendSize.x;
  98477. var radiusY = extendSize.y;
  98478. var radiusZ = extendSize.z;
  98479. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  98480. bodyConfig.type.push('sphere');
  98481. //due to the way oimo works with compounds, add 3 times
  98482. bodyConfig.size.push(size);
  98483. bodyConfig.size.push(size);
  98484. bodyConfig.size.push(size);
  98485. break;
  98486. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98487. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  98488. var sizeY = checkWithEpsilon_1(extendSize.y);
  98489. bodyConfig.type.push('cylinder');
  98490. bodyConfig.size.push(sizeX);
  98491. bodyConfig.size.push(sizeY);
  98492. //due to the way oimo works with compounds, add one more value.
  98493. bodyConfig.size.push(sizeY);
  98494. break;
  98495. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98496. case BABYLON.PhysicsImpostor.BoxImpostor:
  98497. default:
  98498. var sizeX = checkWithEpsilon_1(extendSize.x);
  98499. var sizeY = checkWithEpsilon_1(extendSize.y);
  98500. var sizeZ = checkWithEpsilon_1(extendSize.z);
  98501. bodyConfig.type.push('box');
  98502. //if (i === impostor) {
  98503. bodyConfig.size.push(sizeX);
  98504. bodyConfig.size.push(sizeY);
  98505. bodyConfig.size.push(sizeZ);
  98506. //} else {
  98507. // bodyConfig.size.push(0,0,0);
  98508. //}
  98509. break;
  98510. }
  98511. //actually not needed, but hey...
  98512. i.object.rotationQuaternion = oldQuaternion;
  98513. });
  98514. impostor.physicsBody = this.world.add(bodyConfig);
  98515. // set the quaternion, ignoring the previously defined (euler) rotation
  98516. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  98517. // update with delta 0, so the body will reveive the new rotation.
  98518. impostor.physicsBody.updatePosition(0);
  98519. }
  98520. else {
  98521. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  98522. }
  98523. impostor.setDeltaPosition(this._tmpPositionVector);
  98524. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  98525. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  98526. };
  98527. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98528. //impostor.physicsBody.dispose();
  98529. //Same as : (older oimo versions)
  98530. this.world.removeRigidBody(impostor.physicsBody);
  98531. };
  98532. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98533. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98534. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98535. if (!mainBody || !connectedBody) {
  98536. return;
  98537. }
  98538. var jointData = impostorJoint.joint.jointData;
  98539. var options = jointData.nativeParams || {};
  98540. var type;
  98541. var nativeJointData = {
  98542. body1: mainBody,
  98543. body2: connectedBody,
  98544. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  98545. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  98546. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  98547. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  98548. min: options.min,
  98549. max: options.max,
  98550. collision: options.collision || jointData.collision,
  98551. spring: options.spring,
  98552. //supporting older version of Oimo
  98553. world: this.world
  98554. };
  98555. switch (impostorJoint.joint.type) {
  98556. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98557. type = "jointBall";
  98558. break;
  98559. case BABYLON.PhysicsJoint.SpringJoint:
  98560. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  98561. var springData = jointData;
  98562. nativeJointData.min = springData.length || nativeJointData.min;
  98563. //Max should also be set, just make sure it is at least min
  98564. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  98565. case BABYLON.PhysicsJoint.DistanceJoint:
  98566. type = "jointDistance";
  98567. nativeJointData.max = jointData.maxDistance;
  98568. break;
  98569. case BABYLON.PhysicsJoint.PrismaticJoint:
  98570. type = "jointPrisme";
  98571. break;
  98572. case BABYLON.PhysicsJoint.SliderJoint:
  98573. type = "jointSlide";
  98574. break;
  98575. case BABYLON.PhysicsJoint.WheelJoint:
  98576. type = "jointWheel";
  98577. break;
  98578. case BABYLON.PhysicsJoint.HingeJoint:
  98579. default:
  98580. type = "jointHinge";
  98581. break;
  98582. }
  98583. nativeJointData.type = type;
  98584. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  98585. };
  98586. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98587. //Bug in Oimo prevents us from disposing a joint in the playground
  98588. //joint.joint.physicsJoint.dispose();
  98589. //So we will bruteforce it!
  98590. try {
  98591. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  98592. }
  98593. catch (e) {
  98594. BABYLON.Tools.Warn(e);
  98595. }
  98596. };
  98597. OimoJSPlugin.prototype.isSupported = function () {
  98598. return this.BJSOIMO !== undefined;
  98599. };
  98600. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98601. if (!impostor.physicsBody.sleeping) {
  98602. //TODO check that
  98603. /*if (impostor.physicsBody.shapes.next) {
  98604. var parentShape = this._getLastShape(impostor.physicsBody);
  98605. impostor.object.position.copyFrom(parentShape.position);
  98606. console.log(parentShape.position);
  98607. } else {*/
  98608. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  98609. //}
  98610. if (impostor.object.rotationQuaternion) {
  98611. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  98612. }
  98613. }
  98614. };
  98615. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98616. var body = impostor.physicsBody;
  98617. body.position.copy(newPosition);
  98618. body.orientation.copy(newRotation);
  98619. body.syncShapes();
  98620. body.awake();
  98621. };
  98622. /*private _getLastShape(body: any): any {
  98623. var lastShape = body.shapes;
  98624. while (lastShape.next) {
  98625. lastShape = lastShape.next;
  98626. }
  98627. return lastShape;
  98628. }*/
  98629. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  98630. impostor.physicsBody.linearVelocity.copy(velocity);
  98631. };
  98632. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  98633. impostor.physicsBody.angularVelocity.copy(velocity);
  98634. };
  98635. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  98636. var v = impostor.physicsBody.linearVelocity;
  98637. if (!v) {
  98638. return null;
  98639. }
  98640. return new BABYLON.Vector3(v.x, v.y, v.z);
  98641. };
  98642. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  98643. var v = impostor.physicsBody.angularVelocity;
  98644. if (!v) {
  98645. return null;
  98646. }
  98647. return new BABYLON.Vector3(v.x, v.y, v.z);
  98648. };
  98649. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  98650. var staticBody = mass === 0;
  98651. //this will actually set the body's density and not its mass.
  98652. //But this is how oimo treats the mass variable.
  98653. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  98654. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  98655. };
  98656. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  98657. return impostor.physicsBody.shapes.density;
  98658. };
  98659. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  98660. return impostor.physicsBody.shapes.friction;
  98661. };
  98662. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  98663. impostor.physicsBody.shapes.friction = friction;
  98664. };
  98665. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  98666. return impostor.physicsBody.shapes.restitution;
  98667. };
  98668. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  98669. impostor.physicsBody.shapes.restitution = restitution;
  98670. };
  98671. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  98672. impostor.physicsBody.sleep();
  98673. };
  98674. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  98675. impostor.physicsBody.awake();
  98676. };
  98677. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  98678. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  98679. if (minDistance !== void 0) {
  98680. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  98681. }
  98682. };
  98683. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  98684. //TODO separate rotational and transational motors.
  98685. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98686. if (motor) {
  98687. motor.setMotor(speed, maxForce);
  98688. }
  98689. };
  98690. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  98691. //TODO separate rotational and transational motors.
  98692. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  98693. if (motor) {
  98694. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  98695. }
  98696. };
  98697. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  98698. var body = impostor.physicsBody;
  98699. mesh.position.x = body.position.x;
  98700. mesh.position.y = body.position.y;
  98701. mesh.position.z = body.position.z;
  98702. if (mesh.rotationQuaternion) {
  98703. mesh.rotationQuaternion.x = body.orientation.x;
  98704. mesh.rotationQuaternion.y = body.orientation.y;
  98705. mesh.rotationQuaternion.z = body.orientation.z;
  98706. mesh.rotationQuaternion.w = body.orientation.s;
  98707. }
  98708. };
  98709. OimoJSPlugin.prototype.getRadius = function (impostor) {
  98710. return impostor.physicsBody.shapes.radius;
  98711. };
  98712. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  98713. var shape = impostor.physicsBody.shapes;
  98714. result.x = shape.halfWidth * 2;
  98715. result.y = shape.halfHeight * 2;
  98716. result.z = shape.halfDepth * 2;
  98717. };
  98718. OimoJSPlugin.prototype.dispose = function () {
  98719. this.world.clear();
  98720. };
  98721. return OimoJSPlugin;
  98722. }());
  98723. BABYLON.OimoJSPlugin = OimoJSPlugin;
  98724. })(BABYLON || (BABYLON = {}));
  98725. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  98726. var BABYLON;
  98727. (function (BABYLON) {
  98728. /**
  98729. * Gets the current physics engine
  98730. * @returns a IPhysicsEngine or null if none attached
  98731. */
  98732. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  98733. return this._physicsEngine;
  98734. };
  98735. /**
  98736. * Enables physics to the current scene
  98737. * @param gravity defines the scene's gravity for the physics engine
  98738. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  98739. * @return a boolean indicating if the physics engine was initialized
  98740. */
  98741. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  98742. if (gravity === void 0) { gravity = null; }
  98743. if (this._physicsEngine) {
  98744. return true;
  98745. }
  98746. // Register the component to the scene
  98747. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  98748. if (!component) {
  98749. component = new PhysicsEngineSceneComponent(this);
  98750. this._addComponent(component);
  98751. }
  98752. try {
  98753. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  98754. return true;
  98755. }
  98756. catch (e) {
  98757. BABYLON.Tools.Error(e.message);
  98758. return false;
  98759. }
  98760. };
  98761. /**
  98762. * Disables and disposes the physics engine associated with the scene
  98763. */
  98764. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  98765. if (!this._physicsEngine) {
  98766. return;
  98767. }
  98768. this._physicsEngine.dispose();
  98769. this._physicsEngine = null;
  98770. };
  98771. /**
  98772. * Gets a boolean indicating if there is an active physics engine
  98773. * @returns a boolean indicating if there is an active physics engine
  98774. */
  98775. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  98776. return this._physicsEngine !== undefined;
  98777. };
  98778. /**
  98779. * Deletes a physics compound impostor
  98780. * @param compound defines the compound to delete
  98781. */
  98782. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  98783. var mesh = compound.parts[0].mesh;
  98784. if (mesh.physicsImpostor) {
  98785. mesh.physicsImpostor.dispose( /*true*/);
  98786. mesh.physicsImpostor = null;
  98787. }
  98788. };
  98789. /** @hidden */
  98790. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  98791. if (this._physicsEngine) {
  98792. this.onBeforePhysicsObservable.notifyObservers(this);
  98793. this._physicsEngine._step(step / 1000);
  98794. this.onAfterPhysicsObservable.notifyObservers(this);
  98795. }
  98796. };
  98797. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  98798. get: function () {
  98799. return this._physicsImpostor;
  98800. },
  98801. set: function (value) {
  98802. var _this = this;
  98803. if (this._physicsImpostor === value) {
  98804. return;
  98805. }
  98806. if (this._disposePhysicsObserver) {
  98807. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  98808. }
  98809. this._physicsImpostor = value;
  98810. if (value) {
  98811. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  98812. // Physics
  98813. if (_this.physicsImpostor) {
  98814. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  98815. _this.physicsImpostor = null;
  98816. }
  98817. });
  98818. }
  98819. },
  98820. enumerable: true,
  98821. configurable: true
  98822. });
  98823. /**
  98824. * Gets the current physics impostor
  98825. * @see http://doc.babylonjs.com/features/physics_engine
  98826. * @returns a physics impostor or null
  98827. */
  98828. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  98829. return this.physicsImpostor;
  98830. };
  98831. /**
  98832. * Apply a physic impulse to the mesh
  98833. * @param force defines the force to apply
  98834. * @param contactPoint defines where to apply the force
  98835. * @returns the current mesh
  98836. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  98837. */
  98838. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  98839. if (!this.physicsImpostor) {
  98840. return this;
  98841. }
  98842. this.physicsImpostor.applyImpulse(force, contactPoint);
  98843. return this;
  98844. };
  98845. /**
  98846. * Creates a physic joint between two meshes
  98847. * @param otherMesh defines the other mesh to use
  98848. * @param pivot1 defines the pivot to use on this mesh
  98849. * @param pivot2 defines the pivot to use on the other mesh
  98850. * @param options defines additional options (can be plugin dependent)
  98851. * @returns the current mesh
  98852. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  98853. */
  98854. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  98855. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  98856. return this;
  98857. }
  98858. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  98859. mainPivot: pivot1,
  98860. connectedPivot: pivot2,
  98861. nativeParams: options
  98862. });
  98863. return this;
  98864. };
  98865. /**
  98866. * Defines the physics engine scene component responsible to manage a physics engine
  98867. */
  98868. var PhysicsEngineSceneComponent = /** @class */ (function () {
  98869. /**
  98870. * Creates a new instance of the component for the given scene
  98871. * @param scene Defines the scene to register the component in
  98872. */
  98873. function PhysicsEngineSceneComponent(scene) {
  98874. var _this = this;
  98875. /**
  98876. * The component name helpful to identify the component in the list of scene components.
  98877. */
  98878. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  98879. this.scene = scene;
  98880. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  98881. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  98882. // Replace the function used to get the deterministic frame time
  98883. this.scene.getDeterministicFrameTime = function () {
  98884. if (_this.scene._physicsEngine) {
  98885. return _this.scene._physicsEngine.getTimeStep() * 1000;
  98886. }
  98887. return 1000.0 / 60.0;
  98888. };
  98889. }
  98890. /**
  98891. * Registers the component in a given scene
  98892. */
  98893. PhysicsEngineSceneComponent.prototype.register = function () {
  98894. };
  98895. /**
  98896. * Rebuilds the elements related to this component in case of
  98897. * context lost for instance.
  98898. */
  98899. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  98900. // Nothing to do for this component
  98901. };
  98902. /**
  98903. * Disposes the component and the associated ressources
  98904. */
  98905. PhysicsEngineSceneComponent.prototype.dispose = function () {
  98906. this.scene.onBeforePhysicsObservable.clear();
  98907. this.scene.onAfterPhysicsObservable.clear();
  98908. if (this.scene._physicsEngine) {
  98909. this.scene.disablePhysicsEngine();
  98910. }
  98911. };
  98912. return PhysicsEngineSceneComponent;
  98913. }());
  98914. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  98915. })(BABYLON || (BABYLON = {}));
  98916. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  98917. var BABYLON;
  98918. (function (BABYLON) {
  98919. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  98920. // All values and structures referenced from:
  98921. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  98922. var DDS_MAGIC = 0x20534444;
  98923. var
  98924. //DDSD_CAPS = 0x1,
  98925. //DDSD_HEIGHT = 0x2,
  98926. //DDSD_WIDTH = 0x4,
  98927. //DDSD_PITCH = 0x8,
  98928. //DDSD_PIXELFORMAT = 0x1000,
  98929. DDSD_MIPMAPCOUNT = 0x20000;
  98930. //DDSD_LINEARSIZE = 0x80000,
  98931. //DDSD_DEPTH = 0x800000;
  98932. // var DDSCAPS_COMPLEX = 0x8,
  98933. // DDSCAPS_MIPMAP = 0x400000,
  98934. // DDSCAPS_TEXTURE = 0x1000;
  98935. var DDSCAPS2_CUBEMAP = 0x200;
  98936. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  98937. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  98938. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  98939. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  98940. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  98941. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  98942. // DDSCAPS2_VOLUME = 0x200000;
  98943. var
  98944. //DDPF_ALPHAPIXELS = 0x1,
  98945. //DDPF_ALPHA = 0x2,
  98946. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  98947. //DDPF_YUV = 0x200,
  98948. DDPF_LUMINANCE = 0x20000;
  98949. function FourCCToInt32(value) {
  98950. return value.charCodeAt(0) +
  98951. (value.charCodeAt(1) << 8) +
  98952. (value.charCodeAt(2) << 16) +
  98953. (value.charCodeAt(3) << 24);
  98954. }
  98955. function Int32ToFourCC(value) {
  98956. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  98957. }
  98958. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  98959. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  98960. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  98961. var FOURCC_DX10 = FourCCToInt32("DX10");
  98962. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  98963. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  98964. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  98965. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  98966. var headerLengthInt = 31; // The header length in 32 bit ints
  98967. // Offsets into the header array
  98968. var off_magic = 0;
  98969. var off_size = 1;
  98970. var off_flags = 2;
  98971. var off_height = 3;
  98972. var off_width = 4;
  98973. var off_mipmapCount = 7;
  98974. var off_pfFlags = 20;
  98975. var off_pfFourCC = 21;
  98976. var off_RGBbpp = 22;
  98977. var off_RMask = 23;
  98978. var off_GMask = 24;
  98979. var off_BMask = 25;
  98980. var off_AMask = 26;
  98981. // var off_caps1 = 27;
  98982. var off_caps2 = 28;
  98983. // var off_caps3 = 29;
  98984. // var off_caps4 = 30;
  98985. var off_dxgiFormat = 32;
  98986. /**
  98987. * Class used to provide DDS decompression tools
  98988. */
  98989. var DDSTools = /** @class */ (function () {
  98990. function DDSTools() {
  98991. }
  98992. /**
  98993. * Gets DDS information from an array buffer
  98994. * @param arrayBuffer defines the array buffer to read data from
  98995. * @returns the DDS information
  98996. */
  98997. DDSTools.GetDDSInfo = function (arrayBuffer) {
  98998. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  98999. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  99000. var mipmapCount = 1;
  99001. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  99002. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99003. }
  99004. var fourCC = header[off_pfFourCC];
  99005. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  99006. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99007. switch (fourCC) {
  99008. case FOURCC_D3DFMT_R16G16B16A16F:
  99009. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99010. break;
  99011. case FOURCC_D3DFMT_R32G32B32A32F:
  99012. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99013. break;
  99014. case FOURCC_DX10:
  99015. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  99016. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99017. break;
  99018. }
  99019. }
  99020. return {
  99021. width: header[off_width],
  99022. height: header[off_height],
  99023. mipmapCount: mipmapCount,
  99024. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  99025. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  99026. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  99027. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  99028. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  99029. dxgiFormat: dxgiFormat,
  99030. textureType: textureType
  99031. };
  99032. };
  99033. DDSTools._ToHalfFloat = function (value) {
  99034. if (!DDSTools._FloatView) {
  99035. DDSTools._FloatView = new Float32Array(1);
  99036. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  99037. }
  99038. DDSTools._FloatView[0] = value;
  99039. var x = DDSTools._Int32View[0];
  99040. var bits = (x >> 16) & 0x8000; /* Get the sign */
  99041. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  99042. var e = (x >> 23) & 0xff; /* Using int is faster here */
  99043. /* If zero, or denormal, or exponent underflows too much for a denormal
  99044. * half, return signed zero. */
  99045. if (e < 103) {
  99046. return bits;
  99047. }
  99048. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  99049. if (e > 142) {
  99050. bits |= 0x7c00;
  99051. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  99052. * not Inf, so make sure we set one mantissa bit too. */
  99053. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  99054. return bits;
  99055. }
  99056. /* If exponent underflows but not too much, return a denormal */
  99057. if (e < 113) {
  99058. m |= 0x0800;
  99059. /* Extra rounding may overflow and set mantissa to 0 and exponent
  99060. * to 1, which is OK. */
  99061. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  99062. return bits;
  99063. }
  99064. bits |= ((e - 112) << 10) | (m >> 1);
  99065. bits += m & 1;
  99066. return bits;
  99067. };
  99068. DDSTools._FromHalfFloat = function (value) {
  99069. var s = (value & 0x8000) >> 15;
  99070. var e = (value & 0x7C00) >> 10;
  99071. var f = value & 0x03FF;
  99072. if (e === 0) {
  99073. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  99074. }
  99075. else if (e == 0x1F) {
  99076. return f ? NaN : ((s ? -1 : 1) * Infinity);
  99077. }
  99078. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  99079. };
  99080. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99081. var destArray = new Float32Array(dataLength);
  99082. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99083. var index = 0;
  99084. for (var y = 0; y < height; y++) {
  99085. for (var x = 0; x < width; x++) {
  99086. var srcPos = (x + y * width) * 4;
  99087. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  99088. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  99089. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  99090. if (DDSTools.StoreLODInAlphaChannel) {
  99091. destArray[index + 3] = lod;
  99092. }
  99093. else {
  99094. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  99095. }
  99096. index += 4;
  99097. }
  99098. }
  99099. return destArray;
  99100. };
  99101. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99102. if (DDSTools.StoreLODInAlphaChannel) {
  99103. var destArray = new Uint16Array(dataLength);
  99104. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99105. var index = 0;
  99106. for (var y = 0; y < height; y++) {
  99107. for (var x = 0; x < width; x++) {
  99108. var srcPos = (x + y * width) * 4;
  99109. destArray[index] = srcData[srcPos];
  99110. destArray[index + 1] = srcData[srcPos + 1];
  99111. destArray[index + 2] = srcData[srcPos + 2];
  99112. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  99113. index += 4;
  99114. }
  99115. }
  99116. return destArray;
  99117. }
  99118. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  99119. };
  99120. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99121. if (DDSTools.StoreLODInAlphaChannel) {
  99122. var destArray = new Float32Array(dataLength);
  99123. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99124. var index = 0;
  99125. for (var y = 0; y < height; y++) {
  99126. for (var x = 0; x < width; x++) {
  99127. var srcPos = (x + y * width) * 4;
  99128. destArray[index] = srcData[srcPos];
  99129. destArray[index + 1] = srcData[srcPos + 1];
  99130. destArray[index + 2] = srcData[srcPos + 2];
  99131. destArray[index + 3] = lod;
  99132. index += 4;
  99133. }
  99134. }
  99135. return destArray;
  99136. }
  99137. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  99138. };
  99139. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99140. var destArray = new Uint8Array(dataLength);
  99141. var srcData = new Float32Array(arrayBuffer, dataOffset);
  99142. var index = 0;
  99143. for (var y = 0; y < height; y++) {
  99144. for (var x = 0; x < width; x++) {
  99145. var srcPos = (x + y * width) * 4;
  99146. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  99147. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  99148. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  99149. if (DDSTools.StoreLODInAlphaChannel) {
  99150. destArray[index + 3] = lod;
  99151. }
  99152. else {
  99153. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  99154. }
  99155. index += 4;
  99156. }
  99157. }
  99158. return destArray;
  99159. };
  99160. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  99161. var destArray = new Uint8Array(dataLength);
  99162. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  99163. var index = 0;
  99164. for (var y = 0; y < height; y++) {
  99165. for (var x = 0; x < width; x++) {
  99166. var srcPos = (x + y * width) * 4;
  99167. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  99168. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  99169. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  99170. if (DDSTools.StoreLODInAlphaChannel) {
  99171. destArray[index + 3] = lod;
  99172. }
  99173. else {
  99174. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  99175. }
  99176. index += 4;
  99177. }
  99178. }
  99179. return destArray;
  99180. };
  99181. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  99182. var byteArray = new Uint8Array(dataLength);
  99183. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99184. var index = 0;
  99185. for (var y = 0; y < height; y++) {
  99186. for (var x = 0; x < width; x++) {
  99187. var srcPos = (x + y * width) * 4;
  99188. byteArray[index] = srcData[srcPos + rOffset];
  99189. byteArray[index + 1] = srcData[srcPos + gOffset];
  99190. byteArray[index + 2] = srcData[srcPos + bOffset];
  99191. byteArray[index + 3] = srcData[srcPos + aOffset];
  99192. index += 4;
  99193. }
  99194. }
  99195. return byteArray;
  99196. };
  99197. DDSTools._ExtractLongWordOrder = function (value) {
  99198. if (value === 0 || value === 255 || value === -16777216) {
  99199. return 0;
  99200. }
  99201. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  99202. };
  99203. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  99204. var byteArray = new Uint8Array(dataLength);
  99205. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99206. var index = 0;
  99207. for (var y = 0; y < height; y++) {
  99208. for (var x = 0; x < width; x++) {
  99209. var srcPos = (x + y * width) * 3;
  99210. byteArray[index] = srcData[srcPos + rOffset];
  99211. byteArray[index + 1] = srcData[srcPos + gOffset];
  99212. byteArray[index + 2] = srcData[srcPos + bOffset];
  99213. index += 3;
  99214. }
  99215. }
  99216. return byteArray;
  99217. };
  99218. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  99219. var byteArray = new Uint8Array(dataLength);
  99220. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  99221. var index = 0;
  99222. for (var y = 0; y < height; y++) {
  99223. for (var x = 0; x < width; x++) {
  99224. var srcPos = (x + y * width);
  99225. byteArray[index] = srcData[srcPos];
  99226. index++;
  99227. }
  99228. }
  99229. return byteArray;
  99230. };
  99231. /**
  99232. * Uploads DDS Levels to a Babylon Texture
  99233. * @hidden
  99234. */
  99235. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  99236. if (lodIndex === void 0) { lodIndex = -1; }
  99237. var sphericalPolynomialFaces = null;
  99238. if (info.sphericalPolynomial) {
  99239. sphericalPolynomialFaces = new Array();
  99240. }
  99241. var ext = engine.getCaps().s3tc;
  99242. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  99243. var fourCC, width, height, dataLength = 0, dataOffset;
  99244. var byteArray, mipmapCount, mip;
  99245. var internalCompressedFormat = 0;
  99246. var blockBytes = 1;
  99247. if (header[off_magic] !== DDS_MAGIC) {
  99248. BABYLON.Tools.Error("Invalid magic number in DDS header");
  99249. return;
  99250. }
  99251. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  99252. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  99253. return;
  99254. }
  99255. if (info.isCompressed && !ext) {
  99256. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  99257. return;
  99258. }
  99259. var bpp = header[off_RGBbpp];
  99260. dataOffset = header[off_size] + 4;
  99261. var computeFormats = false;
  99262. if (info.isFourCC) {
  99263. fourCC = header[off_pfFourCC];
  99264. switch (fourCC) {
  99265. case FOURCC_DXT1:
  99266. blockBytes = 8;
  99267. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  99268. break;
  99269. case FOURCC_DXT3:
  99270. blockBytes = 16;
  99271. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  99272. break;
  99273. case FOURCC_DXT5:
  99274. blockBytes = 16;
  99275. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  99276. break;
  99277. case FOURCC_D3DFMT_R16G16B16A16F:
  99278. computeFormats = true;
  99279. break;
  99280. case FOURCC_D3DFMT_R32G32B32A32F:
  99281. computeFormats = true;
  99282. break;
  99283. case FOURCC_DX10:
  99284. // There is an additionnal header so dataOffset need to be changed
  99285. dataOffset += 5 * 4; // 5 uints
  99286. var supported = false;
  99287. switch (info.dxgiFormat) {
  99288. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  99289. computeFormats = true;
  99290. supported = true;
  99291. break;
  99292. case DXGI_FORMAT_B8G8R8X8_UNORM:
  99293. info.isRGB = true;
  99294. info.isFourCC = false;
  99295. bpp = 32;
  99296. supported = true;
  99297. break;
  99298. }
  99299. if (supported) {
  99300. break;
  99301. }
  99302. default:
  99303. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  99304. return;
  99305. }
  99306. }
  99307. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  99308. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  99309. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  99310. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  99311. if (computeFormats) {
  99312. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  99313. }
  99314. mipmapCount = 1;
  99315. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  99316. mipmapCount = Math.max(1, header[off_mipmapCount]);
  99317. }
  99318. for (var face = 0; face < faces; face++) {
  99319. width = header[off_width];
  99320. height = header[off_height];
  99321. for (mip = 0; mip < mipmapCount; ++mip) {
  99322. if (lodIndex === -1 || lodIndex === mip) {
  99323. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  99324. var i = (lodIndex === -1) ? mip : 0;
  99325. if (!info.isCompressed && info.isFourCC) {
  99326. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99327. dataLength = width * height * 4;
  99328. var floatArray = null;
  99329. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  99330. if (bpp === 128) {
  99331. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99332. if (sphericalPolynomialFaces && i == 0) {
  99333. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99334. }
  99335. }
  99336. else if (bpp === 64) {
  99337. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99338. if (sphericalPolynomialFaces && i == 0) {
  99339. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99340. }
  99341. }
  99342. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99343. }
  99344. else {
  99345. if (bpp === 128) {
  99346. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99347. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99348. if (sphericalPolynomialFaces && i == 0) {
  99349. sphericalPolynomialFaces.push(floatArray);
  99350. }
  99351. }
  99352. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  99353. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  99354. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99355. if (sphericalPolynomialFaces && i == 0) {
  99356. sphericalPolynomialFaces.push(floatArray);
  99357. }
  99358. }
  99359. else { // 64
  99360. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  99361. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  99362. if (sphericalPolynomialFaces && i == 0) {
  99363. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  99364. }
  99365. }
  99366. }
  99367. if (floatArray) {
  99368. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  99369. }
  99370. }
  99371. else if (info.isRGB) {
  99372. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99373. if (bpp === 24) {
  99374. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  99375. dataLength = width * height * 3;
  99376. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  99377. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99378. }
  99379. else { // 32
  99380. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  99381. dataLength = width * height * 4;
  99382. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  99383. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99384. }
  99385. }
  99386. else if (info.isLuminance) {
  99387. var unpackAlignment = engine._getUnpackAlignement();
  99388. var unpaddedRowSize = width;
  99389. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  99390. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  99391. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  99392. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  99393. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99394. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  99395. }
  99396. else {
  99397. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  99398. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  99399. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  99400. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  99401. }
  99402. }
  99403. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  99404. width *= 0.5;
  99405. height *= 0.5;
  99406. width = Math.max(1.0, width);
  99407. height = Math.max(1.0, height);
  99408. }
  99409. if (currentFace !== undefined) {
  99410. // Loading a single face
  99411. break;
  99412. }
  99413. }
  99414. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  99415. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  99416. size: header[off_width],
  99417. right: sphericalPolynomialFaces[0],
  99418. left: sphericalPolynomialFaces[1],
  99419. up: sphericalPolynomialFaces[2],
  99420. down: sphericalPolynomialFaces[3],
  99421. front: sphericalPolynomialFaces[4],
  99422. back: sphericalPolynomialFaces[5],
  99423. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  99424. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  99425. gammaSpace: false,
  99426. });
  99427. }
  99428. else {
  99429. info.sphericalPolynomial = undefined;
  99430. }
  99431. };
  99432. /**
  99433. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  99434. */
  99435. DDSTools.StoreLODInAlphaChannel = false;
  99436. return DDSTools;
  99437. }());
  99438. BABYLON.DDSTools = DDSTools;
  99439. })(BABYLON || (BABYLON = {}));
  99440. //# sourceMappingURL=babylon.dds.js.map
  99441. var BABYLON;
  99442. (function (BABYLON) {
  99443. /**
  99444. * Implementation of the DDS Texture Loader.
  99445. */
  99446. var DDSTextureLoader = /** @class */ (function () {
  99447. function DDSTextureLoader() {
  99448. /**
  99449. * Defines wether the loader supports cascade loading the different faces.
  99450. */
  99451. this.supportCascades = true;
  99452. }
  99453. /**
  99454. * This returns if the loader support the current file information.
  99455. * @param extension defines the file extension of the file being loaded
  99456. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99457. * @param fallback defines the fallback internal texture if any
  99458. * @param isBase64 defines whether the texture is encoded as a base64
  99459. * @param isBuffer defines whether the texture data are stored as a buffer
  99460. * @returns true if the loader can load the specified file
  99461. */
  99462. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99463. return extension.indexOf(".dds") === 0;
  99464. };
  99465. /**
  99466. * Transform the url before loading if required.
  99467. * @param rootUrl the url of the texture
  99468. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99469. * @returns the transformed texture
  99470. */
  99471. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99472. return rootUrl;
  99473. };
  99474. /**
  99475. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99476. * @param rootUrl the url of the texture
  99477. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99478. * @returns the fallback texture
  99479. */
  99480. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99481. return null;
  99482. };
  99483. /**
  99484. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99485. * @param data contains the texture data
  99486. * @param texture defines the BabylonJS internal texture
  99487. * @param createPolynomials will be true if polynomials have been requested
  99488. * @param onLoad defines the callback to trigger once the texture is ready
  99489. * @param onError defines the callback to trigger in case of error
  99490. */
  99491. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  99492. var engine = texture.getEngine();
  99493. var info;
  99494. var loadMipmap = false;
  99495. if (Array.isArray(imgs)) {
  99496. for (var index = 0; index < imgs.length; index++) {
  99497. var data_1 = imgs[index];
  99498. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  99499. texture.width = info.width;
  99500. texture.height = info.height;
  99501. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99502. engine._unpackFlipY(info.isCompressed);
  99503. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  99504. if (!info.isFourCC && info.mipmapCount === 1) {
  99505. engine.generateMipMapsForCubemap(texture);
  99506. }
  99507. }
  99508. }
  99509. else {
  99510. var data = imgs;
  99511. info = BABYLON.DDSTools.GetDDSInfo(data);
  99512. texture.width = info.width;
  99513. texture.height = info.height;
  99514. if (createPolynomials) {
  99515. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  99516. }
  99517. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  99518. engine._unpackFlipY(info.isCompressed);
  99519. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  99520. if (!info.isFourCC && info.mipmapCount === 1) {
  99521. engine.generateMipMapsForCubemap(texture);
  99522. }
  99523. }
  99524. engine._setCubeMapTextureParams(loadMipmap);
  99525. texture.isReady = true;
  99526. if (onLoad) {
  99527. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  99528. }
  99529. };
  99530. /**
  99531. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99532. * @param data contains the texture data
  99533. * @param texture defines the BabylonJS internal texture
  99534. * @param callback defines the method to call once ready to upload
  99535. */
  99536. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  99537. var info = BABYLON.DDSTools.GetDDSInfo(data);
  99538. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  99539. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  99540. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  99541. });
  99542. };
  99543. return DDSTextureLoader;
  99544. }());
  99545. // Register the loader.
  99546. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  99547. })(BABYLON || (BABYLON = {}));
  99548. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  99549. var BABYLON;
  99550. (function (BABYLON) {
  99551. /**
  99552. * Based on jsTGALoader - Javascript loader for TGA file
  99553. * By Vincent Thibault
  99554. * @see http://blog.robrowser.com/javascript-tga-loader.html
  99555. */
  99556. var TGATools = /** @class */ (function () {
  99557. function TGATools() {
  99558. }
  99559. /**
  99560. * Gets the header of a TGA file
  99561. * @param data defines the TGA data
  99562. * @returns the header
  99563. */
  99564. TGATools.GetTGAHeader = function (data) {
  99565. var offset = 0;
  99566. var header = {
  99567. id_length: data[offset++],
  99568. colormap_type: data[offset++],
  99569. image_type: data[offset++],
  99570. colormap_index: data[offset++] | data[offset++] << 8,
  99571. colormap_length: data[offset++] | data[offset++] << 8,
  99572. colormap_size: data[offset++],
  99573. origin: [
  99574. data[offset++] | data[offset++] << 8,
  99575. data[offset++] | data[offset++] << 8
  99576. ],
  99577. width: data[offset++] | data[offset++] << 8,
  99578. height: data[offset++] | data[offset++] << 8,
  99579. pixel_size: data[offset++],
  99580. flags: data[offset++]
  99581. };
  99582. return header;
  99583. };
  99584. /**
  99585. * Uploads TGA content to a Babylon Texture
  99586. * @hidden
  99587. */
  99588. TGATools.UploadContent = function (texture, data) {
  99589. // Not enough data to contain header ?
  99590. if (data.length < 19) {
  99591. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  99592. return;
  99593. }
  99594. // Read Header
  99595. var offset = 18;
  99596. var header = TGATools.GetTGAHeader(data);
  99597. // Assume it's a valid Targa file.
  99598. if (header.id_length + offset > data.length) {
  99599. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  99600. return;
  99601. }
  99602. // Skip not needed data
  99603. offset += header.id_length;
  99604. var use_rle = false;
  99605. var use_pal = false;
  99606. var use_grey = false;
  99607. // Get some informations.
  99608. switch (header.image_type) {
  99609. case TGATools._TYPE_RLE_INDEXED:
  99610. use_rle = true;
  99611. case TGATools._TYPE_INDEXED:
  99612. use_pal = true;
  99613. break;
  99614. case TGATools._TYPE_RLE_RGB:
  99615. use_rle = true;
  99616. case TGATools._TYPE_RGB:
  99617. // use_rgb = true;
  99618. break;
  99619. case TGATools._TYPE_RLE_GREY:
  99620. use_rle = true;
  99621. case TGATools._TYPE_GREY:
  99622. use_grey = true;
  99623. break;
  99624. }
  99625. var pixel_data;
  99626. // var numAlphaBits = header.flags & 0xf;
  99627. var pixel_size = header.pixel_size >> 3;
  99628. var pixel_total = header.width * header.height * pixel_size;
  99629. // Read palettes
  99630. var palettes;
  99631. if (use_pal) {
  99632. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  99633. }
  99634. // Read LRE
  99635. if (use_rle) {
  99636. pixel_data = new Uint8Array(pixel_total);
  99637. var c, count, i;
  99638. var localOffset = 0;
  99639. var pixels = new Uint8Array(pixel_size);
  99640. while (offset < pixel_total && localOffset < pixel_total) {
  99641. c = data[offset++];
  99642. count = (c & 0x7f) + 1;
  99643. // RLE pixels
  99644. if (c & 0x80) {
  99645. // Bind pixel tmp array
  99646. for (i = 0; i < pixel_size; ++i) {
  99647. pixels[i] = data[offset++];
  99648. }
  99649. // Copy pixel array
  99650. for (i = 0; i < count; ++i) {
  99651. pixel_data.set(pixels, localOffset + i * pixel_size);
  99652. }
  99653. localOffset += pixel_size * count;
  99654. }
  99655. // Raw pixels
  99656. else {
  99657. count *= pixel_size;
  99658. for (i = 0; i < count; ++i) {
  99659. pixel_data[localOffset + i] = data[offset++];
  99660. }
  99661. localOffset += count;
  99662. }
  99663. }
  99664. }
  99665. // RAW Pixels
  99666. else {
  99667. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  99668. }
  99669. // Load to texture
  99670. var x_start, y_start, x_step, y_step, y_end, x_end;
  99671. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  99672. default:
  99673. case TGATools._ORIGIN_UL:
  99674. x_start = 0;
  99675. x_step = 1;
  99676. x_end = header.width;
  99677. y_start = 0;
  99678. y_step = 1;
  99679. y_end = header.height;
  99680. break;
  99681. case TGATools._ORIGIN_BL:
  99682. x_start = 0;
  99683. x_step = 1;
  99684. x_end = header.width;
  99685. y_start = header.height - 1;
  99686. y_step = -1;
  99687. y_end = -1;
  99688. break;
  99689. case TGATools._ORIGIN_UR:
  99690. x_start = header.width - 1;
  99691. x_step = -1;
  99692. x_end = -1;
  99693. y_start = 0;
  99694. y_step = 1;
  99695. y_end = header.height;
  99696. break;
  99697. case TGATools._ORIGIN_BR:
  99698. x_start = header.width - 1;
  99699. x_step = -1;
  99700. x_end = -1;
  99701. y_start = header.height - 1;
  99702. y_step = -1;
  99703. y_end = -1;
  99704. break;
  99705. }
  99706. // Load the specify method
  99707. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  99708. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  99709. var engine = texture.getEngine();
  99710. engine._uploadDataToTextureDirectly(texture, imageData);
  99711. };
  99712. /** @hidden */
  99713. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99714. var image = pixel_data, colormap = palettes;
  99715. var width = header.width, height = header.height;
  99716. var color, i = 0, x, y;
  99717. var imageData = new Uint8Array(width * height * 4);
  99718. for (y = y_start; y !== y_end; y += y_step) {
  99719. for (x = x_start; x !== x_end; x += x_step, i++) {
  99720. color = image[i];
  99721. imageData[(x + width * y) * 4 + 3] = 255;
  99722. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  99723. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  99724. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  99725. }
  99726. }
  99727. return imageData;
  99728. };
  99729. /** @hidden */
  99730. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99731. var image = pixel_data;
  99732. var width = header.width, height = header.height;
  99733. var color, i = 0, x, y;
  99734. var imageData = new Uint8Array(width * height * 4);
  99735. for (y = y_start; y !== y_end; y += y_step) {
  99736. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99737. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  99738. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  99739. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  99740. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  99741. imageData[(x + width * y) * 4 + 0] = r;
  99742. imageData[(x + width * y) * 4 + 1] = g;
  99743. imageData[(x + width * y) * 4 + 2] = b;
  99744. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  99745. }
  99746. }
  99747. return imageData;
  99748. };
  99749. /** @hidden */
  99750. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99751. var image = pixel_data;
  99752. var width = header.width, height = header.height;
  99753. var i = 0, x, y;
  99754. var imageData = new Uint8Array(width * height * 4);
  99755. for (y = y_start; y !== y_end; y += y_step) {
  99756. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  99757. imageData[(x + width * y) * 4 + 3] = 255;
  99758. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99759. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99760. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99761. }
  99762. }
  99763. return imageData;
  99764. };
  99765. /** @hidden */
  99766. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99767. var image = pixel_data;
  99768. var width = header.width, height = header.height;
  99769. var i = 0, x, y;
  99770. var imageData = new Uint8Array(width * height * 4);
  99771. for (y = y_start; y !== y_end; y += y_step) {
  99772. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  99773. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99774. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  99775. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  99776. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  99777. }
  99778. }
  99779. return imageData;
  99780. };
  99781. /** @hidden */
  99782. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99783. var image = pixel_data;
  99784. var width = header.width, height = header.height;
  99785. var color, i = 0, x, y;
  99786. var imageData = new Uint8Array(width * height * 4);
  99787. for (y = y_start; y !== y_end; y += y_step) {
  99788. for (x = x_start; x !== x_end; x += x_step, i++) {
  99789. color = image[i];
  99790. imageData[(x + width * y) * 4 + 0] = color;
  99791. imageData[(x + width * y) * 4 + 1] = color;
  99792. imageData[(x + width * y) * 4 + 2] = color;
  99793. imageData[(x + width * y) * 4 + 3] = 255;
  99794. }
  99795. }
  99796. return imageData;
  99797. };
  99798. /** @hidden */
  99799. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  99800. var image = pixel_data;
  99801. var width = header.width, height = header.height;
  99802. var i = 0, x, y;
  99803. var imageData = new Uint8Array(width * height * 4);
  99804. for (y = y_start; y !== y_end; y += y_step) {
  99805. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  99806. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  99807. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  99808. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  99809. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  99810. }
  99811. }
  99812. return imageData;
  99813. };
  99814. //private static _TYPE_NO_DATA = 0;
  99815. TGATools._TYPE_INDEXED = 1;
  99816. TGATools._TYPE_RGB = 2;
  99817. TGATools._TYPE_GREY = 3;
  99818. TGATools._TYPE_RLE_INDEXED = 9;
  99819. TGATools._TYPE_RLE_RGB = 10;
  99820. TGATools._TYPE_RLE_GREY = 11;
  99821. TGATools._ORIGIN_MASK = 0x30;
  99822. TGATools._ORIGIN_SHIFT = 0x04;
  99823. TGATools._ORIGIN_BL = 0x00;
  99824. TGATools._ORIGIN_BR = 0x01;
  99825. TGATools._ORIGIN_UL = 0x02;
  99826. TGATools._ORIGIN_UR = 0x03;
  99827. return TGATools;
  99828. }());
  99829. BABYLON.TGATools = TGATools;
  99830. })(BABYLON || (BABYLON = {}));
  99831. //# sourceMappingURL=babylon.tga.js.map
  99832. var BABYLON;
  99833. (function (BABYLON) {
  99834. /**
  99835. * Implementation of the TGA Texture Loader.
  99836. */
  99837. var TGATextureLoader = /** @class */ (function () {
  99838. function TGATextureLoader() {
  99839. /**
  99840. * Defines wether the loader supports cascade loading the different faces.
  99841. */
  99842. this.supportCascades = false;
  99843. }
  99844. /**
  99845. * This returns if the loader support the current file information.
  99846. * @param extension defines the file extension of the file being loaded
  99847. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99848. * @param fallback defines the fallback internal texture if any
  99849. * @param isBase64 defines whether the texture is encoded as a base64
  99850. * @param isBuffer defines whether the texture data are stored as a buffer
  99851. * @returns true if the loader can load the specified file
  99852. */
  99853. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  99854. return extension.indexOf(".tga") === 0;
  99855. };
  99856. /**
  99857. * Transform the url before loading if required.
  99858. * @param rootUrl the url of the texture
  99859. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99860. * @returns the transformed texture
  99861. */
  99862. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  99863. return rootUrl;
  99864. };
  99865. /**
  99866. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  99867. * @param rootUrl the url of the texture
  99868. * @param textureFormatInUse defines the current compressed format in use iun the engine
  99869. * @returns the fallback texture
  99870. */
  99871. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  99872. return null;
  99873. };
  99874. /**
  99875. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  99876. * @param data contains the texture data
  99877. * @param texture defines the BabylonJS internal texture
  99878. * @param createPolynomials will be true if polynomials have been requested
  99879. * @param onLoad defines the callback to trigger once the texture is ready
  99880. * @param onError defines the callback to trigger in case of error
  99881. */
  99882. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  99883. throw ".env not supported in Cube.";
  99884. };
  99885. /**
  99886. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  99887. * @param data contains the texture data
  99888. * @param texture defines the BabylonJS internal texture
  99889. * @param callback defines the method to call once ready to upload
  99890. */
  99891. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  99892. var uintData = new Uint8Array(data);
  99893. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  99894. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  99895. BABYLON.TGATools.UploadContent(texture, uintData);
  99896. });
  99897. };
  99898. return TGATextureLoader;
  99899. }());
  99900. // Register the loader.
  99901. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  99902. })(BABYLON || (BABYLON = {}));
  99903. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  99904. var BABYLON;
  99905. (function (BABYLON) {
  99906. /**
  99907. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  99908. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  99909. */
  99910. var KhronosTextureContainer = /** @class */ (function () {
  99911. /**
  99912. * Creates a new KhronosTextureContainer
  99913. * @param arrayBuffer contents of the KTX container file
  99914. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  99915. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  99916. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  99917. */
  99918. function KhronosTextureContainer(
  99919. /** contents of the KTX container file */
  99920. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  99921. this.arrayBuffer = arrayBuffer;
  99922. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  99923. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  99924. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  99925. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  99926. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  99927. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  99928. BABYLON.Tools.Error("texture missing KTX identifier");
  99929. return;
  99930. }
  99931. // load the reset of the header in native 32 bit int
  99932. var header = new Int32Array(this.arrayBuffer, 12, 13);
  99933. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  99934. var oppositeEndianess = header[0] === 0x01020304;
  99935. // read all the header elements in order they exist in the file, without modification (sans endainness)
  99936. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  99937. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  99938. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  99939. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  99940. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  99941. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  99942. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  99943. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  99944. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  99945. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  99946. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  99947. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  99948. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  99949. if (this.glType !== 0) {
  99950. BABYLON.Tools.Error("only compressed formats currently supported");
  99951. return;
  99952. }
  99953. else {
  99954. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  99955. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  99956. }
  99957. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  99958. BABYLON.Tools.Error("only 2D textures currently supported");
  99959. return;
  99960. }
  99961. if (this.numberOfArrayElements !== 0) {
  99962. BABYLON.Tools.Error("texture arrays not currently supported");
  99963. return;
  99964. }
  99965. if (this.numberOfFaces !== facesExpected) {
  99966. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  99967. return;
  99968. }
  99969. // we now have a completely validated file, so could use existence of loadType as success
  99970. // would need to make this more elaborate & adjust checks above to support more than one load type
  99971. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  99972. }
  99973. //
  99974. /**
  99975. * Revert the endianness of a value.
  99976. * Not as fast hardware based, but will probably never need to use
  99977. * @param val defines the value to convert
  99978. * @returns the new value
  99979. */
  99980. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  99981. return ((val & 0xFF) << 24)
  99982. | ((val & 0xFF00) << 8)
  99983. | ((val >> 8) & 0xFF00)
  99984. | ((val >> 24) & 0xFF);
  99985. };
  99986. /**
  99987. * Uploads KTX content to a Babylon Texture.
  99988. * It is assumed that the texture has already been created & is currently bound
  99989. * @hidden
  99990. */
  99991. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  99992. switch (this.loadType) {
  99993. case KhronosTextureContainer.COMPRESSED_2D:
  99994. this._upload2DCompressedLevels(texture, loadMipmaps);
  99995. break;
  99996. case KhronosTextureContainer.TEX_2D:
  99997. case KhronosTextureContainer.COMPRESSED_3D:
  99998. case KhronosTextureContainer.TEX_3D:
  99999. }
  100000. };
  100001. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  100002. // initialize width & height for level 1
  100003. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  100004. var width = this.pixelWidth;
  100005. var height = this.pixelHeight;
  100006. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  100007. for (var level = 0; level < mipmapCount; level++) {
  100008. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  100009. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  100010. for (var face = 0; face < this.numberOfFaces; face++) {
  100011. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  100012. var engine = texture.getEngine();
  100013. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  100014. dataOffset += imageSize; // add size of the image for the next face/mipmap
  100015. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  100016. }
  100017. width = Math.max(1.0, width * 0.5);
  100018. height = Math.max(1.0, height * 0.5);
  100019. }
  100020. };
  100021. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  100022. // load types
  100023. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  100024. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  100025. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  100026. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  100027. return KhronosTextureContainer;
  100028. }());
  100029. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  100030. })(BABYLON || (BABYLON = {}));
  100031. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  100032. var BABYLON;
  100033. (function (BABYLON) {
  100034. /**
  100035. * Implementation of the KTX Texture Loader.
  100036. */
  100037. var KTXTextureLoader = /** @class */ (function () {
  100038. function KTXTextureLoader() {
  100039. /**
  100040. * Defines wether the loader supports cascade loading the different faces.
  100041. */
  100042. this.supportCascades = false;
  100043. }
  100044. /**
  100045. * This returns if the loader support the current file information.
  100046. * @param extension defines the file extension of the file being loaded
  100047. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100048. * @param fallback defines the fallback internal texture if any
  100049. * @param isBase64 defines whether the texture is encoded as a base64
  100050. * @param isBuffer defines whether the texture data are stored as a buffer
  100051. * @returns true if the loader can load the specified file
  100052. */
  100053. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100054. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  100055. return true;
  100056. }
  100057. return false;
  100058. };
  100059. /**
  100060. * Transform the url before loading if required.
  100061. * @param rootUrl the url of the texture
  100062. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100063. * @returns the transformed texture
  100064. */
  100065. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100066. var lastDot = rootUrl.lastIndexOf('.');
  100067. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  100068. };
  100069. /**
  100070. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100071. * @param rootUrl the url of the texture
  100072. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100073. * @returns the fallback texture
  100074. */
  100075. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100076. // remove the format appended to the rootUrl in the original createCubeTexture call.
  100077. var exp = new RegExp("" + textureFormatInUse + "$");
  100078. return rootUrl.replace(exp, "");
  100079. };
  100080. /**
  100081. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100082. * @param data contains the texture data
  100083. * @param texture defines the BabylonJS internal texture
  100084. * @param createPolynomials will be true if polynomials have been requested
  100085. * @param onLoad defines the callback to trigger once the texture is ready
  100086. * @param onError defines the callback to trigger in case of error
  100087. */
  100088. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100089. if (Array.isArray(data)) {
  100090. return;
  100091. }
  100092. var engine = texture.getEngine();
  100093. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  100094. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  100095. engine._unpackFlipY(true);
  100096. ktx.uploadLevels(texture, texture.generateMipMaps);
  100097. texture.width = ktx.pixelWidth;
  100098. texture.height = ktx.pixelHeight;
  100099. engine._setCubeMapTextureParams(loadMipmap);
  100100. texture.isReady = true;
  100101. };
  100102. /**
  100103. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100104. * @param data contains the texture data
  100105. * @param texture defines the BabylonJS internal texture
  100106. * @param callback defines the method to call once ready to upload
  100107. */
  100108. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  100109. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  100110. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  100111. ktx.uploadLevels(texture, texture.generateMipMaps);
  100112. });
  100113. };
  100114. return KTXTextureLoader;
  100115. }());
  100116. // Register the loader.
  100117. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  100118. })(BABYLON || (BABYLON = {}));
  100119. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  100120. var BABYLON;
  100121. (function (BABYLON) {
  100122. /**
  100123. * Sets of helpers addressing the serialization and deserialization of environment texture
  100124. * stored in a BabylonJS env file.
  100125. * Those files are usually stored as .env files.
  100126. */
  100127. var EnvironmentTextureTools = /** @class */ (function () {
  100128. function EnvironmentTextureTools() {
  100129. }
  100130. /**
  100131. * Gets the environment info from an env file.
  100132. * @param data The array buffer containing the .env bytes.
  100133. * @returns the environment file info (the json header) if successfully parsed.
  100134. */
  100135. EnvironmentTextureTools.GetEnvInfo = function (data) {
  100136. var dataView = new DataView(data);
  100137. var pos = 0;
  100138. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100139. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  100140. BABYLON.Tools.Error('Not a babylon environment map');
  100141. return null;
  100142. }
  100143. }
  100144. // Read json manifest - collect characters up to null terminator
  100145. var manifestString = '';
  100146. var charCode = 0x00;
  100147. while ((charCode = dataView.getUint8(pos++))) {
  100148. manifestString += String.fromCharCode(charCode);
  100149. }
  100150. var manifest = JSON.parse(manifestString);
  100151. if (manifest.specular) {
  100152. // Extend the header with the position of the payload.
  100153. manifest.specular.specularDataPosition = pos;
  100154. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  100155. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  100156. }
  100157. return manifest;
  100158. };
  100159. /**
  100160. * Creates an environment texture from a loaded cube texture.
  100161. * @param texture defines the cube texture to convert in env file
  100162. * @return a promise containing the environment data if succesfull.
  100163. */
  100164. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  100165. var _this = this;
  100166. var internalTexture = texture.getInternalTexture();
  100167. if (!internalTexture) {
  100168. return Promise.reject("The cube texture is invalid.");
  100169. }
  100170. if (!texture._prefiltered) {
  100171. return Promise.reject("The cube texture is invalid (not prefiltered).");
  100172. }
  100173. var engine = internalTexture.getEngine();
  100174. if (engine && engine.premultipliedAlpha) {
  100175. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  100176. }
  100177. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  100178. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  100179. }
  100180. var canvas = engine.getRenderingCanvas();
  100181. if (!canvas) {
  100182. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  100183. }
  100184. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100185. if (!engine.getCaps().textureFloatRender) {
  100186. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100187. if (!engine.getCaps().textureHalfFloatRender) {
  100188. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  100189. }
  100190. }
  100191. var cubeWidth = internalTexture.width;
  100192. var hostingScene = new BABYLON.Scene(engine);
  100193. var specularTextures = {};
  100194. var promises = [];
  100195. // Read and collect all mipmaps data from the cube.
  100196. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  100197. mipmapsCount = Math.round(mipmapsCount);
  100198. var _loop_1 = function (i) {
  100199. var faceWidth = Math.pow(2, mipmapsCount - i);
  100200. var _loop_2 = function (face) {
  100201. var data = texture.readPixels(face, i);
  100202. // Creates a temp texture with the face data.
  100203. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  100204. // And rgbdEncode them.
  100205. var promise = new Promise(function (resolve, reject) {
  100206. 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);
  100207. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100208. rgbdPostProcess.onApply = function (effect) {
  100209. effect._bindTexture("textureSampler", tempTexture);
  100210. };
  100211. // As the process needs to happen on the main canvas, keep track of the current size
  100212. var currentW = engine.getRenderWidth();
  100213. var currentH = engine.getRenderHeight();
  100214. // Set the desired size for the texture
  100215. engine.setSize(faceWidth, faceWidth);
  100216. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  100217. // Reading datas from WebGL
  100218. BABYLON.Tools.ToBlob(canvas, function (blob) {
  100219. var fileReader = new FileReader();
  100220. fileReader.onload = function (event) {
  100221. var arrayBuffer = event.target.result;
  100222. specularTextures[i * 6 + face] = arrayBuffer;
  100223. resolve();
  100224. };
  100225. fileReader.readAsArrayBuffer(blob);
  100226. });
  100227. // Reapply the previous canvas size
  100228. engine.setSize(currentW, currentH);
  100229. });
  100230. });
  100231. promises.push(promise);
  100232. };
  100233. // All faces of the cube.
  100234. for (var face = 0; face < 6; face++) {
  100235. _loop_2(face);
  100236. }
  100237. };
  100238. for (var i = 0; i <= mipmapsCount; i++) {
  100239. _loop_1(i);
  100240. }
  100241. // Once all the textures haves been collected as RGBD stored in PNGs
  100242. return Promise.all(promises).then(function () {
  100243. // We can delete the hosting scene keeping track of all the creation objects
  100244. hostingScene.dispose();
  100245. // Creates the json header for the env texture
  100246. var info = {
  100247. version: 1,
  100248. width: cubeWidth,
  100249. irradiance: _this._CreateEnvTextureIrradiance(texture),
  100250. specular: {
  100251. mipmaps: [],
  100252. lodGenerationScale: texture.lodGenerationScale
  100253. }
  100254. };
  100255. // Sets the specular image data information
  100256. var position = 0;
  100257. for (var i = 0; i <= mipmapsCount; i++) {
  100258. for (var face = 0; face < 6; face++) {
  100259. var byteLength = specularTextures[i * 6 + face].byteLength;
  100260. info.specular.mipmaps.push({
  100261. length: byteLength,
  100262. position: position
  100263. });
  100264. position += byteLength;
  100265. }
  100266. }
  100267. // Encode the JSON as an array buffer
  100268. var infoString = JSON.stringify(info);
  100269. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  100270. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  100271. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  100272. infoView[i] = infoString.charCodeAt(i);
  100273. }
  100274. // Ends up with a null terminator for easier parsing
  100275. infoView[infoString.length] = 0x00;
  100276. // Computes the final required size and creates the storage
  100277. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  100278. var finalBuffer = new ArrayBuffer(totalSize);
  100279. var finalBufferView = new Uint8Array(finalBuffer);
  100280. var dataView = new DataView(finalBuffer);
  100281. // Copy the magic bytes identifying the file in
  100282. var pos = 0;
  100283. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  100284. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  100285. }
  100286. // Add the json info
  100287. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  100288. pos += infoBuffer.byteLength;
  100289. // Finally inserts the texture data
  100290. for (var i = 0; i <= mipmapsCount; i++) {
  100291. for (var face = 0; face < 6; face++) {
  100292. var dataBuffer = specularTextures[i * 6 + face];
  100293. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  100294. pos += dataBuffer.byteLength;
  100295. }
  100296. }
  100297. // Voila
  100298. return finalBuffer;
  100299. });
  100300. };
  100301. /**
  100302. * Creates a JSON representation of the spherical data.
  100303. * @param texture defines the texture containing the polynomials
  100304. * @return the JSON representation of the spherical info
  100305. */
  100306. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  100307. var polynmials = texture.sphericalPolynomial;
  100308. if (polynmials == null) {
  100309. return null;
  100310. }
  100311. return {
  100312. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  100313. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  100314. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  100315. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  100316. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  100317. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  100318. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  100319. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  100320. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  100321. };
  100322. };
  100323. /**
  100324. * Uploads the texture info contained in the env file to the GPU.
  100325. * @param texture defines the internal texture to upload to
  100326. * @param arrayBuffer defines the buffer cotaining the data to load
  100327. * @param info defines the texture info retrieved through the GetEnvInfo method
  100328. * @returns a promise
  100329. */
  100330. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  100331. if (info.version !== 1) {
  100332. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  100333. }
  100334. var specularInfo = info.specular;
  100335. if (!specularInfo) {
  100336. // Nothing else parsed so far
  100337. return Promise.resolve();
  100338. }
  100339. // Double checks the enclosed info
  100340. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  100341. mipmapsCount = Math.round(mipmapsCount) + 1;
  100342. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  100343. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  100344. }
  100345. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  100346. var imageData = new Array(mipmapsCount);
  100347. for (var i = 0; i < mipmapsCount; i++) {
  100348. imageData[i] = new Array(6);
  100349. for (var face = 0; face < 6; face++) {
  100350. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  100351. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  100352. }
  100353. }
  100354. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  100355. };
  100356. /**
  100357. * Uploads the levels of image data to the GPU.
  100358. * @param texture defines the internal texture to upload to
  100359. * @param imageData defines the array buffer views of image data [mipmap][face]
  100360. * @returns a promise
  100361. */
  100362. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  100363. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  100364. throw new Error("Texture size must be a power of two");
  100365. }
  100366. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  100367. // Gets everything ready.
  100368. var engine = texture.getEngine();
  100369. var expandTexture = false;
  100370. var generateNonLODTextures = false;
  100371. var rgbdPostProcess = null;
  100372. var cubeRtt = null;
  100373. var lodTextures = null;
  100374. var caps = engine.getCaps();
  100375. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100376. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100377. texture.generateMipMaps = true;
  100378. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  100379. // Add extra process if texture lod is not supported
  100380. if (!caps.textureLOD) {
  100381. expandTexture = false;
  100382. generateNonLODTextures = true;
  100383. lodTextures = {};
  100384. }
  100385. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  100386. else if (engine.webGLVersion < 2) {
  100387. expandTexture = false;
  100388. }
  100389. // If half float available we can uncompress the texture
  100390. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  100391. expandTexture = true;
  100392. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100393. }
  100394. // If full float available we can uncompress the texture
  100395. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  100396. expandTexture = true;
  100397. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100398. }
  100399. // Expand the texture if possible
  100400. if (expandTexture) {
  100401. // Simply run through the decode PP
  100402. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  100403. texture._isRGBD = false;
  100404. texture.invertY = false;
  100405. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  100406. generateDepthBuffer: false,
  100407. generateMipMaps: true,
  100408. generateStencilBuffer: false,
  100409. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  100410. type: texture.type,
  100411. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  100412. });
  100413. }
  100414. else {
  100415. texture._isRGBD = true;
  100416. texture.invertY = true;
  100417. // In case of missing support, applies the same patch than DDS files.
  100418. if (generateNonLODTextures) {
  100419. var mipSlices = 3;
  100420. var scale = texture._lodGenerationScale;
  100421. var offset = texture._lodGenerationOffset;
  100422. for (var i = 0; i < mipSlices; i++) {
  100423. //compute LOD from even spacing in smoothness (matching shader calculation)
  100424. var smoothness = i / (mipSlices - 1);
  100425. var roughness = 1 - smoothness;
  100426. var minLODIndex = offset; // roughness = 0
  100427. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  100428. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  100429. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  100430. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  100431. glTextureFromLod.isCube = true;
  100432. glTextureFromLod.invertY = true;
  100433. glTextureFromLod.generateMipMaps = false;
  100434. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  100435. // Wrap in a base texture for easy binding.
  100436. var lodTexture = new BABYLON.BaseTexture(null);
  100437. lodTexture.isCube = true;
  100438. lodTexture._texture = glTextureFromLod;
  100439. lodTextures[mipmapIndex] = lodTexture;
  100440. switch (i) {
  100441. case 0:
  100442. texture._lodTextureLow = lodTexture;
  100443. break;
  100444. case 1:
  100445. texture._lodTextureMid = lodTexture;
  100446. break;
  100447. case 2:
  100448. texture._lodTextureHigh = lodTexture;
  100449. break;
  100450. }
  100451. }
  100452. }
  100453. }
  100454. var promises = [];
  100455. var _loop_3 = function (i) {
  100456. var _loop_4 = function (face) {
  100457. // Constructs an image element from image data
  100458. var bytes = imageData[i][face];
  100459. var blob = new Blob([bytes], { type: 'image/png' });
  100460. var url = URL.createObjectURL(blob);
  100461. var image = new Image();
  100462. image.src = url;
  100463. // Enqueue promise to upload to the texture.
  100464. var promise = new Promise(function (resolve, reject) {
  100465. image.onload = function () {
  100466. if (expandTexture) {
  100467. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  100468. reject(message);
  100469. }, image);
  100470. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  100471. // Uncompress the data to a RTT
  100472. rgbdPostProcess.onApply = function (effect) {
  100473. effect._bindTexture("textureSampler", tempTexture_1);
  100474. effect.setFloat2("scale", 1, 1);
  100475. };
  100476. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  100477. // Cleanup
  100478. engine.restoreDefaultFramebuffer();
  100479. tempTexture_1.dispose();
  100480. window.URL.revokeObjectURL(url);
  100481. resolve();
  100482. });
  100483. }
  100484. else {
  100485. engine._uploadImageToTexture(texture, image, face, i);
  100486. // Upload the face to the non lod texture support
  100487. if (generateNonLODTextures) {
  100488. var lodTexture = lodTextures[i];
  100489. if (lodTexture) {
  100490. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  100491. }
  100492. }
  100493. resolve();
  100494. }
  100495. };
  100496. image.onerror = function (error) {
  100497. reject(error);
  100498. };
  100499. });
  100500. promises.push(promise);
  100501. };
  100502. // All faces
  100503. for (var face = 0; face < 6; face++) {
  100504. _loop_4(face);
  100505. }
  100506. };
  100507. // All mipmaps up to provided number of images
  100508. for (var i = 0; i < imageData.length; i++) {
  100509. _loop_3(i);
  100510. }
  100511. // Fill remaining mipmaps with black textures.
  100512. if (imageData.length < mipmapsCount) {
  100513. var data = void 0;
  100514. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  100515. var dataLength = size * size * 4;
  100516. switch (texture.type) {
  100517. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  100518. data = new Uint8Array(dataLength);
  100519. break;
  100520. }
  100521. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  100522. data = new Uint16Array(dataLength);
  100523. break;
  100524. }
  100525. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  100526. data = new Float32Array(dataLength);
  100527. break;
  100528. }
  100529. }
  100530. for (var i = imageData.length; i < mipmapsCount; i++) {
  100531. for (var face = 0; face < 6; face++) {
  100532. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  100533. }
  100534. }
  100535. }
  100536. // Once all done, finishes the cleanup and return
  100537. return Promise.all(promises).then(function () {
  100538. // Release temp RTT.
  100539. if (cubeRtt) {
  100540. engine._releaseFramebufferObjects(cubeRtt);
  100541. cubeRtt._swapAndDie(texture);
  100542. }
  100543. // Release temp Post Process.
  100544. if (rgbdPostProcess) {
  100545. rgbdPostProcess.dispose();
  100546. }
  100547. // Flag internal texture as ready in case they are in use.
  100548. if (generateNonLODTextures) {
  100549. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  100550. texture._lodTextureHigh._texture.isReady = true;
  100551. }
  100552. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  100553. texture._lodTextureMid._texture.isReady = true;
  100554. }
  100555. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  100556. texture._lodTextureLow._texture.isReady = true;
  100557. }
  100558. }
  100559. });
  100560. };
  100561. /**
  100562. * Uploads spherical polynomials information to the texture.
  100563. * @param texture defines the texture we are trying to upload the information to
  100564. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  100565. */
  100566. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  100567. if (info.version !== 1) {
  100568. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  100569. }
  100570. var irradianceInfo = info.irradiance;
  100571. if (!irradianceInfo) {
  100572. return;
  100573. }
  100574. var sp = new BABYLON.SphericalPolynomial();
  100575. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  100576. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  100577. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  100578. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  100579. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  100580. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  100581. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  100582. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  100583. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  100584. texture._sphericalPolynomial = sp;
  100585. };
  100586. /**
  100587. * Magic number identifying the env file.
  100588. */
  100589. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  100590. return EnvironmentTextureTools;
  100591. }());
  100592. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  100593. })(BABYLON || (BABYLON = {}));
  100594. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  100595. var BABYLON;
  100596. (function (BABYLON) {
  100597. /**
  100598. * Implementation of the ENV Texture Loader.
  100599. */
  100600. var ENVTextureLoader = /** @class */ (function () {
  100601. function ENVTextureLoader() {
  100602. /**
  100603. * Defines wether the loader supports cascade loading the different faces.
  100604. */
  100605. this.supportCascades = false;
  100606. }
  100607. /**
  100608. * This returns if the loader support the current file information.
  100609. * @param extension defines the file extension of the file being loaded
  100610. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100611. * @param fallback defines the fallback internal texture if any
  100612. * @param isBase64 defines whether the texture is encoded as a base64
  100613. * @param isBuffer defines whether the texture data are stored as a buffer
  100614. * @returns true if the loader can load the specified file
  100615. */
  100616. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100617. return extension.indexOf(".env") === 0;
  100618. };
  100619. /**
  100620. * Transform the url before loading if required.
  100621. * @param rootUrl the url of the texture
  100622. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100623. * @returns the transformed texture
  100624. */
  100625. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100626. return rootUrl;
  100627. };
  100628. /**
  100629. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100630. * @param rootUrl the url of the texture
  100631. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100632. * @returns the fallback texture
  100633. */
  100634. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100635. return null;
  100636. };
  100637. /**
  100638. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100639. * @param data contains the texture data
  100640. * @param texture defines the BabylonJS internal texture
  100641. * @param createPolynomials will be true if polynomials have been requested
  100642. * @param onLoad defines the callback to trigger once the texture is ready
  100643. * @param onError defines the callback to trigger in case of error
  100644. */
  100645. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  100646. if (Array.isArray(data)) {
  100647. return;
  100648. }
  100649. data = data;
  100650. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  100651. if (info) {
  100652. texture.width = info.width;
  100653. texture.height = info.width;
  100654. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  100655. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  100656. texture.isReady = true;
  100657. if (onLoad) {
  100658. onLoad();
  100659. }
  100660. });
  100661. }
  100662. else if (onError) {
  100663. onError("Can not parse the environment file", null);
  100664. }
  100665. };
  100666. /**
  100667. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100668. * @param data contains the texture data
  100669. * @param texture defines the BabylonJS internal texture
  100670. * @param callback defines the method to call once ready to upload
  100671. */
  100672. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  100673. throw ".env not supported in 2d.";
  100674. };
  100675. return ENVTextureLoader;
  100676. }());
  100677. // Register the loader.
  100678. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  100679. })(BABYLON || (BABYLON = {}));
  100680. //# sourceMappingURL=babylon.envTextureLoader.js.map
  100681. var BABYLON;
  100682. (function (BABYLON) {
  100683. /**
  100684. * Renders a layer on top of an existing scene
  100685. */
  100686. var UtilityLayerRenderer = /** @class */ (function () {
  100687. /**
  100688. * Instantiates a UtilityLayerRenderer
  100689. * @param originalScene the original scene that will be rendered on top of
  100690. */
  100691. function UtilityLayerRenderer(
  100692. /** the original scene that will be rendered on top of */
  100693. originalScene) {
  100694. var _this = this;
  100695. this.originalScene = originalScene;
  100696. this._pointerCaptures = {};
  100697. this._lastPointerEvents = {};
  100698. /**
  100699. * If the utility layer should automatically be rendered on top of existing scene
  100700. */
  100701. this.shouldRender = true;
  100702. /**
  100703. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  100704. */
  100705. this.onlyCheckPointerDownEvents = true;
  100706. /**
  100707. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  100708. */
  100709. this.processAllEvents = false;
  100710. /**
  100711. * Observable raised when the pointer move from the utility layer scene to the main scene
  100712. */
  100713. this.onPointerOutObservable = new BABYLON.Observable();
  100714. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  100715. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  100716. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  100717. this.utilityLayerScene._allowPostProcessClearColor = false;
  100718. originalScene.getEngine().scenes.pop();
  100719. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  100720. this.utilityLayerScene.detachControl();
  100721. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  100722. if (!_this.processAllEvents) {
  100723. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  100724. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  100725. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  100726. return;
  100727. }
  100728. }
  100729. var pointerEvent = (prePointerInfo.event);
  100730. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  100731. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100732. return;
  100733. }
  100734. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  100735. if (!prePointerInfo.ray && utilityScenePick) {
  100736. prePointerInfo.ray = utilityScenePick.ray;
  100737. }
  100738. // always fire the prepointer oversvable
  100739. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  100740. // allow every non pointer down event to flow to the utility layer
  100741. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  100742. if (!prePointerInfo.skipOnPointerObservable) {
  100743. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100744. }
  100745. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  100746. _this._pointerCaptures[pointerEvent.pointerId] = false;
  100747. }
  100748. return;
  100749. }
  100750. if (_this.utilityLayerScene.autoClearDepthAndStencil) {
  100751. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  100752. if (utilityScenePick && utilityScenePick.hit) {
  100753. if (!prePointerInfo.skipOnPointerObservable) {
  100754. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  100755. }
  100756. prePointerInfo.skipOnPointerObservable = true;
  100757. }
  100758. }
  100759. else {
  100760. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  100761. var pointerEvent_1 = (prePointerInfo.event);
  100762. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  100763. if (originalScenePick && utilityScenePick) {
  100764. // No pick in utility scene
  100765. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  100766. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100767. // We touched an utility mesh present in the main scene
  100768. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100769. prePointerInfo.skipOnPointerObservable = true;
  100770. }
  100771. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  100772. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  100773. }
  100774. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100775. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100776. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100777. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100778. }
  100779. }
  100780. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  100781. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  100782. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  100783. // If a previous utility layer set this, do not unset this
  100784. if (!prePointerInfo.skipOnPointerObservable) {
  100785. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  100786. }
  100787. }
  100788. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  100789. // We have a pick in both scenes but main is closer than utility
  100790. // We touched an utility mesh present in the main scene
  100791. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  100792. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  100793. prePointerInfo.skipOnPointerObservable = true;
  100794. }
  100795. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  100796. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  100797. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  100798. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  100799. }
  100800. }
  100801. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  100802. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  100803. }
  100804. }
  100805. }
  100806. });
  100807. // Render directly on top of existing scene without clearing
  100808. this.utilityLayerScene.autoClear = false;
  100809. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  100810. if (_this.shouldRender) {
  100811. _this.render();
  100812. }
  100813. });
  100814. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  100815. _this.dispose();
  100816. });
  100817. this._updateCamera();
  100818. }
  100819. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  100820. /**
  100821. * 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)
  100822. */
  100823. get: function () {
  100824. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  100825. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100826. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100827. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100828. });
  100829. }
  100830. return UtilityLayerRenderer._DefaultUtilityLayer;
  100831. },
  100832. enumerable: true,
  100833. configurable: true
  100834. });
  100835. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  100836. /**
  100837. * 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)
  100838. */
  100839. get: function () {
  100840. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  100841. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  100842. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  100843. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  100844. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100845. });
  100846. }
  100847. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  100848. },
  100849. enumerable: true,
  100850. configurable: true
  100851. });
  100852. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  100853. if (!prePointerInfo.skipOnPointerObservable) {
  100854. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  100855. this._lastPointerEvents[pointerEvent.pointerId] = true;
  100856. }
  100857. };
  100858. /**
  100859. * Renders the utility layers scene on top of the original scene
  100860. */
  100861. UtilityLayerRenderer.prototype.render = function () {
  100862. this._updateCamera();
  100863. if (this.utilityLayerScene.activeCamera) {
  100864. // Set the camera's scene to utility layers scene
  100865. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  100866. var camera = this.utilityLayerScene.activeCamera;
  100867. camera._scene = this.utilityLayerScene;
  100868. if (camera.leftCamera) {
  100869. camera.leftCamera._scene = this.utilityLayerScene;
  100870. }
  100871. if (camera.rightCamera) {
  100872. camera.rightCamera._scene = this.utilityLayerScene;
  100873. }
  100874. this.utilityLayerScene.render(false);
  100875. // Reset camera's scene back to original
  100876. camera._scene = oldScene;
  100877. if (camera.leftCamera) {
  100878. camera.leftCamera._scene = oldScene;
  100879. }
  100880. if (camera.rightCamera) {
  100881. camera.rightCamera._scene = oldScene;
  100882. }
  100883. }
  100884. };
  100885. /**
  100886. * Disposes of the renderer
  100887. */
  100888. UtilityLayerRenderer.prototype.dispose = function () {
  100889. this.onPointerOutObservable.clear();
  100890. if (this._afterRenderObserver) {
  100891. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  100892. }
  100893. if (this._sceneDisposeObserver) {
  100894. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  100895. }
  100896. if (this._originalPointerObserver) {
  100897. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  100898. }
  100899. this.utilityLayerScene.dispose();
  100900. };
  100901. UtilityLayerRenderer.prototype._updateCamera = function () {
  100902. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  100903. };
  100904. UtilityLayerRenderer._DefaultUtilityLayer = null;
  100905. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  100906. return UtilityLayerRenderer;
  100907. }());
  100908. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  100909. })(BABYLON || (BABYLON = {}));
  100910. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  100911. //# sourceMappingURL=babylon.behavior.js.map
  100912. var BABYLON;
  100913. (function (BABYLON) {
  100914. /**
  100915. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  100916. */
  100917. var PointerDragBehavior = /** @class */ (function () {
  100918. /**
  100919. * Creates a pointer drag behavior that can be attached to a mesh
  100920. * @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)
  100921. */
  100922. function PointerDragBehavior(options) {
  100923. /**
  100924. * 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)
  100925. */
  100926. this.maxDragAngle = 0;
  100927. /**
  100928. * @hidden
  100929. */
  100930. this._useAlternatePickedPointAboveMaxDragAngle = false;
  100931. /**
  100932. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  100933. */
  100934. this.currentDraggingPointerID = -1;
  100935. /**
  100936. * If the behavior is currently in a dragging state
  100937. */
  100938. this.dragging = false;
  100939. /**
  100940. * 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)
  100941. */
  100942. this.dragDeltaRatio = 0.2;
  100943. /**
  100944. * If the drag plane orientation should be updated during the dragging (Default: true)
  100945. */
  100946. this.updateDragPlane = true;
  100947. // Debug mode will display drag planes to help visualize behavior
  100948. this._debugMode = false;
  100949. this._moving = false;
  100950. /**
  100951. * Fires each time the attached mesh is dragged with the pointer
  100952. * * delta between last drag position and current drag position in world space
  100953. * * dragDistance along the drag axis
  100954. * * dragPlaneNormal normal of the current drag plane used during the drag
  100955. * * dragPlanePoint in world space where the drag intersects the drag plane
  100956. */
  100957. this.onDragObservable = new BABYLON.Observable();
  100958. /**
  100959. * Fires each time a drag begins (eg. mouse down on mesh)
  100960. */
  100961. this.onDragStartObservable = new BABYLON.Observable();
  100962. /**
  100963. * Fires each time a drag ends (eg. mouse release after drag)
  100964. */
  100965. this.onDragEndObservable = new BABYLON.Observable();
  100966. /**
  100967. * If the attached mesh should be moved when dragged
  100968. */
  100969. this.moveAttached = true;
  100970. /**
  100971. * If the drag behavior will react to drag events (Default: true)
  100972. */
  100973. this.enabled = true;
  100974. /**
  100975. * If camera controls should be detached during the drag
  100976. */
  100977. this.detachCameraControls = true;
  100978. /**
  100979. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  100980. */
  100981. this.useObjectOrienationForDragging = true;
  100982. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  100983. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  100984. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  100985. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  100986. this._attachedElement = null;
  100987. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  100988. this._lastPointerRay = {};
  100989. this._dragDelta = new BABYLON.Vector3();
  100990. // Variables to avoid instantiation in the below method
  100991. this._pointA = new BABYLON.Vector3(0, 0, 0);
  100992. this._pointB = new BABYLON.Vector3(0, 0, 0);
  100993. this._pointC = new BABYLON.Vector3(0, 0, 0);
  100994. this._lineA = new BABYLON.Vector3(0, 0, 0);
  100995. this._lineB = new BABYLON.Vector3(0, 0, 0);
  100996. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  100997. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  100998. this._options = options ? options : {};
  100999. var optionCount = 0;
  101000. if (this._options.dragAxis) {
  101001. optionCount++;
  101002. }
  101003. if (this._options.dragPlaneNormal) {
  101004. optionCount++;
  101005. }
  101006. if (optionCount > 1) {
  101007. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  101008. }
  101009. }
  101010. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  101011. /**
  101012. * The name of the behavior
  101013. */
  101014. get: function () {
  101015. return "PointerDrag";
  101016. },
  101017. enumerable: true,
  101018. configurable: true
  101019. });
  101020. /**
  101021. * Initializes the behavior
  101022. */
  101023. PointerDragBehavior.prototype.init = function () { };
  101024. /**
  101025. * Attaches the drag behavior the passed in mesh
  101026. * @param ownerNode The mesh that will be dragged around once attached
  101027. */
  101028. PointerDragBehavior.prototype.attach = function (ownerNode) {
  101029. var _this = this;
  101030. this._scene = ownerNode.getScene();
  101031. this._attachedNode = ownerNode;
  101032. // Initialize drag plane to not interfere with existing scene
  101033. if (!PointerDragBehavior._planeScene) {
  101034. if (this._debugMode) {
  101035. PointerDragBehavior._planeScene = this._scene;
  101036. }
  101037. else {
  101038. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  101039. PointerDragBehavior._planeScene.detachControl();
  101040. this._scene.getEngine().scenes.pop();
  101041. this._scene.onDisposeObservable.addOnce(function () {
  101042. PointerDragBehavior._planeScene.dispose();
  101043. PointerDragBehavior._planeScene = null;
  101044. });
  101045. }
  101046. }
  101047. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  101048. // State of the drag
  101049. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  101050. var pickPredicate = function (m) {
  101051. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  101052. };
  101053. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101054. if (!_this.enabled) {
  101055. return;
  101056. }
  101057. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101058. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101059. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  101060. }
  101061. }
  101062. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101063. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101064. _this.releaseDrag();
  101065. }
  101066. }
  101067. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101068. var pointerId = pointerInfo.event.pointerId;
  101069. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  101070. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  101071. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  101072. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  101073. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  101074. }
  101075. _this.currentDraggingPointerID = pointerId;
  101076. }
  101077. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  101078. if (!_this._lastPointerRay[pointerId]) {
  101079. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  101080. }
  101081. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  101082. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  101083. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  101084. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  101085. _this._moveDrag(pointerInfo.pickInfo.ray);
  101086. }
  101087. }
  101088. }
  101089. });
  101090. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101091. if (_this._moving && _this.moveAttached) {
  101092. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  101093. // Slowly move mesh to avoid jitter
  101094. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  101095. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  101096. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  101097. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  101098. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  101099. }
  101100. });
  101101. };
  101102. /**
  101103. * Force relase the drag action by code.
  101104. */
  101105. PointerDragBehavior.prototype.releaseDrag = function () {
  101106. this.dragging = false;
  101107. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  101108. this.currentDraggingPointerID = -1;
  101109. this._moving = false;
  101110. // Reattach camera controls
  101111. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101112. this._scene.activeCamera.attachControl(this._attachedElement, true);
  101113. }
  101114. };
  101115. /**
  101116. * Simulates the start of a pointer drag event on the behavior
  101117. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  101118. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  101119. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  101120. */
  101121. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  101122. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  101123. this._startDrag(pointerId, fromRay, startPickedPoint);
  101124. var lastRay = this._lastPointerRay[pointerId];
  101125. if (pointerId === PointerDragBehavior._AnyMouseID) {
  101126. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  101127. }
  101128. if (lastRay) {
  101129. // if there was a last pointer ray drag the object there
  101130. this._moveDrag(lastRay);
  101131. }
  101132. };
  101133. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  101134. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  101135. return;
  101136. }
  101137. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  101138. // Create start ray from the camera to the object
  101139. if (fromRay) {
  101140. this._startDragRay.direction.copyFrom(fromRay.direction);
  101141. this._startDragRay.origin.copyFrom(fromRay.origin);
  101142. }
  101143. else {
  101144. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  101145. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  101146. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  101147. }
  101148. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  101149. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  101150. if (pickedPoint) {
  101151. this.dragging = true;
  101152. this.currentDraggingPointerID = pointerId;
  101153. this.lastDragPosition.copyFrom(pickedPoint);
  101154. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  101155. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  101156. // Detatch camera controls
  101157. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  101158. if (this._scene.activeCamera.inputs.attachedElement) {
  101159. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  101160. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  101161. }
  101162. else {
  101163. this._attachedElement = null;
  101164. }
  101165. }
  101166. }
  101167. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  101168. };
  101169. PointerDragBehavior.prototype._moveDrag = function (ray) {
  101170. this._moving = true;
  101171. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  101172. if (pickedPoint) {
  101173. if (this.updateDragPlane) {
  101174. this._updateDragPlanePosition(ray, pickedPoint);
  101175. }
  101176. var dragLength = 0;
  101177. // depending on the drag mode option drag accordingly
  101178. if (this._options.dragAxis) {
  101179. // Convert local drag axis to world
  101180. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  101181. // Project delta drag from the drag plane onto the drag axis
  101182. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  101183. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  101184. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  101185. }
  101186. else {
  101187. dragLength = this._dragDelta.length();
  101188. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  101189. }
  101190. this._targetPosition.addInPlace(this._dragDelta);
  101191. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  101192. this.lastDragPosition.copyFrom(pickedPoint);
  101193. }
  101194. };
  101195. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  101196. var _this = this;
  101197. if (!ray) {
  101198. return null;
  101199. }
  101200. // Calculate angle between plane normal and ray
  101201. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  101202. // Correct if ray is casted from oposite side
  101203. if (angle > Math.PI / 2) {
  101204. angle = Math.PI - angle;
  101205. }
  101206. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  101207. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  101208. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  101209. // Invert ray direction along the towards object axis
  101210. this._tmpVector.copyFrom(ray.direction);
  101211. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  101212. this._alternatePickedPoint.normalize();
  101213. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  101214. this._tmpVector.addInPlace(this._alternatePickedPoint);
  101215. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  101216. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  101217. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  101218. this._alternatePickedPoint.addInPlace(this._tmpVector);
  101219. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  101220. return this._alternatePickedPoint;
  101221. }
  101222. else {
  101223. return null;
  101224. }
  101225. }
  101226. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  101227. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  101228. return pickResult.pickedPoint;
  101229. }
  101230. else {
  101231. return null;
  101232. }
  101233. };
  101234. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  101235. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  101236. this._pointA.copyFrom(dragPlanePosition);
  101237. if (this._options.dragAxis) {
  101238. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  101239. // Calculate plane normal in direction of camera but perpendicular to drag axis
  101240. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  101241. ray.origin.subtractToRef(this._pointA, this._pointC);
  101242. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  101243. // Get perpendicular line from direction to camera and drag axis
  101244. this._pointB.subtractToRef(this._pointA, this._lineA);
  101245. this._pointC.subtractToRef(this._pointA, this._lineB);
  101246. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  101247. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  101248. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  101249. this._lookAt.normalize();
  101250. this._dragPlane.position.copyFrom(this._pointA);
  101251. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  101252. this._dragPlane.lookAt(this._lookAt);
  101253. }
  101254. else if (this._options.dragPlaneNormal) {
  101255. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  101256. this._dragPlane.position.copyFrom(this._pointA);
  101257. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  101258. this._dragPlane.lookAt(this._lookAt);
  101259. }
  101260. else {
  101261. this._dragPlane.position.copyFrom(this._pointA);
  101262. this._dragPlane.lookAt(ray.origin);
  101263. }
  101264. this._dragPlane.computeWorldMatrix(true);
  101265. };
  101266. /**
  101267. * Detaches the behavior from the mesh
  101268. */
  101269. PointerDragBehavior.prototype.detach = function () {
  101270. if (this._pointerObserver) {
  101271. this._scene.onPointerObservable.remove(this._pointerObserver);
  101272. }
  101273. if (this._beforeRenderObserver) {
  101274. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101275. }
  101276. };
  101277. PointerDragBehavior._AnyMouseID = -2;
  101278. return PointerDragBehavior;
  101279. }());
  101280. BABYLON.PointerDragBehavior = PointerDragBehavior;
  101281. })(BABYLON || (BABYLON = {}));
  101282. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  101283. var BABYLON;
  101284. (function (BABYLON) {
  101285. /**
  101286. * A behavior that when attached to a mesh will allow the mesh to be scaled
  101287. */
  101288. var MultiPointerScaleBehavior = /** @class */ (function () {
  101289. /**
  101290. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  101291. */
  101292. function MultiPointerScaleBehavior() {
  101293. this._startDistance = 0;
  101294. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  101295. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  101296. this._sceneRenderObserver = null;
  101297. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  101298. this._dragBehaviorA.moveAttached = false;
  101299. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  101300. this._dragBehaviorB.moveAttached = false;
  101301. }
  101302. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  101303. /**
  101304. * The name of the behavior
  101305. */
  101306. get: function () {
  101307. return "MultiPointerScale";
  101308. },
  101309. enumerable: true,
  101310. configurable: true
  101311. });
  101312. /**
  101313. * Initializes the behavior
  101314. */
  101315. MultiPointerScaleBehavior.prototype.init = function () { };
  101316. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  101317. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  101318. };
  101319. /**
  101320. * Attaches the scale behavior the passed in mesh
  101321. * @param ownerNode The mesh that will be scaled around once attached
  101322. */
  101323. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  101324. var _this = this;
  101325. this._ownerNode = ownerNode;
  101326. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  101327. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  101328. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101329. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101330. _this._dragBehaviorA.releaseDrag();
  101331. }
  101332. else {
  101333. _this._initialScale.copyFrom(ownerNode.scaling);
  101334. _this._startDistance = _this._getCurrentDistance();
  101335. }
  101336. }
  101337. });
  101338. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  101339. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101340. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  101341. _this._dragBehaviorB.releaseDrag();
  101342. }
  101343. else {
  101344. _this._initialScale.copyFrom(ownerNode.scaling);
  101345. _this._startDistance = _this._getCurrentDistance();
  101346. }
  101347. }
  101348. });
  101349. // Once both drag behaviors are active scale based on the distance between the two pointers
  101350. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101351. behavior.onDragObservable.add(function () {
  101352. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101353. var ratio = _this._getCurrentDistance() / _this._startDistance;
  101354. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  101355. }
  101356. });
  101357. });
  101358. ownerNode.addBehavior(this._dragBehaviorA);
  101359. ownerNode.addBehavior(this._dragBehaviorB);
  101360. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101361. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101362. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  101363. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  101364. if (change.length() > 0.01) {
  101365. ownerNode.scaling.addInPlace(change);
  101366. }
  101367. }
  101368. });
  101369. };
  101370. /**
  101371. * Detaches the behavior from the mesh
  101372. */
  101373. MultiPointerScaleBehavior.prototype.detach = function () {
  101374. var _this = this;
  101375. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101376. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  101377. behavior.onDragStartObservable.clear();
  101378. behavior.onDragObservable.clear();
  101379. _this._ownerNode.removeBehavior(behavior);
  101380. });
  101381. };
  101382. return MultiPointerScaleBehavior;
  101383. }());
  101384. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  101385. })(BABYLON || (BABYLON = {}));
  101386. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  101387. var BABYLON;
  101388. (function (BABYLON) {
  101389. /**
  101390. * 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
  101391. */
  101392. var SixDofDragBehavior = /** @class */ (function () {
  101393. /**
  101394. * 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
  101395. */
  101396. function SixDofDragBehavior() {
  101397. this._sceneRenderObserver = null;
  101398. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  101399. this._moving = false;
  101400. this._startingOrientation = new BABYLON.Quaternion();
  101401. /**
  101402. * 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)
  101403. */
  101404. this.zDragFactor = 3;
  101405. /**
  101406. * If the behavior is currently in a dragging state
  101407. */
  101408. this.dragging = false;
  101409. /**
  101410. * 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)
  101411. */
  101412. this.dragDeltaRatio = 0.2;
  101413. /**
  101414. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  101415. */
  101416. this.currentDraggingPointerID = -1;
  101417. /**
  101418. * If camera controls should be detached during the drag
  101419. */
  101420. this.detachCameraControls = true;
  101421. /**
  101422. * Fires each time a drag starts
  101423. */
  101424. this.onDragStartObservable = new BABYLON.Observable();
  101425. /**
  101426. * Fires each time a drag ends (eg. mouse release after drag)
  101427. */
  101428. this.onDragEndObservable = new BABYLON.Observable();
  101429. }
  101430. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  101431. /**
  101432. * The name of the behavior
  101433. */
  101434. get: function () {
  101435. return "SixDofDrag";
  101436. },
  101437. enumerable: true,
  101438. configurable: true
  101439. });
  101440. /**
  101441. * Initializes the behavior
  101442. */
  101443. SixDofDragBehavior.prototype.init = function () { };
  101444. /**
  101445. * Attaches the scale behavior the passed in mesh
  101446. * @param ownerNode The mesh that will be scaled around once attached
  101447. */
  101448. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  101449. var _this = this;
  101450. this._ownerNode = ownerNode;
  101451. this._scene = this._ownerNode.getScene();
  101452. if (!SixDofDragBehavior._virtualScene) {
  101453. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  101454. SixDofDragBehavior._virtualScene.detachControl();
  101455. this._scene.getEngine().scenes.pop();
  101456. }
  101457. var pickedMesh = null;
  101458. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  101459. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  101460. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101461. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  101462. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  101463. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  101464. var pickPredicate = function (m) {
  101465. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  101466. };
  101467. var attachedElement = null;
  101468. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  101469. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  101470. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  101471. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101472. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101473. }
  101474. pickedMesh = _this._ownerNode;
  101475. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101476. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101477. // Set position and orientation of the controller
  101478. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101479. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101480. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  101481. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101482. pickedMesh.computeWorldMatrix();
  101483. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  101484. if (!pickedMesh.rotationQuaternion) {
  101485. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  101486. }
  101487. var oldParent = pickedMesh.parent;
  101488. pickedMesh.setParent(null);
  101489. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  101490. pickedMesh.setParent(oldParent);
  101491. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101492. // Update state
  101493. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101494. _this.dragging = true;
  101495. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  101496. // Detatch camera controls
  101497. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101498. if (_this._scene.activeCamera.inputs.attachedElement) {
  101499. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  101500. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  101501. }
  101502. else {
  101503. attachedElement = null;
  101504. }
  101505. }
  101506. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101507. _this.onDragStartObservable.notifyObservers({});
  101508. }
  101509. }
  101510. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  101511. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  101512. _this.dragging = false;
  101513. _this._moving = false;
  101514. _this.currentDraggingPointerID = -1;
  101515. pickedMesh = null;
  101516. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101517. // Reattach camera controls
  101518. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  101519. _this._scene.activeCamera.attachControl(attachedElement, true);
  101520. }
  101521. _this.onDragEndObservable.notifyObservers({});
  101522. }
  101523. }
  101524. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  101525. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  101526. var zDragFactor = _this.zDragFactor;
  101527. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  101528. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.position);
  101529. zDragFactor = 0;
  101530. }
  101531. // Calculate controller drag distance in controller space
  101532. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  101533. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  101534. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  101535. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  101536. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  101537. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  101538. if (_this._virtualDragMesh.position.z < 0) {
  101539. _this._virtualDragMesh.position.z = 0;
  101540. }
  101541. // Update the controller position
  101542. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  101543. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  101544. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  101545. // Move the virtualObjectsPosition into the picked mesh's space if needed
  101546. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  101547. if (pickedMesh.parent) {
  101548. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  101549. }
  101550. if (!_this._moving) {
  101551. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  101552. }
  101553. _this._moving = true;
  101554. }
  101555. }
  101556. });
  101557. var tmpQuaternion = new BABYLON.Quaternion();
  101558. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  101559. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  101560. if (_this.dragging && _this._moving && pickedMesh) {
  101561. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  101562. // Slowly move mesh to avoid jitter
  101563. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  101564. // Get change in rotation
  101565. tmpQuaternion.copyFrom(_this._startingOrientation);
  101566. tmpQuaternion.x = -tmpQuaternion.x;
  101567. tmpQuaternion.y = -tmpQuaternion.y;
  101568. tmpQuaternion.z = -tmpQuaternion.z;
  101569. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  101570. // Convert change in rotation to only y axis rotation
  101571. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  101572. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  101573. // Slowly move mesh to avoid jitter
  101574. var oldParent = pickedMesh.parent;
  101575. pickedMesh.setParent(null);
  101576. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  101577. pickedMesh.setParent(oldParent);
  101578. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  101579. }
  101580. });
  101581. };
  101582. /**
  101583. * Detaches the behavior from the mesh
  101584. */
  101585. SixDofDragBehavior.prototype.detach = function () {
  101586. if (this._scene) {
  101587. this._scene.onPointerObservable.remove(this._pointerObserver);
  101588. }
  101589. if (this._ownerNode) {
  101590. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  101591. }
  101592. if (this._virtualOriginMesh) {
  101593. this._virtualOriginMesh.dispose();
  101594. }
  101595. if (this._virtualDragMesh) {
  101596. this._virtualDragMesh.dispose();
  101597. }
  101598. this.onDragEndObservable.clear();
  101599. this.onDragStartObservable.clear();
  101600. };
  101601. return SixDofDragBehavior;
  101602. }());
  101603. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  101604. })(BABYLON || (BABYLON = {}));
  101605. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  101606. var BABYLON;
  101607. (function (BABYLON) {
  101608. /**
  101609. * @hidden
  101610. */
  101611. var FaceDirectionInfo = /** @class */ (function () {
  101612. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  101613. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  101614. if (diff === void 0) { diff = 0; }
  101615. if (ignore === void 0) { ignore = false; }
  101616. this.direction = direction;
  101617. this.rotatedDirection = rotatedDirection;
  101618. this.diff = diff;
  101619. this.ignore = ignore;
  101620. }
  101621. return FaceDirectionInfo;
  101622. }());
  101623. /**
  101624. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  101625. */
  101626. var AttachToBoxBehavior = /** @class */ (function () {
  101627. /**
  101628. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  101629. * @param ui The transform node that should be attched to the mesh
  101630. */
  101631. function AttachToBoxBehavior(ui) {
  101632. this.ui = ui;
  101633. /**
  101634. * The name of the behavior
  101635. */
  101636. this.name = "AttachToBoxBehavior";
  101637. /**
  101638. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  101639. */
  101640. this.distanceAwayFromFace = 0.15;
  101641. /**
  101642. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  101643. */
  101644. this.distanceAwayFromBottomOfFace = 0.15;
  101645. 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))];
  101646. this._tmpMatrix = new BABYLON.Matrix();
  101647. this._tmpVector = new BABYLON.Vector3();
  101648. this._zeroVector = BABYLON.Vector3.Zero();
  101649. this._lookAtTmpMatrix = new BABYLON.Matrix();
  101650. /* Does nothing */
  101651. }
  101652. /**
  101653. * Initializes the behavior
  101654. */
  101655. AttachToBoxBehavior.prototype.init = function () {
  101656. /* Does nothing */
  101657. };
  101658. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  101659. var _this = this;
  101660. // Go over each face and calculate the angle between the face's normal and targetDirection
  101661. this._faceVectors.forEach(function (v) {
  101662. if (!_this._target.rotationQuaternion) {
  101663. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  101664. }
  101665. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  101666. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  101667. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  101668. });
  101669. // Return the face information of the one with the normal closeset to target direction
  101670. return this._faceVectors.reduce(function (min, p) {
  101671. if (min.ignore) {
  101672. return p;
  101673. }
  101674. else if (p.ignore) {
  101675. return min;
  101676. }
  101677. else {
  101678. return min.diff < p.diff ? min : p;
  101679. }
  101680. }, this._faceVectors[0]);
  101681. };
  101682. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  101683. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  101684. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  101685. this._lookAtTmpMatrix.invert();
  101686. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  101687. };
  101688. /**
  101689. * Attaches the AttachToBoxBehavior to the passed in mesh
  101690. * @param target The mesh that the specified node will be attached to
  101691. */
  101692. AttachToBoxBehavior.prototype.attach = function (target) {
  101693. var _this = this;
  101694. this._target = target;
  101695. this._scene = this._target.getScene();
  101696. // Every frame, update the app bars position
  101697. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  101698. if (!_this._scene.activeCamera) {
  101699. return;
  101700. }
  101701. // Find the face closest to the cameras position
  101702. var cameraPos = _this._scene.activeCamera.position;
  101703. if (_this._scene.activeCamera.devicePosition) {
  101704. cameraPos = _this._scene.activeCamera.devicePosition;
  101705. }
  101706. var facing = _this._closestFace(cameraPos.subtract(target.position));
  101707. if (_this._scene.activeCamera.leftCamera) {
  101708. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101709. }
  101710. else {
  101711. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  101712. }
  101713. // Get camera up direction
  101714. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  101715. // Ignore faces to not select a parrelel face for the up vector of the UI
  101716. _this._faceVectors.forEach(function (v) {
  101717. if (facing.direction.x && v.direction.x) {
  101718. v.ignore = true;
  101719. }
  101720. if (facing.direction.y && v.direction.y) {
  101721. v.ignore = true;
  101722. }
  101723. if (facing.direction.z && v.direction.z) {
  101724. v.ignore = true;
  101725. }
  101726. });
  101727. var facingUp = _this._closestFace(_this._tmpVector);
  101728. // Unignore faces
  101729. _this._faceVectors.forEach(function (v) {
  101730. v.ignore = false;
  101731. });
  101732. // Position the app bar on that face
  101733. _this.ui.position.copyFrom(target.position);
  101734. if (facing.direction.x) {
  101735. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101736. _this.ui.position.addInPlace(_this._tmpVector);
  101737. }
  101738. if (facing.direction.y) {
  101739. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101740. _this.ui.position.addInPlace(_this._tmpVector);
  101741. }
  101742. if (facing.direction.z) {
  101743. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  101744. _this.ui.position.addInPlace(_this._tmpVector);
  101745. }
  101746. // Rotate to be oriented properly to the camera
  101747. if (!_this.ui.rotationQuaternion) {
  101748. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  101749. }
  101750. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  101751. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  101752. // Place ui the correct distance from the bottom of the mesh
  101753. if (facingUp.direction.x) {
  101754. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  101755. }
  101756. if (facingUp.direction.y) {
  101757. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  101758. }
  101759. if (facingUp.direction.z) {
  101760. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  101761. }
  101762. _this.ui.position.addInPlace(_this._tmpVector);
  101763. });
  101764. };
  101765. /**
  101766. * Detaches the behavior from the mesh
  101767. */
  101768. AttachToBoxBehavior.prototype.detach = function () {
  101769. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  101770. };
  101771. return AttachToBoxBehavior;
  101772. }());
  101773. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  101774. })(BABYLON || (BABYLON = {}));
  101775. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  101776. var BABYLON;
  101777. (function (BABYLON) {
  101778. /**
  101779. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  101780. */
  101781. var FadeInOutBehavior = /** @class */ (function () {
  101782. /**
  101783. * Instatiates the FadeInOutBehavior
  101784. */
  101785. function FadeInOutBehavior() {
  101786. var _this = this;
  101787. /**
  101788. * Time in milliseconds to delay before fading in (Default: 0)
  101789. */
  101790. this.delay = 0;
  101791. /**
  101792. * Time in milliseconds for the mesh to fade in (Default: 300)
  101793. */
  101794. this.fadeInTime = 300;
  101795. this._millisecondsPerFrame = 1000 / 60;
  101796. this._hovered = false;
  101797. this._hoverValue = 0;
  101798. this._ownerNode = null;
  101799. this._update = function () {
  101800. if (_this._ownerNode) {
  101801. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  101802. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  101803. if (_this._ownerNode.visibility > 1) {
  101804. _this._setAllVisibility(_this._ownerNode, 1);
  101805. _this._hoverValue = _this.fadeInTime + _this.delay;
  101806. return;
  101807. }
  101808. else if (_this._ownerNode.visibility < 0) {
  101809. _this._setAllVisibility(_this._ownerNode, 0);
  101810. if (_this._hoverValue < 0) {
  101811. _this._hoverValue = 0;
  101812. return;
  101813. }
  101814. }
  101815. setTimeout(_this._update, _this._millisecondsPerFrame);
  101816. }
  101817. };
  101818. }
  101819. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  101820. /**
  101821. * The name of the behavior
  101822. */
  101823. get: function () {
  101824. return "FadeInOut";
  101825. },
  101826. enumerable: true,
  101827. configurable: true
  101828. });
  101829. /**
  101830. * Initializes the behavior
  101831. */
  101832. FadeInOutBehavior.prototype.init = function () {
  101833. };
  101834. /**
  101835. * Attaches the fade behavior on the passed in mesh
  101836. * @param ownerNode The mesh that will be faded in/out once attached
  101837. */
  101838. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  101839. this._ownerNode = ownerNode;
  101840. this._setAllVisibility(this._ownerNode, 0);
  101841. };
  101842. /**
  101843. * Detaches the behavior from the mesh
  101844. */
  101845. FadeInOutBehavior.prototype.detach = function () {
  101846. this._ownerNode = null;
  101847. };
  101848. /**
  101849. * Triggers the mesh to begin fading in or out
  101850. * @param value if the object should fade in or out (true to fade in)
  101851. */
  101852. FadeInOutBehavior.prototype.fadeIn = function (value) {
  101853. this._hovered = value;
  101854. this._update();
  101855. };
  101856. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  101857. var _this = this;
  101858. mesh.visibility = value;
  101859. mesh.getChildMeshes().forEach(function (c) {
  101860. _this._setAllVisibility(c, value);
  101861. });
  101862. };
  101863. return FadeInOutBehavior;
  101864. }());
  101865. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  101866. })(BABYLON || (BABYLON = {}));
  101867. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  101868. var BABYLON;
  101869. (function (BABYLON) {
  101870. /**
  101871. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  101872. */
  101873. var Gizmo = /** @class */ (function () {
  101874. /**
  101875. * Creates a gizmo
  101876. * @param gizmoLayer The utility layer the gizmo will be added to
  101877. */
  101878. function Gizmo(
  101879. /** The utility layer the gizmo will be added to */
  101880. gizmoLayer) {
  101881. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  101882. var _this = this;
  101883. this.gizmoLayer = gizmoLayer;
  101884. /**
  101885. * Ratio for the scale of the gizmo (Default: 1)
  101886. */
  101887. this.scaleRatio = 1;
  101888. this._tmpMatrix = new BABYLON.Matrix();
  101889. /**
  101890. * If a custom mesh has been set (Default: false)
  101891. */
  101892. this._customMeshSet = false;
  101893. /**
  101894. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  101895. */
  101896. this.updateGizmoRotationToMatchAttachedMesh = true;
  101897. /**
  101898. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  101899. */
  101900. this.updateGizmoPositionToMatchAttachedMesh = true;
  101901. /**
  101902. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  101903. */
  101904. this._updateScale = true;
  101905. this._interactionsEnabled = true;
  101906. this._tempVector = new BABYLON.Vector3();
  101907. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  101908. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  101909. _this._update();
  101910. });
  101911. this.attachedMesh = null;
  101912. }
  101913. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  101914. /**
  101915. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  101916. * * When set, interactions will be enabled
  101917. */
  101918. get: function () {
  101919. return this._attachedMesh;
  101920. },
  101921. set: function (value) {
  101922. this._attachedMesh = value;
  101923. this._rootMesh.setEnabled(value ? true : false);
  101924. this._attachedMeshChanged(value);
  101925. },
  101926. enumerable: true,
  101927. configurable: true
  101928. });
  101929. /**
  101930. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  101931. * @param mesh The mesh to replace the default mesh of the gizmo
  101932. */
  101933. Gizmo.prototype.setCustomMesh = function (mesh) {
  101934. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  101935. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  101936. }
  101937. this._rootMesh.getChildMeshes().forEach(function (c) {
  101938. c.dispose();
  101939. });
  101940. mesh.parent = this._rootMesh;
  101941. this._customMeshSet = true;
  101942. };
  101943. Gizmo.prototype._attachedMeshChanged = function (value) {
  101944. };
  101945. /**
  101946. * @hidden
  101947. * Updates the gizmo to match the attached mesh's position/rotation
  101948. */
  101949. Gizmo.prototype._update = function () {
  101950. if (this.attachedMesh) {
  101951. if (this.updateGizmoRotationToMatchAttachedMesh) {
  101952. if (!this._rootMesh.rotationQuaternion) {
  101953. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  101954. }
  101955. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  101956. this._tempVector.copyFrom(this.attachedMesh.scaling);
  101957. if (this.attachedMesh.scaling.x < 0) {
  101958. this.attachedMesh.scaling.x *= -1;
  101959. }
  101960. if (this.attachedMesh.scaling.y < 0) {
  101961. this.attachedMesh.scaling.y *= -1;
  101962. }
  101963. if (this.attachedMesh.scaling.z < 0) {
  101964. this.attachedMesh.scaling.z *= -1;
  101965. }
  101966. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  101967. this.attachedMesh.scaling.copyFrom(this._tempVector);
  101968. this.attachedMesh.computeWorldMatrix();
  101969. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  101970. }
  101971. else if (this._rootMesh.rotationQuaternion) {
  101972. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  101973. }
  101974. if (this.updateGizmoPositionToMatchAttachedMesh) {
  101975. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  101976. }
  101977. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  101978. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.position;
  101979. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  101980. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  101981. }
  101982. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  101983. var dist = this._tempVector.length() * this.scaleRatio;
  101984. this._rootMesh.scaling.set(dist, dist, dist);
  101985. }
  101986. }
  101987. };
  101988. /**
  101989. * Disposes of the gizmo
  101990. */
  101991. Gizmo.prototype.dispose = function () {
  101992. this._rootMesh.dispose();
  101993. if (this._beforeRenderObserver) {
  101994. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  101995. }
  101996. };
  101997. return Gizmo;
  101998. }());
  101999. BABYLON.Gizmo = Gizmo;
  102000. })(BABYLON || (BABYLON = {}));
  102001. //# sourceMappingURL=babylon.gizmo.js.map
  102002. var BABYLON;
  102003. (function (BABYLON) {
  102004. /**
  102005. * Single axis drag gizmo
  102006. */
  102007. var AxisDragGizmo = /** @class */ (function (_super) {
  102008. __extends(AxisDragGizmo, _super);
  102009. /**
  102010. * Creates an AxisDragGizmo
  102011. * @param gizmoLayer The utility layer the gizmo will be added to
  102012. * @param dragAxis The axis which the gizmo will be able to drag on
  102013. * @param color The color of the gizmo
  102014. */
  102015. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  102016. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102017. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102018. var _this = _super.call(this, gizmoLayer) || this;
  102019. _this._pointerObserver = null;
  102020. /**
  102021. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102022. */
  102023. _this.snapDistance = 0;
  102024. /**
  102025. * Event that fires each time the gizmo snaps to a new location.
  102026. * * snapDistance is the the change in distance
  102027. */
  102028. _this.onSnapObservable = new BABYLON.Observable();
  102029. // Create Material
  102030. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102031. coloredMaterial.disableLighting = true;
  102032. coloredMaterial.emissiveColor = color;
  102033. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102034. hoverMaterial.disableLighting = true;
  102035. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102036. // Build mesh on root node
  102037. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102038. var arrowMesh = BABYLON.MeshBuilder.CreateCylinder("yPosMesh", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, gizmoLayer.utilityLayerScene);
  102039. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102040. arrowTail.color = coloredMaterial.emissiveColor;
  102041. arrow.addChild(arrowMesh);
  102042. arrow.addChild(arrowTail);
  102043. // Position arrow pointing in its drag axis
  102044. arrowMesh.scaling.scaleInPlace(0.05);
  102045. arrowMesh.material = coloredMaterial;
  102046. arrowMesh.rotation.x = Math.PI / 2;
  102047. arrowMesh.position.z += 0.3;
  102048. arrowTail.scaling.scaleInPlace(0.26);
  102049. arrowTail.rotation.x = Math.PI / 2;
  102050. arrowTail.material = coloredMaterial;
  102051. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102052. arrow.scaling.scaleInPlace(1 / 3);
  102053. _this._rootMesh.addChild(arrow);
  102054. var currentSnapDragDistance = 0;
  102055. var tmpVector = new BABYLON.Vector3();
  102056. var tmpSnapEvent = { snapDistance: 0 };
  102057. // Add drag behavior to handle events when the gizmo is dragged
  102058. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102059. _this.dragBehavior.moveAttached = false;
  102060. _this._rootMesh.addBehavior(_this.dragBehavior);
  102061. var localDelta = new BABYLON.Vector3();
  102062. var tmpMatrix = new BABYLON.Matrix();
  102063. _this.dragBehavior.onDragObservable.add(function (event) {
  102064. if (_this.attachedMesh) {
  102065. // Convert delta to local translation if it has a parent
  102066. if (_this.attachedMesh.parent) {
  102067. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102068. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  102069. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  102070. }
  102071. else {
  102072. localDelta.copyFrom(event.delta);
  102073. }
  102074. // Snapping logic
  102075. if (_this.snapDistance == 0) {
  102076. _this.attachedMesh.position.addInPlace(localDelta);
  102077. }
  102078. else {
  102079. currentSnapDragDistance += event.dragDistance;
  102080. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102081. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  102082. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102083. localDelta.normalizeToRef(tmpVector);
  102084. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  102085. _this.attachedMesh.position.addInPlace(tmpVector);
  102086. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102087. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102088. }
  102089. }
  102090. }
  102091. });
  102092. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102093. if (_this._customMeshSet) {
  102094. return;
  102095. }
  102096. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102097. var material = isHovered ? hoverMaterial : coloredMaterial;
  102098. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102099. m.material = material;
  102100. if (m.color) {
  102101. m.color = material.emissiveColor;
  102102. }
  102103. });
  102104. });
  102105. return _this;
  102106. }
  102107. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  102108. if (this.dragBehavior) {
  102109. this.dragBehavior.enabled = value ? true : false;
  102110. }
  102111. };
  102112. /**
  102113. * Disposes of the gizmo
  102114. */
  102115. AxisDragGizmo.prototype.dispose = function () {
  102116. this.onSnapObservable.clear();
  102117. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102118. this.dragBehavior.detach();
  102119. _super.prototype.dispose.call(this);
  102120. };
  102121. return AxisDragGizmo;
  102122. }(BABYLON.Gizmo));
  102123. BABYLON.AxisDragGizmo = AxisDragGizmo;
  102124. })(BABYLON || (BABYLON = {}));
  102125. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  102126. var BABYLON;
  102127. (function (BABYLON) {
  102128. /**
  102129. * Single axis scale gizmo
  102130. */
  102131. var AxisScaleGizmo = /** @class */ (function (_super) {
  102132. __extends(AxisScaleGizmo, _super);
  102133. /**
  102134. * Creates an AxisScaleGizmo
  102135. * @param gizmoLayer The utility layer the gizmo will be added to
  102136. * @param dragAxis The axis which the gizmo will be able to scale on
  102137. * @param color The color of the gizmo
  102138. */
  102139. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  102140. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102141. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102142. var _this = _super.call(this, gizmoLayer) || this;
  102143. _this._pointerObserver = null;
  102144. /**
  102145. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102146. */
  102147. _this.snapDistance = 0;
  102148. /**
  102149. * Event that fires each time the gizmo snaps to a new location.
  102150. * * snapDistance is the the change in distance
  102151. */
  102152. _this.onSnapObservable = new BABYLON.Observable();
  102153. /**
  102154. * If the scaling operation should be done on all axis (default: false)
  102155. */
  102156. _this.uniformScaling = false;
  102157. // Create Material
  102158. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102159. _this._coloredMaterial.disableLighting = true;
  102160. _this._coloredMaterial.emissiveColor = color;
  102161. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102162. hoverMaterial.disableLighting = true;
  102163. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102164. // Build mesh on root node
  102165. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102166. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  102167. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  102168. arrowTail.color = _this._coloredMaterial.emissiveColor;
  102169. arrow.addChild(arrowMesh);
  102170. arrow.addChild(arrowTail);
  102171. // Position arrow pointing in its drag axis
  102172. arrowMesh.scaling.scaleInPlace(0.1);
  102173. arrowMesh.material = _this._coloredMaterial;
  102174. arrowMesh.rotation.x = Math.PI / 2;
  102175. arrowMesh.position.z += 0.3;
  102176. arrowTail.scaling.scaleInPlace(0.26);
  102177. arrowTail.rotation.x = Math.PI / 2;
  102178. arrowTail.material = _this._coloredMaterial;
  102179. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  102180. _this._rootMesh.addChild(arrow);
  102181. arrow.scaling.scaleInPlace(1 / 3);
  102182. // Add drag behavior to handle events when the gizmo is dragged
  102183. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  102184. _this.dragBehavior.moveAttached = false;
  102185. _this._rootMesh.addBehavior(_this.dragBehavior);
  102186. var currentSnapDragDistance = 0;
  102187. var tmpVector = new BABYLON.Vector3();
  102188. var tmpSnapEvent = { snapDistance: 0 };
  102189. _this.dragBehavior.onDragObservable.add(function (event) {
  102190. if (_this.attachedMesh) {
  102191. // Snapping logic
  102192. var snapped = false;
  102193. var dragSteps = 0;
  102194. if (_this.uniformScaling) {
  102195. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  102196. if (tmpVector.y < 0) {
  102197. tmpVector.scaleInPlace(-1);
  102198. }
  102199. }
  102200. else {
  102201. tmpVector.copyFrom(dragAxis);
  102202. }
  102203. if (_this.snapDistance == 0) {
  102204. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  102205. }
  102206. else {
  102207. currentSnapDragDistance += event.dragDistance;
  102208. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102209. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102210. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102211. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  102212. snapped = true;
  102213. }
  102214. else {
  102215. tmpVector.scaleInPlace(0);
  102216. }
  102217. }
  102218. _this.attachedMesh.scaling.addInPlace(tmpVector);
  102219. if (snapped) {
  102220. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  102221. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102222. }
  102223. }
  102224. });
  102225. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102226. if (_this._customMeshSet) {
  102227. return;
  102228. }
  102229. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102230. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  102231. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102232. m.material = material;
  102233. if (m.color) {
  102234. m.color = material.emissiveColor;
  102235. }
  102236. });
  102237. });
  102238. return _this;
  102239. }
  102240. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  102241. if (this.dragBehavior) {
  102242. this.dragBehavior.enabled = value ? true : false;
  102243. }
  102244. };
  102245. /**
  102246. * Disposes of the gizmo
  102247. */
  102248. AxisScaleGizmo.prototype.dispose = function () {
  102249. this.onSnapObservable.clear();
  102250. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102251. this.dragBehavior.detach();
  102252. _super.prototype.dispose.call(this);
  102253. };
  102254. /**
  102255. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  102256. * @param mesh The mesh to replace the default mesh of the gizmo
  102257. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  102258. */
  102259. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  102260. var _this = this;
  102261. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  102262. _super.prototype.setCustomMesh.call(this, mesh);
  102263. if (useGizmoMaterial) {
  102264. this._rootMesh.getChildMeshes().forEach(function (m) {
  102265. m.material = _this._coloredMaterial;
  102266. if (m.color) {
  102267. m.color = _this._coloredMaterial.emissiveColor;
  102268. }
  102269. });
  102270. this._customMeshSet = false;
  102271. }
  102272. };
  102273. return AxisScaleGizmo;
  102274. }(BABYLON.Gizmo));
  102275. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  102276. })(BABYLON || (BABYLON = {}));
  102277. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  102278. var BABYLON;
  102279. (function (BABYLON) {
  102280. /**
  102281. * Single plane rotation gizmo
  102282. */
  102283. var PlaneRotationGizmo = /** @class */ (function (_super) {
  102284. __extends(PlaneRotationGizmo, _super);
  102285. /**
  102286. * Creates a PlaneRotationGizmo
  102287. * @param gizmoLayer The utility layer the gizmo will be added to
  102288. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  102289. * @param color The color of the gizmo
  102290. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102291. */
  102292. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  102293. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102294. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102295. if (tessellation === void 0) { tessellation = 32; }
  102296. var _this = _super.call(this, gizmoLayer) || this;
  102297. _this._pointerObserver = null;
  102298. /**
  102299. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  102300. */
  102301. _this.snapDistance = 0;
  102302. /**
  102303. * Event that fires each time the gizmo snaps to a new location.
  102304. * * snapDistance is the the change in distance
  102305. */
  102306. _this.onSnapObservable = new BABYLON.Observable();
  102307. // Create Material
  102308. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102309. coloredMaterial.disableLighting = true;
  102310. coloredMaterial.emissiveColor = color;
  102311. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102312. hoverMaterial.disableLighting = true;
  102313. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102314. // Build mesh on root node
  102315. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102316. // Create circle out of lines
  102317. var radius = 0.8;
  102318. var points = new Array();
  102319. for (var i = 0; i < tessellation; i++) {
  102320. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  102321. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  102322. }
  102323. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  102324. rotationMesh.color = coloredMaterial.emissiveColor;
  102325. // Position arrow pointing in its drag axis
  102326. rotationMesh.scaling.scaleInPlace(0.26);
  102327. rotationMesh.material = coloredMaterial;
  102328. rotationMesh.rotation.x = Math.PI / 2;
  102329. parentMesh.addChild(rotationMesh);
  102330. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  102331. _this._rootMesh.addChild(parentMesh);
  102332. parentMesh.scaling.scaleInPlace(1 / 3);
  102333. // Add drag behavior to handle events when the gizmo is dragged
  102334. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  102335. _this.dragBehavior.moveAttached = false;
  102336. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  102337. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  102338. _this._rootMesh.addBehavior(_this.dragBehavior);
  102339. var lastDragPosition = new BABYLON.Vector3();
  102340. _this.dragBehavior.onDragStartObservable.add(function (e) {
  102341. if (_this.attachedMesh) {
  102342. lastDragPosition.copyFrom(e.dragPlanePoint);
  102343. }
  102344. });
  102345. var rotationMatrix = new BABYLON.Matrix();
  102346. var planeNormalTowardsCamera = new BABYLON.Vector3();
  102347. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  102348. var tmpSnapEvent = { snapDistance: 0 };
  102349. var currentSnapDragDistance = 0;
  102350. var tmpMatrix = new BABYLON.Matrix();
  102351. var tmpVector = new BABYLON.Vector3();
  102352. var amountToRotate = new BABYLON.Quaternion();
  102353. _this.dragBehavior.onDragObservable.add(function (event) {
  102354. if (_this.attachedMesh) {
  102355. if (!_this.attachedMesh.rotationQuaternion) {
  102356. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102357. }
  102358. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  102359. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  102360. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  102361. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  102362. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  102363. var angle = Math.atan2(cross.length(), dot);
  102364. planeNormalTowardsCamera.copyFrom(planeNormal);
  102365. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  102366. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102367. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  102368. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  102369. }
  102370. // Flip up vector depending on which side the camera is on
  102371. if (gizmoLayer.utilityLayerScene.activeCamera) {
  102372. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  102373. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  102374. planeNormalTowardsCamera.scaleInPlace(-1);
  102375. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  102376. }
  102377. }
  102378. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  102379. if (halfCircleSide) {
  102380. angle = -angle;
  102381. }
  102382. // Snapping logic
  102383. var snapped = false;
  102384. if (_this.snapDistance != 0) {
  102385. currentSnapDragDistance += angle;
  102386. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  102387. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  102388. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  102389. angle = _this.snapDistance * dragSteps;
  102390. snapped = true;
  102391. }
  102392. else {
  102393. angle = 0;
  102394. }
  102395. }
  102396. // If the mesh has a parent, convert needed world rotation to local rotation
  102397. tmpMatrix.reset();
  102398. if (_this.attachedMesh.parent) {
  102399. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  102400. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  102401. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  102402. }
  102403. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  102404. var quaternionCoefficient = Math.sin(angle / 2);
  102405. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  102406. // 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
  102407. if (tmpMatrix.determinant() > 0) {
  102408. amountToRotate.toEulerAnglesToRef(tmpVector);
  102409. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  102410. }
  102411. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  102412. // Rotate selected mesh quaternion over fixed axis
  102413. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  102414. }
  102415. else {
  102416. // Rotate selected mesh quaternion over rotated axis
  102417. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  102418. }
  102419. lastDragPosition.copyFrom(event.dragPlanePoint);
  102420. if (snapped) {
  102421. tmpSnapEvent.snapDistance = angle;
  102422. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  102423. }
  102424. }
  102425. });
  102426. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  102427. if (_this._customMeshSet) {
  102428. return;
  102429. }
  102430. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  102431. var material = isHovered ? hoverMaterial : coloredMaterial;
  102432. _this._rootMesh.getChildMeshes().forEach(function (m) {
  102433. m.material = material;
  102434. if (m.color) {
  102435. m.color = material.emissiveColor;
  102436. }
  102437. });
  102438. });
  102439. return _this;
  102440. }
  102441. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  102442. if (this.dragBehavior) {
  102443. this.dragBehavior.enabled = value ? true : false;
  102444. }
  102445. };
  102446. /**
  102447. * Disposes of the gizmo
  102448. */
  102449. PlaneRotationGizmo.prototype.dispose = function () {
  102450. this.onSnapObservable.clear();
  102451. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  102452. this.dragBehavior.detach();
  102453. _super.prototype.dispose.call(this);
  102454. };
  102455. return PlaneRotationGizmo;
  102456. }(BABYLON.Gizmo));
  102457. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  102458. })(BABYLON || (BABYLON = {}));
  102459. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  102460. var BABYLON;
  102461. (function (BABYLON) {
  102462. /**
  102463. * Gizmo that enables dragging a mesh along 3 axis
  102464. */
  102465. var PositionGizmo = /** @class */ (function (_super) {
  102466. __extends(PositionGizmo, _super);
  102467. /**
  102468. * Creates a PositionGizmo
  102469. * @param gizmoLayer The utility layer the gizmo will be added to
  102470. */
  102471. function PositionGizmo(gizmoLayer) {
  102472. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102473. var _this = _super.call(this, gizmoLayer) || this;
  102474. /** Fires an event when any of it's sub gizmos are dragged */
  102475. _this.onDragStartObservable = new BABYLON.Observable();
  102476. /** Fires an event when any of it's sub gizmos are released from dragging */
  102477. _this.onDragEndObservable = new BABYLON.Observable();
  102478. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102479. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102480. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102481. // Relay drag events
  102482. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102483. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102484. _this.onDragStartObservable.notifyObservers({});
  102485. });
  102486. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102487. _this.onDragEndObservable.notifyObservers({});
  102488. });
  102489. });
  102490. _this.attachedMesh = null;
  102491. return _this;
  102492. }
  102493. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  102494. set: function (mesh) {
  102495. if (this.xGizmo) {
  102496. this.xGizmo.attachedMesh = mesh;
  102497. this.yGizmo.attachedMesh = mesh;
  102498. this.zGizmo.attachedMesh = mesh;
  102499. }
  102500. },
  102501. enumerable: true,
  102502. configurable: true
  102503. });
  102504. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102505. get: function () {
  102506. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102507. },
  102508. set: function (value) {
  102509. if (this.xGizmo) {
  102510. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102511. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102512. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102513. }
  102514. },
  102515. enumerable: true,
  102516. configurable: true
  102517. });
  102518. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  102519. get: function () {
  102520. return this.xGizmo.snapDistance;
  102521. },
  102522. /**
  102523. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102524. */
  102525. set: function (value) {
  102526. if (this.xGizmo) {
  102527. this.xGizmo.snapDistance = value;
  102528. this.yGizmo.snapDistance = value;
  102529. this.zGizmo.snapDistance = value;
  102530. }
  102531. },
  102532. enumerable: true,
  102533. configurable: true
  102534. });
  102535. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  102536. get: function () {
  102537. return this.xGizmo.scaleRatio;
  102538. },
  102539. /**
  102540. * Ratio for the scale of the gizmo (Default: 1)
  102541. */
  102542. set: function (value) {
  102543. if (this.xGizmo) {
  102544. this.xGizmo.scaleRatio = value;
  102545. this.yGizmo.scaleRatio = value;
  102546. this.zGizmo.scaleRatio = value;
  102547. }
  102548. },
  102549. enumerable: true,
  102550. configurable: true
  102551. });
  102552. /**
  102553. * Disposes of the gizmo
  102554. */
  102555. PositionGizmo.prototype.dispose = function () {
  102556. this.xGizmo.dispose();
  102557. this.yGizmo.dispose();
  102558. this.zGizmo.dispose();
  102559. this.onDragStartObservable.clear();
  102560. this.onDragEndObservable.clear();
  102561. };
  102562. /**
  102563. * CustomMeshes are not supported by this gizmo
  102564. * @param mesh The mesh to replace the default mesh of the gizmo
  102565. */
  102566. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  102567. 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)");
  102568. };
  102569. return PositionGizmo;
  102570. }(BABYLON.Gizmo));
  102571. BABYLON.PositionGizmo = PositionGizmo;
  102572. })(BABYLON || (BABYLON = {}));
  102573. //# sourceMappingURL=babylon.positionGizmo.js.map
  102574. var BABYLON;
  102575. (function (BABYLON) {
  102576. /**
  102577. * Gizmo that enables rotating a mesh along 3 axis
  102578. */
  102579. var RotationGizmo = /** @class */ (function (_super) {
  102580. __extends(RotationGizmo, _super);
  102581. /**
  102582. * Creates a RotationGizmo
  102583. * @param gizmoLayer The utility layer the gizmo will be added to
  102584. * @param tessellation Amount of tessellation to be used when creating rotation circles
  102585. */
  102586. function RotationGizmo(gizmoLayer, tessellation) {
  102587. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102588. if (tessellation === void 0) { tessellation = 32; }
  102589. var _this = _super.call(this, gizmoLayer) || this;
  102590. /** Fires an event when any of it's sub gizmos are dragged */
  102591. _this.onDragStartObservable = new BABYLON.Observable();
  102592. /** Fires an event when any of it's sub gizmos are released from dragging */
  102593. _this.onDragEndObservable = new BABYLON.Observable();
  102594. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  102595. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  102596. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  102597. // Relay drag events
  102598. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  102599. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102600. _this.onDragStartObservable.notifyObservers({});
  102601. });
  102602. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102603. _this.onDragEndObservable.notifyObservers({});
  102604. });
  102605. });
  102606. _this.attachedMesh = null;
  102607. return _this;
  102608. }
  102609. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  102610. set: function (mesh) {
  102611. if (this.xGizmo) {
  102612. this.xGizmo.attachedMesh = mesh;
  102613. this.yGizmo.attachedMesh = mesh;
  102614. this.zGizmo.attachedMesh = mesh;
  102615. }
  102616. },
  102617. enumerable: true,
  102618. configurable: true
  102619. });
  102620. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102621. get: function () {
  102622. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102623. },
  102624. set: function (value) {
  102625. if (this.xGizmo) {
  102626. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102627. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102628. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102629. }
  102630. },
  102631. enumerable: true,
  102632. configurable: true
  102633. });
  102634. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  102635. get: function () {
  102636. return this.xGizmo.snapDistance;
  102637. },
  102638. /**
  102639. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102640. */
  102641. set: function (value) {
  102642. if (this.xGizmo) {
  102643. this.xGizmo.snapDistance = value;
  102644. this.yGizmo.snapDistance = value;
  102645. this.zGizmo.snapDistance = value;
  102646. }
  102647. },
  102648. enumerable: true,
  102649. configurable: true
  102650. });
  102651. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  102652. get: function () {
  102653. return this.xGizmo.scaleRatio;
  102654. },
  102655. /**
  102656. * Ratio for the scale of the gizmo (Default: 1)
  102657. */
  102658. set: function (value) {
  102659. if (this.xGizmo) {
  102660. this.xGizmo.scaleRatio = value;
  102661. this.yGizmo.scaleRatio = value;
  102662. this.zGizmo.scaleRatio = value;
  102663. }
  102664. },
  102665. enumerable: true,
  102666. configurable: true
  102667. });
  102668. /**
  102669. * Disposes of the gizmo
  102670. */
  102671. RotationGizmo.prototype.dispose = function () {
  102672. this.xGizmo.dispose();
  102673. this.yGizmo.dispose();
  102674. this.zGizmo.dispose();
  102675. this.onDragStartObservable.clear();
  102676. this.onDragEndObservable.clear();
  102677. };
  102678. /**
  102679. * CustomMeshes are not supported by this gizmo
  102680. * @param mesh The mesh to replace the default mesh of the gizmo
  102681. */
  102682. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  102683. 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)");
  102684. };
  102685. return RotationGizmo;
  102686. }(BABYLON.Gizmo));
  102687. BABYLON.RotationGizmo = RotationGizmo;
  102688. })(BABYLON || (BABYLON = {}));
  102689. //# sourceMappingURL=babylon.rotationGizmo.js.map
  102690. var BABYLON;
  102691. (function (BABYLON) {
  102692. /**
  102693. * Gizmo that enables scaling a mesh along 3 axis
  102694. */
  102695. var ScaleGizmo = /** @class */ (function (_super) {
  102696. __extends(ScaleGizmo, _super);
  102697. /**
  102698. * Creates a ScaleGizmo
  102699. * @param gizmoLayer The utility layer the gizmo will be added to
  102700. */
  102701. function ScaleGizmo(gizmoLayer) {
  102702. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  102703. var _this = _super.call(this, gizmoLayer) || this;
  102704. /** Fires an event when any of it's sub gizmos are dragged */
  102705. _this.onDragStartObservable = new BABYLON.Observable();
  102706. /** Fires an event when any of it's sub gizmos are released from dragging */
  102707. _this.onDragEndObservable = new BABYLON.Observable();
  102708. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  102709. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  102710. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  102711. // Create uniform scale gizmo
  102712. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  102713. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  102714. _this.uniformScaleGizmo.uniformScaling = true;
  102715. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102716. uniformScalingMesh.scaling.scaleInPlace(0.02);
  102717. uniformScalingMesh.visibility = 0;
  102718. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  102719. octahedron.scaling.scaleInPlace(0.007);
  102720. uniformScalingMesh.addChild(octahedron);
  102721. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  102722. // Relay drag events
  102723. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  102724. gizmo.dragBehavior.onDragStartObservable.add(function () {
  102725. _this.onDragStartObservable.notifyObservers({});
  102726. });
  102727. gizmo.dragBehavior.onDragEndObservable.add(function () {
  102728. _this.onDragEndObservable.notifyObservers({});
  102729. });
  102730. });
  102731. _this.attachedMesh = null;
  102732. return _this;
  102733. }
  102734. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  102735. set: function (mesh) {
  102736. if (this.xGizmo) {
  102737. this.xGizmo.attachedMesh = mesh;
  102738. this.yGizmo.attachedMesh = mesh;
  102739. this.zGizmo.attachedMesh = mesh;
  102740. this.uniformScaleGizmo.attachedMesh = mesh;
  102741. }
  102742. },
  102743. enumerable: true,
  102744. configurable: true
  102745. });
  102746. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  102747. get: function () {
  102748. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  102749. },
  102750. set: function (value) {
  102751. if (!value) {
  102752. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  102753. }
  102754. if (this.xGizmo) {
  102755. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102756. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102757. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  102758. }
  102759. },
  102760. enumerable: true,
  102761. configurable: true
  102762. });
  102763. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  102764. get: function () {
  102765. return this.xGizmo.snapDistance;
  102766. },
  102767. /**
  102768. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  102769. */
  102770. set: function (value) {
  102771. if (this.xGizmo) {
  102772. this.xGizmo.snapDistance = value;
  102773. this.yGizmo.snapDistance = value;
  102774. this.zGizmo.snapDistance = value;
  102775. this.uniformScaleGizmo.snapDistance = value;
  102776. }
  102777. },
  102778. enumerable: true,
  102779. configurable: true
  102780. });
  102781. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  102782. get: function () {
  102783. return this.xGizmo.scaleRatio;
  102784. },
  102785. /**
  102786. * Ratio for the scale of the gizmo (Default: 1)
  102787. */
  102788. set: function (value) {
  102789. if (this.xGizmo) {
  102790. this.xGizmo.scaleRatio = value;
  102791. this.yGizmo.scaleRatio = value;
  102792. this.zGizmo.scaleRatio = value;
  102793. this.uniformScaleGizmo.scaleRatio = value;
  102794. }
  102795. },
  102796. enumerable: true,
  102797. configurable: true
  102798. });
  102799. /**
  102800. * Disposes of the gizmo
  102801. */
  102802. ScaleGizmo.prototype.dispose = function () {
  102803. this.xGizmo.dispose();
  102804. this.yGizmo.dispose();
  102805. this.zGizmo.dispose();
  102806. this.uniformScaleGizmo.dispose();
  102807. this.onDragStartObservable.clear();
  102808. this.onDragEndObservable.clear();
  102809. };
  102810. return ScaleGizmo;
  102811. }(BABYLON.Gizmo));
  102812. BABYLON.ScaleGizmo = ScaleGizmo;
  102813. })(BABYLON || (BABYLON = {}));
  102814. //# sourceMappingURL=babylon.scaleGizmo.js.map
  102815. var BABYLON;
  102816. (function (BABYLON) {
  102817. /**
  102818. * Bounding box gizmo
  102819. */
  102820. var BoundingBoxGizmo = /** @class */ (function (_super) {
  102821. __extends(BoundingBoxGizmo, _super);
  102822. /**
  102823. * Creates an BoundingBoxGizmo
  102824. * @param gizmoLayer The utility layer the gizmo will be added to
  102825. * @param color The color of the gizmo
  102826. */
  102827. function BoundingBoxGizmo(color, gizmoLayer) {
  102828. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  102829. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  102830. var _this = _super.call(this, gizmoLayer) || this;
  102831. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  102832. _this._renderObserver = null;
  102833. _this._pointerObserver = null;
  102834. _this._scaleDragSpeed = 0.2;
  102835. _this._tmpQuaternion = new BABYLON.Quaternion();
  102836. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102837. _this._tmpRotationMatrix = new BABYLON.Matrix();
  102838. /**
  102839. * 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)
  102840. */
  102841. _this.ignoreChildren = false;
  102842. /**
  102843. * 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)
  102844. */
  102845. _this.includeChildPredicate = null;
  102846. /**
  102847. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  102848. */
  102849. _this.rotationSphereSize = 0.1;
  102850. /**
  102851. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  102852. */
  102853. _this.scaleBoxSize = 0.1;
  102854. /**
  102855. * 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)
  102856. */
  102857. _this.fixedDragMeshScreenSize = false;
  102858. /**
  102859. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  102860. */
  102861. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  102862. /**
  102863. * Fired when a rotation sphere or scale box is dragged
  102864. */
  102865. _this.onDragStartObservable = new BABYLON.Observable();
  102866. /**
  102867. * Fired when a scale box is dragged
  102868. */
  102869. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  102870. /**
  102871. * Fired when a scale box drag is ended
  102872. */
  102873. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  102874. /**
  102875. * Fired when a rotation sphere is dragged
  102876. */
  102877. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  102878. /**
  102879. * Fired when a rotation sphere drag is ended
  102880. */
  102881. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  102882. /**
  102883. * 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)
  102884. */
  102885. _this.scalePivot = null;
  102886. _this._existingMeshScale = new BABYLON.Vector3();
  102887. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  102888. _this._updateScale = false;
  102889. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  102890. // Create Materials
  102891. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102892. coloredMaterial.disableLighting = true;
  102893. coloredMaterial.emissiveColor = color;
  102894. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  102895. hoverColoredMaterial.disableLighting = true;
  102896. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  102897. // Build bounding box out of lines
  102898. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102899. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  102900. var lines = [];
  102901. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  102902. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  102903. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  102904. 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));
  102905. 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));
  102906. 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));
  102907. 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));
  102908. 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));
  102909. 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));
  102910. 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));
  102911. 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));
  102912. 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));
  102913. lines.forEach(function (l) {
  102914. l.color = color;
  102915. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  102916. l.isPickable = false;
  102917. _this._lineBoundingBox.addChild(l);
  102918. });
  102919. _this._rootMesh.addChild(_this._lineBoundingBox);
  102920. // Create rotation spheres
  102921. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102922. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  102923. var _loop_1 = function (i_1) {
  102924. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  102925. sphere.rotationQuaternion = new BABYLON.Quaternion();
  102926. sphere.material = coloredMaterial;
  102927. // Drag behavior
  102928. _dragBehavior = new BABYLON.PointerDragBehavior({});
  102929. _dragBehavior.moveAttached = false;
  102930. _dragBehavior.updateDragPlane = false;
  102931. sphere.addBehavior(_dragBehavior);
  102932. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  102933. var totalTurnAmountOfDrag = 0;
  102934. _dragBehavior.onDragStartObservable.add(function (event) {
  102935. startingTurnDirection.copyFrom(sphere.forward);
  102936. totalTurnAmountOfDrag = 0;
  102937. });
  102938. _dragBehavior.onDragObservable.add(function (event) {
  102939. _this.onRotationSphereDragObservable.notifyObservers({});
  102940. if (_this.attachedMesh) {
  102941. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  102942. var worldDragDirection = startingTurnDirection;
  102943. // Project the world right on to the drag plane
  102944. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  102945. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  102946. // project drag delta on to the resulting drag axis and rotate based on that
  102947. var projectDist = -BABYLON.Vector3.Dot(dragAxis, event.delta);
  102948. // Make rotation relative to size of mesh.
  102949. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  102950. // Rotate based on axis
  102951. if (!_this.attachedMesh.rotationQuaternion) {
  102952. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  102953. }
  102954. if (!_this._anchorMesh.rotationQuaternion) {
  102955. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  102956. }
  102957. // Do not allow the object to turn more than a full circle
  102958. totalTurnAmountOfDrag += projectDist;
  102959. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  102960. if (i_1 >= 8) {
  102961. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  102962. }
  102963. else if (i_1 >= 4) {
  102964. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  102965. }
  102966. else {
  102967. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  102968. }
  102969. // Rotate around center of bounding box
  102970. _this._anchorMesh.addChild(_this.attachedMesh);
  102971. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  102972. _this._anchorMesh.removeChild(_this.attachedMesh);
  102973. }
  102974. _this.updateBoundingBox();
  102975. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  102976. }
  102977. });
  102978. // Selection/deselection
  102979. _dragBehavior.onDragStartObservable.add(function () {
  102980. _this.onDragStartObservable.notifyObservers({});
  102981. _this._selectNode(sphere);
  102982. });
  102983. _dragBehavior.onDragEndObservable.add(function () {
  102984. _this.onRotationSphereDragEndObservable.notifyObservers({});
  102985. _this._selectNode(null);
  102986. });
  102987. this_1._rotateSpheresParent.addChild(sphere);
  102988. };
  102989. var this_1 = this, _dragBehavior;
  102990. for (var i_1 = 0; i_1 < 12; i_1++) {
  102991. _loop_1(i_1);
  102992. }
  102993. _this._rootMesh.addChild(_this._rotateSpheresParent);
  102994. // Create scale cubes
  102995. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  102996. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  102997. for (var i = 0; i < 2; i++) {
  102998. for (var j = 0; j < 2; j++) {
  102999. var _loop_2 = function () {
  103000. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  103001. box.material = coloredMaterial;
  103002. // Dragging logic
  103003. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  103004. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103005. _dragBehavior.moveAttached = false;
  103006. box.addBehavior(_dragBehavior);
  103007. _dragBehavior.onDragObservable.add(function (event) {
  103008. _this.onScaleBoxDragObservable.notifyObservers({});
  103009. if (_this.attachedMesh) {
  103010. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  103011. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  103012. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  103013. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  103014. _this.updateBoundingBox();
  103015. if (_this.scalePivot) {
  103016. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  103017. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  103018. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  103019. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103020. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103021. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  103022. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  103023. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  103024. }
  103025. else {
  103026. // Scale from the position of the opposite corner
  103027. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  103028. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  103029. }
  103030. _this._anchorMesh.addChild(_this.attachedMesh);
  103031. _this._anchorMesh.scaling.addInPlace(deltaScale);
  103032. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  103033. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  103034. }
  103035. _this._anchorMesh.removeChild(_this.attachedMesh);
  103036. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  103037. }
  103038. });
  103039. // Selection/deselection
  103040. _dragBehavior.onDragStartObservable.add(function () {
  103041. _this.onDragStartObservable.notifyObservers({});
  103042. _this._selectNode(box);
  103043. });
  103044. _dragBehavior.onDragEndObservable.add(function () {
  103045. _this.onScaleBoxDragEndObservable.notifyObservers({});
  103046. _this._selectNode(null);
  103047. });
  103048. this_2._scaleBoxesParent.addChild(box);
  103049. };
  103050. var this_2 = this, _dragBehavior;
  103051. for (var k = 0; k < 2; k++) {
  103052. _loop_2();
  103053. }
  103054. }
  103055. }
  103056. _this._rootMesh.addChild(_this._scaleBoxesParent);
  103057. // Hover color change
  103058. var pointerIds = new Array();
  103059. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103060. if (!pointerIds[pointerInfo.event.pointerId]) {
  103061. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  103062. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  103063. pointerIds[pointerInfo.event.pointerId] = mesh;
  103064. mesh.material = hoverColoredMaterial;
  103065. }
  103066. });
  103067. }
  103068. else {
  103069. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  103070. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  103071. delete pointerIds[pointerInfo.event.pointerId];
  103072. }
  103073. }
  103074. });
  103075. // Update bounding box positions
  103076. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  103077. // Only update the bouding box if scaling has changed
  103078. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  103079. _this.updateBoundingBox();
  103080. }
  103081. });
  103082. _this.updateBoundingBox();
  103083. return _this;
  103084. }
  103085. /** @hidden */
  103086. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  103087. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  103088. // Save old pivot and set pivot to 0,0,0
  103089. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  103090. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  103091. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  103092. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  103093. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103094. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103095. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103096. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  103097. }
  103098. }
  103099. BoundingBoxGizmo._PivotCached++;
  103100. };
  103101. /** @hidden */
  103102. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  103103. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  103104. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  103105. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  103106. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  103107. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  103108. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  103109. }
  103110. this._PivotCached--;
  103111. };
  103112. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  103113. if (value) {
  103114. // Reset anchor mesh to match attached mesh's scale
  103115. // This is needed to avoid invalid box/sphere position on first drag
  103116. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  103117. this._anchorMesh.addChild(value);
  103118. this._anchorMesh.removeChild(value);
  103119. BoundingBoxGizmo._RestorePivotPoint(value);
  103120. this.updateBoundingBox();
  103121. }
  103122. };
  103123. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  103124. this._rotateSpheresParent.getChildMeshes()
  103125. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  103126. m.isVisible = (!selectedMesh || m == selectedMesh);
  103127. });
  103128. };
  103129. /**
  103130. * Updates the bounding box information for the Gizmo
  103131. */
  103132. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  103133. if (this.attachedMesh) {
  103134. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  103135. this._update();
  103136. // Rotate based on axis
  103137. if (!this.attachedMesh.rotationQuaternion) {
  103138. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  103139. }
  103140. if (!this._anchorMesh.rotationQuaternion) {
  103141. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  103142. }
  103143. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103144. // Store original position and reset mesh to origin before computing the bounding box
  103145. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  103146. this._tmpVector.copyFrom(this.attachedMesh.position);
  103147. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  103148. this.attachedMesh.position.set(0, 0, 0);
  103149. // Update bounding dimensions/positions
  103150. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  103151. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  103152. // Update gizmo to match bounding box scaling and rotation
  103153. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  103154. 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);
  103155. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  103156. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  103157. this._lineBoundingBox.computeWorldMatrix();
  103158. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  103159. // restore position/rotation values
  103160. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  103161. this.attachedMesh.position.copyFrom(this._tmpVector);
  103162. }
  103163. // Update rotation sphere locations
  103164. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  103165. for (var i = 0; i < 3; i++) {
  103166. for (var j = 0; j < 2; j++) {
  103167. for (var k = 0; k < 2; k++) {
  103168. var index = ((i * 4) + (j * 2)) + k;
  103169. if (i == 0) {
  103170. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103171. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103172. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103173. }
  103174. if (i == 1) {
  103175. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  103176. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103177. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103178. }
  103179. if (i == 2) {
  103180. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  103181. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103182. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  103183. }
  103184. if (this.fixedDragMeshScreenSize) {
  103185. this._rootMesh.computeWorldMatrix();
  103186. this._rotateSpheresParent.computeWorldMatrix();
  103187. rotateSpheres[index].computeWorldMatrix();
  103188. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103189. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103190. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103191. }
  103192. else {
  103193. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  103194. }
  103195. }
  103196. }
  103197. }
  103198. // Update scale box locations
  103199. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  103200. for (var i = 0; i < 2; i++) {
  103201. for (var j = 0; j < 2; j++) {
  103202. for (var k = 0; k < 2; k++) {
  103203. var index = ((i * 4) + (j * 2)) + k;
  103204. if (scaleBoxes[index]) {
  103205. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  103206. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  103207. if (this.fixedDragMeshScreenSize) {
  103208. this._rootMesh.computeWorldMatrix();
  103209. this._scaleBoxesParent.computeWorldMatrix();
  103210. scaleBoxes[index].computeWorldMatrix();
  103211. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  103212. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  103213. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  103214. }
  103215. else {
  103216. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  103217. }
  103218. }
  103219. }
  103220. }
  103221. }
  103222. if (this.attachedMesh) {
  103223. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  103224. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  103225. }
  103226. };
  103227. /**
  103228. * Enables rotation on the specified axis and disables rotation on the others
  103229. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  103230. */
  103231. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  103232. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  103233. if (i < 4) {
  103234. m.setEnabled(axis.indexOf("x") != -1);
  103235. }
  103236. else if (i < 8) {
  103237. m.setEnabled(axis.indexOf("y") != -1);
  103238. }
  103239. else {
  103240. m.setEnabled(axis.indexOf("z") != -1);
  103241. }
  103242. });
  103243. };
  103244. /**
  103245. * Disposes of the gizmo
  103246. */
  103247. BoundingBoxGizmo.prototype.dispose = function () {
  103248. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103249. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  103250. this._lineBoundingBox.dispose();
  103251. this._rotateSpheresParent.dispose();
  103252. this._scaleBoxesParent.dispose();
  103253. _super.prototype.dispose.call(this);
  103254. };
  103255. /**
  103256. * 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)
  103257. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  103258. * @returns the bounding box mesh with the passed in mesh as a child
  103259. */
  103260. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  103261. var makeNotPickable = function (root) {
  103262. root.isPickable = false;
  103263. root.getChildMeshes().forEach(function (c) {
  103264. makeNotPickable(c);
  103265. });
  103266. };
  103267. makeNotPickable(mesh);
  103268. // Reset position to get boudning box from origin with no rotation
  103269. if (!mesh.rotationQuaternion) {
  103270. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  103271. }
  103272. var oldPos = mesh.position.clone();
  103273. var oldRot = mesh.rotationQuaternion.clone();
  103274. mesh.rotationQuaternion.set(0, 0, 0, 1);
  103275. mesh.position.set(0, 0, 0);
  103276. // Update bounding dimensions/positions
  103277. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  103278. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  103279. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  103280. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  103281. // Restore original positions
  103282. mesh.addChild(box);
  103283. mesh.rotationQuaternion.copyFrom(oldRot);
  103284. mesh.position.copyFrom(oldPos);
  103285. // Reverse parenting
  103286. mesh.removeChild(box);
  103287. box.addChild(mesh);
  103288. box.visibility = 0;
  103289. return box;
  103290. };
  103291. /**
  103292. * CustomMeshes are not supported by this gizmo
  103293. * @param mesh The mesh to replace the default mesh of the gizmo
  103294. */
  103295. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  103296. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  103297. };
  103298. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  103299. // store/remove pivot point should only be applied during their outermost calls
  103300. BoundingBoxGizmo._PivotCached = 0;
  103301. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  103302. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  103303. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  103304. return BoundingBoxGizmo;
  103305. }(BABYLON.Gizmo));
  103306. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  103307. })(BABYLON || (BABYLON = {}));
  103308. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  103309. var BABYLON;
  103310. (function (BABYLON) {
  103311. /**
  103312. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  103313. */
  103314. var GizmoManager = /** @class */ (function () {
  103315. /**
  103316. * Instatiates a gizmo manager
  103317. * @param scene the scene to overlay the gizmos on top of
  103318. */
  103319. function GizmoManager(scene) {
  103320. var _this = this;
  103321. this.scene = scene;
  103322. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  103323. this._pointerObserver = null;
  103324. this._attachedMesh = null;
  103325. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  103326. /**
  103327. * When bounding box gizmo is enabled, this can be used to track drag/end events
  103328. */
  103329. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  103330. /**
  103331. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  103332. */
  103333. this.attachableMeshes = null;
  103334. /**
  103335. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  103336. */
  103337. this.usePointerToAttachGizmos = true;
  103338. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103339. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  103340. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  103341. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  103342. // Instatiate/dispose gizmos based on pointer actions
  103343. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  103344. if (!_this.usePointerToAttachGizmos) {
  103345. return;
  103346. }
  103347. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103348. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  103349. var node = pointerInfo.pickInfo.pickedMesh;
  103350. if (_this.attachableMeshes == null) {
  103351. // Attach to the most parent node
  103352. while (node && node.parent != null) {
  103353. node = node.parent;
  103354. }
  103355. }
  103356. else {
  103357. // Attach to the parent node that is an attachableMesh
  103358. var found = false;
  103359. _this.attachableMeshes.forEach(function (mesh) {
  103360. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  103361. node = mesh;
  103362. found = true;
  103363. }
  103364. });
  103365. if (!found) {
  103366. node = null;
  103367. }
  103368. }
  103369. if (node instanceof BABYLON.AbstractMesh) {
  103370. if (_this._attachedMesh != node) {
  103371. _this.attachToMesh(node);
  103372. }
  103373. }
  103374. else {
  103375. _this.attachToMesh(null);
  103376. }
  103377. }
  103378. else {
  103379. _this.attachToMesh(null);
  103380. }
  103381. }
  103382. });
  103383. }
  103384. /**
  103385. * Attaches a set of gizmos to the specified mesh
  103386. * @param mesh The mesh the gizmo's should be attached to
  103387. */
  103388. GizmoManager.prototype.attachToMesh = function (mesh) {
  103389. if (this._attachedMesh) {
  103390. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103391. }
  103392. this._attachedMesh = mesh;
  103393. for (var key in this.gizmos) {
  103394. var gizmo = (this.gizmos[key]);
  103395. if (gizmo && this._gizmosEnabled[key]) {
  103396. gizmo.attachedMesh = mesh;
  103397. }
  103398. }
  103399. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  103400. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103401. }
  103402. };
  103403. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  103404. get: function () {
  103405. return this._gizmosEnabled.positionGizmo;
  103406. },
  103407. /**
  103408. * If the position gizmo is enabled
  103409. */
  103410. set: function (value) {
  103411. if (value) {
  103412. if (!this.gizmos.positionGizmo) {
  103413. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  103414. }
  103415. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  103416. }
  103417. else if (this.gizmos.positionGizmo) {
  103418. this.gizmos.positionGizmo.attachedMesh = null;
  103419. }
  103420. this._gizmosEnabled.positionGizmo = value;
  103421. },
  103422. enumerable: true,
  103423. configurable: true
  103424. });
  103425. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  103426. get: function () {
  103427. return this._gizmosEnabled.rotationGizmo;
  103428. },
  103429. /**
  103430. * If the rotation gizmo is enabled
  103431. */
  103432. set: function (value) {
  103433. if (value) {
  103434. if (!this.gizmos.rotationGizmo) {
  103435. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  103436. }
  103437. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  103438. }
  103439. else if (this.gizmos.rotationGizmo) {
  103440. this.gizmos.rotationGizmo.attachedMesh = null;
  103441. }
  103442. this._gizmosEnabled.rotationGizmo = value;
  103443. },
  103444. enumerable: true,
  103445. configurable: true
  103446. });
  103447. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  103448. get: function () {
  103449. return this._gizmosEnabled.scaleGizmo;
  103450. },
  103451. /**
  103452. * If the scale gizmo is enabled
  103453. */
  103454. set: function (value) {
  103455. if (value) {
  103456. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  103457. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  103458. }
  103459. else if (this.gizmos.scaleGizmo) {
  103460. this.gizmos.scaleGizmo.attachedMesh = null;
  103461. }
  103462. this._gizmosEnabled.scaleGizmo = value;
  103463. },
  103464. enumerable: true,
  103465. configurable: true
  103466. });
  103467. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  103468. get: function () {
  103469. return this._gizmosEnabled.boundingBoxGizmo;
  103470. },
  103471. /**
  103472. * If the boundingBox gizmo is enabled
  103473. */
  103474. set: function (value) {
  103475. if (value) {
  103476. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  103477. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  103478. if (this._attachedMesh) {
  103479. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  103480. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  103481. }
  103482. }
  103483. else if (this.gizmos.boundingBoxGizmo) {
  103484. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  103485. }
  103486. this._gizmosEnabled.boundingBoxGizmo = value;
  103487. },
  103488. enumerable: true,
  103489. configurable: true
  103490. });
  103491. /**
  103492. * Disposes of the gizmo manager
  103493. */
  103494. GizmoManager.prototype.dispose = function () {
  103495. this.scene.onPointerObservable.remove(this._pointerObserver);
  103496. for (var key in this.gizmos) {
  103497. var gizmo = (this.gizmos[key]);
  103498. if (gizmo) {
  103499. gizmo.dispose();
  103500. }
  103501. }
  103502. this._defaultKeepDepthUtilityLayer.dispose();
  103503. this._defaultUtilityLayer.dispose();
  103504. this.boundingBoxDragBehavior.detach();
  103505. };
  103506. return GizmoManager;
  103507. }());
  103508. BABYLON.GizmoManager = GizmoManager;
  103509. })(BABYLON || (BABYLON = {}));
  103510. //# sourceMappingURL=babylon.gizmoManager.js.map
  103511. var BABYLON;
  103512. (function (BABYLON) {
  103513. /**
  103514. * Defines a target to use with MorphTargetManager
  103515. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103516. */
  103517. var MorphTarget = /** @class */ (function () {
  103518. /**
  103519. * Creates a new MorphTarget
  103520. * @param name defines the name of the target
  103521. * @param influence defines the influence to use
  103522. */
  103523. function MorphTarget(
  103524. /** defines the name of the target */
  103525. name, influence, scene) {
  103526. if (influence === void 0) { influence = 0; }
  103527. if (scene === void 0) { scene = null; }
  103528. this.name = name;
  103529. /**
  103530. * Gets or sets the list of animations
  103531. */
  103532. this.animations = new Array();
  103533. this._positions = null;
  103534. this._normals = null;
  103535. this._tangents = null;
  103536. /**
  103537. * Observable raised when the influence changes
  103538. */
  103539. this.onInfluenceChanged = new BABYLON.Observable();
  103540. /** @hidden */
  103541. this._onDataLayoutChanged = new BABYLON.Observable();
  103542. this._animationPropertiesOverride = null;
  103543. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  103544. this.influence = influence;
  103545. }
  103546. Object.defineProperty(MorphTarget.prototype, "influence", {
  103547. /**
  103548. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  103549. */
  103550. get: function () {
  103551. return this._influence;
  103552. },
  103553. set: function (influence) {
  103554. if (this._influence === influence) {
  103555. return;
  103556. }
  103557. var previous = this._influence;
  103558. this._influence = influence;
  103559. if (this.onInfluenceChanged.hasObservers) {
  103560. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  103561. }
  103562. },
  103563. enumerable: true,
  103564. configurable: true
  103565. });
  103566. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  103567. /**
  103568. * Gets or sets the animation properties override
  103569. */
  103570. get: function () {
  103571. if (!this._animationPropertiesOverride && this._scene) {
  103572. return this._scene.animationPropertiesOverride;
  103573. }
  103574. return this._animationPropertiesOverride;
  103575. },
  103576. set: function (value) {
  103577. this._animationPropertiesOverride = value;
  103578. },
  103579. enumerable: true,
  103580. configurable: true
  103581. });
  103582. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  103583. /**
  103584. * Gets a boolean defining if the target contains position data
  103585. */
  103586. get: function () {
  103587. return !!this._positions;
  103588. },
  103589. enumerable: true,
  103590. configurable: true
  103591. });
  103592. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  103593. /**
  103594. * Gets a boolean defining if the target contains normal data
  103595. */
  103596. get: function () {
  103597. return !!this._normals;
  103598. },
  103599. enumerable: true,
  103600. configurable: true
  103601. });
  103602. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  103603. /**
  103604. * Gets a boolean defining if the target contains tangent data
  103605. */
  103606. get: function () {
  103607. return !!this._tangents;
  103608. },
  103609. enumerable: true,
  103610. configurable: true
  103611. });
  103612. /**
  103613. * Affects position data to this target
  103614. * @param data defines the position data to use
  103615. */
  103616. MorphTarget.prototype.setPositions = function (data) {
  103617. var hadPositions = this.hasPositions;
  103618. this._positions = data;
  103619. if (hadPositions !== this.hasPositions) {
  103620. this._onDataLayoutChanged.notifyObservers(undefined);
  103621. }
  103622. };
  103623. /**
  103624. * Gets the position data stored in this target
  103625. * @returns a FloatArray containing the position data (or null if not present)
  103626. */
  103627. MorphTarget.prototype.getPositions = function () {
  103628. return this._positions;
  103629. };
  103630. /**
  103631. * Affects normal data to this target
  103632. * @param data defines the normal data to use
  103633. */
  103634. MorphTarget.prototype.setNormals = function (data) {
  103635. var hadNormals = this.hasNormals;
  103636. this._normals = data;
  103637. if (hadNormals !== this.hasNormals) {
  103638. this._onDataLayoutChanged.notifyObservers(undefined);
  103639. }
  103640. };
  103641. /**
  103642. * Gets the normal data stored in this target
  103643. * @returns a FloatArray containing the normal data (or null if not present)
  103644. */
  103645. MorphTarget.prototype.getNormals = function () {
  103646. return this._normals;
  103647. };
  103648. /**
  103649. * Affects tangent data to this target
  103650. * @param data defines the tangent data to use
  103651. */
  103652. MorphTarget.prototype.setTangents = function (data) {
  103653. var hadTangents = this.hasTangents;
  103654. this._tangents = data;
  103655. if (hadTangents !== this.hasTangents) {
  103656. this._onDataLayoutChanged.notifyObservers(undefined);
  103657. }
  103658. };
  103659. /**
  103660. * Gets the tangent data stored in this target
  103661. * @returns a FloatArray containing the tangent data (or null if not present)
  103662. */
  103663. MorphTarget.prototype.getTangents = function () {
  103664. return this._tangents;
  103665. };
  103666. /**
  103667. * Serializes the current target into a Serialization object
  103668. * @returns the serialized object
  103669. */
  103670. MorphTarget.prototype.serialize = function () {
  103671. var serializationObject = {};
  103672. serializationObject.name = this.name;
  103673. serializationObject.influence = this.influence;
  103674. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  103675. if (this.hasNormals) {
  103676. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  103677. }
  103678. if (this.hasTangents) {
  103679. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  103680. }
  103681. // Animations
  103682. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  103683. return serializationObject;
  103684. };
  103685. // Statics
  103686. /**
  103687. * Creates a new target from serialized data
  103688. * @param serializationObject defines the serialized data to use
  103689. * @returns a new MorphTarget
  103690. */
  103691. MorphTarget.Parse = function (serializationObject) {
  103692. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  103693. result.setPositions(serializationObject.positions);
  103694. if (serializationObject.normals) {
  103695. result.setNormals(serializationObject.normals);
  103696. }
  103697. if (serializationObject.tangents) {
  103698. result.setTangents(serializationObject.tangents);
  103699. }
  103700. // Animations
  103701. if (serializationObject.animations) {
  103702. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  103703. var parsedAnimation = serializationObject.animations[animationIndex];
  103704. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  103705. }
  103706. }
  103707. return result;
  103708. };
  103709. /**
  103710. * Creates a MorphTarget from mesh data
  103711. * @param mesh defines the source mesh
  103712. * @param name defines the name to use for the new target
  103713. * @param influence defines the influence to attach to the target
  103714. * @returns a new MorphTarget
  103715. */
  103716. MorphTarget.FromMesh = function (mesh, name, influence) {
  103717. if (!name) {
  103718. name = mesh.name;
  103719. }
  103720. var result = new MorphTarget(name, influence, mesh.getScene());
  103721. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  103722. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  103723. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  103724. }
  103725. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  103726. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  103727. }
  103728. return result;
  103729. };
  103730. return MorphTarget;
  103731. }());
  103732. BABYLON.MorphTarget = MorphTarget;
  103733. })(BABYLON || (BABYLON = {}));
  103734. //# sourceMappingURL=babylon.morphTarget.js.map
  103735. var BABYLON;
  103736. (function (BABYLON) {
  103737. /**
  103738. * This class is used to deform meshes using morphing between different targets
  103739. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  103740. */
  103741. var MorphTargetManager = /** @class */ (function () {
  103742. /**
  103743. * Creates a new MorphTargetManager
  103744. * @param scene defines the current scene
  103745. */
  103746. function MorphTargetManager(scene) {
  103747. if (scene === void 0) { scene = null; }
  103748. this._targets = new Array();
  103749. this._targetInfluenceChangedObservers = new Array();
  103750. this._targetDataLayoutChangedObservers = new Array();
  103751. this._activeTargets = new BABYLON.SmartArray(16);
  103752. this._supportsNormals = false;
  103753. this._supportsTangents = false;
  103754. this._vertexCount = 0;
  103755. this._uniqueId = 0;
  103756. this._tempInfluences = new Array();
  103757. if (!scene) {
  103758. scene = BABYLON.Engine.LastCreatedScene;
  103759. }
  103760. this._scene = scene;
  103761. if (this._scene) {
  103762. this._scene.morphTargetManagers.push(this);
  103763. this._uniqueId = this._scene.getUniqueId();
  103764. }
  103765. }
  103766. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  103767. /**
  103768. * Gets the unique ID of this manager
  103769. */
  103770. get: function () {
  103771. return this._uniqueId;
  103772. },
  103773. enumerable: true,
  103774. configurable: true
  103775. });
  103776. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  103777. /**
  103778. * Gets the number of vertices handled by this manager
  103779. */
  103780. get: function () {
  103781. return this._vertexCount;
  103782. },
  103783. enumerable: true,
  103784. configurable: true
  103785. });
  103786. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  103787. /**
  103788. * Gets a boolean indicating if this manager supports morphing of normals
  103789. */
  103790. get: function () {
  103791. return this._supportsNormals;
  103792. },
  103793. enumerable: true,
  103794. configurable: true
  103795. });
  103796. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  103797. /**
  103798. * Gets a boolean indicating if this manager supports morphing of tangents
  103799. */
  103800. get: function () {
  103801. return this._supportsTangents;
  103802. },
  103803. enumerable: true,
  103804. configurable: true
  103805. });
  103806. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  103807. /**
  103808. * Gets the number of targets stored in this manager
  103809. */
  103810. get: function () {
  103811. return this._targets.length;
  103812. },
  103813. enumerable: true,
  103814. configurable: true
  103815. });
  103816. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  103817. /**
  103818. * Gets the number of influencers (ie. the number of targets with influences > 0)
  103819. */
  103820. get: function () {
  103821. return this._activeTargets.length;
  103822. },
  103823. enumerable: true,
  103824. configurable: true
  103825. });
  103826. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  103827. /**
  103828. * Gets the list of influences (one per target)
  103829. */
  103830. get: function () {
  103831. return this._influences;
  103832. },
  103833. enumerable: true,
  103834. configurable: true
  103835. });
  103836. /**
  103837. * Gets the active target at specified index. An active target is a target with an influence > 0
  103838. * @param index defines the index to check
  103839. * @returns the requested target
  103840. */
  103841. MorphTargetManager.prototype.getActiveTarget = function (index) {
  103842. return this._activeTargets.data[index];
  103843. };
  103844. /**
  103845. * Gets the target at specified index
  103846. * @param index defines the index to check
  103847. * @returns the requested target
  103848. */
  103849. MorphTargetManager.prototype.getTarget = function (index) {
  103850. return this._targets[index];
  103851. };
  103852. /**
  103853. * Add a new target to this manager
  103854. * @param target defines the target to add
  103855. */
  103856. MorphTargetManager.prototype.addTarget = function (target) {
  103857. var _this = this;
  103858. this._targets.push(target);
  103859. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  103860. _this._syncActiveTargets(needUpdate);
  103861. }));
  103862. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  103863. _this._syncActiveTargets(true);
  103864. }));
  103865. this._syncActiveTargets(true);
  103866. };
  103867. /**
  103868. * Removes a target from the manager
  103869. * @param target defines the target to remove
  103870. */
  103871. MorphTargetManager.prototype.removeTarget = function (target) {
  103872. var index = this._targets.indexOf(target);
  103873. if (index >= 0) {
  103874. this._targets.splice(index, 1);
  103875. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  103876. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  103877. this._syncActiveTargets(true);
  103878. }
  103879. };
  103880. /**
  103881. * Serializes the current manager into a Serialization object
  103882. * @returns the serialized object
  103883. */
  103884. MorphTargetManager.prototype.serialize = function () {
  103885. var serializationObject = {};
  103886. serializationObject.id = this.uniqueId;
  103887. serializationObject.targets = [];
  103888. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103889. var target = _a[_i];
  103890. serializationObject.targets.push(target.serialize());
  103891. }
  103892. return serializationObject;
  103893. };
  103894. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  103895. var influenceCount = 0;
  103896. this._activeTargets.reset();
  103897. this._supportsNormals = true;
  103898. this._supportsTangents = true;
  103899. this._vertexCount = 0;
  103900. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  103901. var target = _a[_i];
  103902. if (target.influence === 0) {
  103903. continue;
  103904. }
  103905. this._activeTargets.push(target);
  103906. this._tempInfluences[influenceCount++] = target.influence;
  103907. this._supportsNormals = this._supportsNormals && target.hasNormals;
  103908. this._supportsTangents = this._supportsTangents && target.hasTangents;
  103909. var positions = target.getPositions();
  103910. if (positions) {
  103911. var vertexCount = positions.length / 3;
  103912. if (this._vertexCount === 0) {
  103913. this._vertexCount = vertexCount;
  103914. }
  103915. else if (this._vertexCount !== vertexCount) {
  103916. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  103917. return;
  103918. }
  103919. }
  103920. }
  103921. if (!this._influences || this._influences.length !== influenceCount) {
  103922. this._influences = new Float32Array(influenceCount);
  103923. }
  103924. for (var index = 0; index < influenceCount; index++) {
  103925. this._influences[index] = this._tempInfluences[index];
  103926. }
  103927. if (needUpdate) {
  103928. this.synchronize();
  103929. }
  103930. };
  103931. /**
  103932. * Syncrhonize the targets with all the meshes using this morph target manager
  103933. */
  103934. MorphTargetManager.prototype.synchronize = function () {
  103935. if (!this._scene) {
  103936. return;
  103937. }
  103938. // Flag meshes as dirty to resync with the active targets
  103939. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  103940. var mesh = _a[_i];
  103941. if (mesh.morphTargetManager === this) {
  103942. mesh._syncGeometryWithMorphTargetManager();
  103943. }
  103944. }
  103945. };
  103946. // Statics
  103947. /**
  103948. * Creates a new MorphTargetManager from serialized data
  103949. * @param serializationObject defines the serialized data
  103950. * @param scene defines the hosting scene
  103951. * @returns the new MorphTargetManager
  103952. */
  103953. MorphTargetManager.Parse = function (serializationObject, scene) {
  103954. var result = new MorphTargetManager(scene);
  103955. result._uniqueId = serializationObject.id;
  103956. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  103957. var targetData = _a[_i];
  103958. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  103959. }
  103960. return result;
  103961. };
  103962. return MorphTargetManager;
  103963. }());
  103964. BABYLON.MorphTargetManager = MorphTargetManager;
  103965. })(BABYLON || (BABYLON = {}));
  103966. //# sourceMappingURL=babylon.morphTargetManager.js.map
  103967. var BABYLON;
  103968. (function (BABYLON) {
  103969. /**
  103970. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  103971. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103972. */
  103973. var Octree = /** @class */ (function () {
  103974. /**
  103975. * Creates a octree
  103976. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  103977. * @param creationFunc function to be used to instatiate the octree
  103978. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  103979. * @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.)
  103980. */
  103981. function Octree(creationFunc, maxBlockCapacity,
  103982. /** 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.) */
  103983. maxDepth) {
  103984. if (maxDepth === void 0) { maxDepth = 2; }
  103985. this.maxDepth = maxDepth;
  103986. /**
  103987. * Content stored in the octree
  103988. */
  103989. this.dynamicContent = new Array();
  103990. this._maxBlockCapacity = maxBlockCapacity || 64;
  103991. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  103992. this._creationFunc = creationFunc;
  103993. }
  103994. // Methods
  103995. /**
  103996. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  103997. * @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);
  103998. * @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);
  103999. * @param entries meshes to be added to the octree blocks
  104000. */
  104001. Octree.prototype.update = function (worldMin, worldMax, entries) {
  104002. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  104003. };
  104004. /**
  104005. * Adds a mesh to the octree
  104006. * @param entry Mesh to add to the octree
  104007. */
  104008. Octree.prototype.addMesh = function (entry) {
  104009. for (var index = 0; index < this.blocks.length; index++) {
  104010. var block = this.blocks[index];
  104011. block.addEntry(entry);
  104012. }
  104013. };
  104014. /**
  104015. * Selects an array of meshes within the frustum
  104016. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  104017. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  104018. * @returns array of meshes within the frustum
  104019. */
  104020. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  104021. this._selectionContent.reset();
  104022. for (var index = 0; index < this.blocks.length; index++) {
  104023. var block = this.blocks[index];
  104024. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  104025. }
  104026. if (allowDuplicate) {
  104027. this._selectionContent.concat(this.dynamicContent);
  104028. }
  104029. else {
  104030. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104031. }
  104032. return this._selectionContent;
  104033. };
  104034. /**
  104035. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  104036. * @param sphereCenter defines the bounding sphere center
  104037. * @param sphereRadius defines the bounding sphere radius
  104038. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104039. * @returns an array of objects that intersect the sphere
  104040. */
  104041. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  104042. this._selectionContent.reset();
  104043. for (var index = 0; index < this.blocks.length; index++) {
  104044. var block = this.blocks[index];
  104045. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  104046. }
  104047. if (allowDuplicate) {
  104048. this._selectionContent.concat(this.dynamicContent);
  104049. }
  104050. else {
  104051. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104052. }
  104053. return this._selectionContent;
  104054. };
  104055. /**
  104056. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  104057. * @param ray defines the ray to test with
  104058. * @returns array of intersected objects
  104059. */
  104060. Octree.prototype.intersectsRay = function (ray) {
  104061. this._selectionContent.reset();
  104062. for (var index = 0; index < this.blocks.length; index++) {
  104063. var block = this.blocks[index];
  104064. block.intersectsRay(ray, this._selectionContent);
  104065. }
  104066. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  104067. return this._selectionContent;
  104068. };
  104069. /**
  104070. * @hidden
  104071. */
  104072. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  104073. target.blocks = new Array();
  104074. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  104075. // Segmenting space
  104076. for (var x = 0; x < 2; x++) {
  104077. for (var y = 0; y < 2; y++) {
  104078. for (var z = 0; z < 2; z++) {
  104079. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  104080. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  104081. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  104082. block.addEntries(entries);
  104083. target.blocks.push(block);
  104084. }
  104085. }
  104086. }
  104087. };
  104088. /**
  104089. * Adds a mesh into the octree block if it intersects the block
  104090. */
  104091. Octree.CreationFuncForMeshes = function (entry, block) {
  104092. var boundingInfo = entry.getBoundingInfo();
  104093. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104094. block.entries.push(entry);
  104095. }
  104096. };
  104097. /**
  104098. * Adds a submesh into the octree block if it intersects the block
  104099. */
  104100. Octree.CreationFuncForSubMeshes = function (entry, block) {
  104101. var boundingInfo = entry.getBoundingInfo();
  104102. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  104103. block.entries.push(entry);
  104104. }
  104105. };
  104106. return Octree;
  104107. }());
  104108. BABYLON.Octree = Octree;
  104109. })(BABYLON || (BABYLON = {}));
  104110. //# sourceMappingURL=babylon.octree.js.map
  104111. var BABYLON;
  104112. (function (BABYLON) {
  104113. /**
  104114. * Class used to store a cell in an octree
  104115. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104116. */
  104117. var OctreeBlock = /** @class */ (function () {
  104118. /**
  104119. * Creates a new block
  104120. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  104121. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  104122. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104123. * @param depth defines the current depth of this block in the octree
  104124. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  104125. * @param creationFunc defines a callback to call when an element is added to the block
  104126. */
  104127. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  104128. /**
  104129. * Gets the content of the current block
  104130. */
  104131. this.entries = new Array();
  104132. this._boundingVectors = new Array();
  104133. this._capacity = capacity;
  104134. this._depth = depth;
  104135. this._maxDepth = maxDepth;
  104136. this._creationFunc = creationFunc;
  104137. this._minPoint = minPoint;
  104138. this._maxPoint = maxPoint;
  104139. this._boundingVectors.push(minPoint.clone());
  104140. this._boundingVectors.push(maxPoint.clone());
  104141. this._boundingVectors.push(minPoint.clone());
  104142. this._boundingVectors[2].x = maxPoint.x;
  104143. this._boundingVectors.push(minPoint.clone());
  104144. this._boundingVectors[3].y = maxPoint.y;
  104145. this._boundingVectors.push(minPoint.clone());
  104146. this._boundingVectors[4].z = maxPoint.z;
  104147. this._boundingVectors.push(maxPoint.clone());
  104148. this._boundingVectors[5].z = minPoint.z;
  104149. this._boundingVectors.push(maxPoint.clone());
  104150. this._boundingVectors[6].x = minPoint.x;
  104151. this._boundingVectors.push(maxPoint.clone());
  104152. this._boundingVectors[7].y = minPoint.y;
  104153. }
  104154. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  104155. // Property
  104156. /**
  104157. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  104158. */
  104159. get: function () {
  104160. return this._capacity;
  104161. },
  104162. enumerable: true,
  104163. configurable: true
  104164. });
  104165. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  104166. /**
  104167. * Gets the minimum vector (in world space) of the block's bounding box
  104168. */
  104169. get: function () {
  104170. return this._minPoint;
  104171. },
  104172. enumerable: true,
  104173. configurable: true
  104174. });
  104175. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  104176. /**
  104177. * Gets the maximum vector (in world space) of the block's bounding box
  104178. */
  104179. get: function () {
  104180. return this._maxPoint;
  104181. },
  104182. enumerable: true,
  104183. configurable: true
  104184. });
  104185. // Methods
  104186. /**
  104187. * Add a new element to this block
  104188. * @param entry defines the element to add
  104189. */
  104190. OctreeBlock.prototype.addEntry = function (entry) {
  104191. if (this.blocks) {
  104192. for (var index = 0; index < this.blocks.length; index++) {
  104193. var block = this.blocks[index];
  104194. block.addEntry(entry);
  104195. }
  104196. return;
  104197. }
  104198. this._creationFunc(entry, this);
  104199. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  104200. this.createInnerBlocks();
  104201. }
  104202. };
  104203. /**
  104204. * Add an array of elements to this block
  104205. * @param entries defines the array of elements to add
  104206. */
  104207. OctreeBlock.prototype.addEntries = function (entries) {
  104208. for (var index = 0; index < entries.length; index++) {
  104209. var mesh = entries[index];
  104210. this.addEntry(mesh);
  104211. }
  104212. };
  104213. /**
  104214. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  104215. * @param frustumPlanes defines the frustum planes to test
  104216. * @param selection defines the array to store current content if selection is positive
  104217. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104218. */
  104219. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  104220. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  104221. if (this.blocks) {
  104222. for (var index = 0; index < this.blocks.length; index++) {
  104223. var block = this.blocks[index];
  104224. block.select(frustumPlanes, selection, allowDuplicate);
  104225. }
  104226. return;
  104227. }
  104228. if (allowDuplicate) {
  104229. selection.concat(this.entries);
  104230. }
  104231. else {
  104232. selection.concatWithNoDuplicate(this.entries);
  104233. }
  104234. }
  104235. };
  104236. /**
  104237. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  104238. * @param sphereCenter defines the bounding sphere center
  104239. * @param sphereRadius defines the bounding sphere radius
  104240. * @param selection defines the array to store current content if selection is positive
  104241. * @param allowDuplicate defines if the selection array can contains duplicated entries
  104242. */
  104243. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  104244. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  104245. if (this.blocks) {
  104246. for (var index = 0; index < this.blocks.length; index++) {
  104247. var block = this.blocks[index];
  104248. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  104249. }
  104250. return;
  104251. }
  104252. if (allowDuplicate) {
  104253. selection.concat(this.entries);
  104254. }
  104255. else {
  104256. selection.concatWithNoDuplicate(this.entries);
  104257. }
  104258. }
  104259. };
  104260. /**
  104261. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  104262. * @param ray defines the ray to test with
  104263. * @param selection defines the array to store current content if selection is positive
  104264. */
  104265. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  104266. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  104267. if (this.blocks) {
  104268. for (var index = 0; index < this.blocks.length; index++) {
  104269. var block = this.blocks[index];
  104270. block.intersectsRay(ray, selection);
  104271. }
  104272. return;
  104273. }
  104274. selection.concatWithNoDuplicate(this.entries);
  104275. }
  104276. };
  104277. /**
  104278. * Subdivide the content into child blocks (this block will then be empty)
  104279. */
  104280. OctreeBlock.prototype.createInnerBlocks = function () {
  104281. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  104282. };
  104283. return OctreeBlock;
  104284. }());
  104285. BABYLON.OctreeBlock = OctreeBlock;
  104286. })(BABYLON || (BABYLON = {}));
  104287. //# sourceMappingURL=babylon.octreeBlock.js.map
  104288. var BABYLON;
  104289. (function (BABYLON) {
  104290. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  104291. if (maxCapacity === void 0) { maxCapacity = 64; }
  104292. if (maxDepth === void 0) { maxDepth = 2; }
  104293. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104294. if (!component) {
  104295. component = new OctreeSceneComponent(this);
  104296. this._addComponent(component);
  104297. }
  104298. if (!this._selectionOctree) {
  104299. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  104300. }
  104301. var worldExtends = this.getWorldExtends();
  104302. // Update octree
  104303. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  104304. return this._selectionOctree;
  104305. };
  104306. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  104307. get: function () {
  104308. return this._selectionOctree;
  104309. },
  104310. enumerable: true,
  104311. configurable: true
  104312. });
  104313. /**
  104314. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  104315. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  104316. * @param maxCapacity defines the maximum size of each block (64 by default)
  104317. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  104318. * @returns the new octree
  104319. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  104320. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  104321. */
  104322. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  104323. if (maxCapacity === void 0) { maxCapacity = 64; }
  104324. if (maxDepth === void 0) { maxDepth = 2; }
  104325. var scene = this.getScene();
  104326. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  104327. if (!component) {
  104328. component = new OctreeSceneComponent(scene);
  104329. scene._addComponent(component);
  104330. }
  104331. if (!this._submeshesOctree) {
  104332. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  104333. }
  104334. this.computeWorldMatrix(true);
  104335. var boundingInfo = this.getBoundingInfo();
  104336. // Update octree
  104337. var bbox = boundingInfo.boundingBox;
  104338. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  104339. return this._submeshesOctree;
  104340. };
  104341. /**
  104342. * Defines the octree scene component responsible to manage any octrees
  104343. * in a given scene.
  104344. */
  104345. var OctreeSceneComponent = /** @class */ (function () {
  104346. /**
  104347. * Creates a new instance of the component for the given scene
  104348. * @param scene Defines the scene to register the component in
  104349. */
  104350. function OctreeSceneComponent(scene) {
  104351. /**
  104352. * The component name helpfull to identify the component in the list of scene components.
  104353. */
  104354. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  104355. /**
  104356. * Indicates if the meshes have been checked to make sure they are isEnabled()
  104357. */
  104358. this.checksIsEnabled = true;
  104359. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  104360. this.scene = scene;
  104361. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  104362. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  104363. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  104364. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  104365. }
  104366. /**
  104367. * Registers the component in a given scene
  104368. */
  104369. OctreeSceneComponent.prototype.register = function () {
  104370. var _this = this;
  104371. this.scene.onMeshRemovedObservable.add(function (mesh) {
  104372. var sceneOctree = _this.scene.selectionOctree;
  104373. if (sceneOctree !== undefined && sceneOctree !== null) {
  104374. var index = sceneOctree.dynamicContent.indexOf(mesh);
  104375. if (index !== -1) {
  104376. sceneOctree.dynamicContent.splice(index, 1);
  104377. }
  104378. }
  104379. });
  104380. this.scene.onMeshImportedObservable.add(function (mesh) {
  104381. var sceneOctree = _this.scene.selectionOctree;
  104382. if (sceneOctree !== undefined && sceneOctree !== null) {
  104383. sceneOctree.addMesh(mesh);
  104384. }
  104385. });
  104386. };
  104387. /**
  104388. * Return the list of active meshes
  104389. * @returns the list of active meshes
  104390. */
  104391. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  104392. if (this.scene._selectionOctree) {
  104393. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  104394. return selection;
  104395. }
  104396. return this.scene._getDefaultMeshCandidates();
  104397. };
  104398. /**
  104399. * Return the list of active sub meshes
  104400. * @param mesh The mesh to get the candidates sub meshes from
  104401. * @returns the list of active sub meshes
  104402. */
  104403. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  104404. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  104405. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  104406. return intersections;
  104407. }
  104408. return this.scene._getDefaultSubMeshCandidates(mesh);
  104409. };
  104410. /**
  104411. * Return the list of sub meshes intersecting with a given local ray
  104412. * @param mesh defines the mesh to find the submesh for
  104413. * @param localRay defines the ray in local space
  104414. * @returns the list of intersecting sub meshes
  104415. */
  104416. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  104417. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  104418. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  104419. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  104420. return intersections;
  104421. }
  104422. return this.scene._getDefaultSubMeshCandidates(mesh);
  104423. };
  104424. /**
  104425. * Return the list of sub meshes colliding with a collider
  104426. * @param mesh defines the mesh to find the submesh for
  104427. * @param collider defines the collider to evaluate the collision against
  104428. * @returns the list of colliding sub meshes
  104429. */
  104430. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  104431. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  104432. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  104433. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  104434. return intersections;
  104435. }
  104436. return this.scene._getDefaultSubMeshCandidates(mesh);
  104437. };
  104438. /**
  104439. * Rebuilds the elements related to this component in case of
  104440. * context lost for instance.
  104441. */
  104442. OctreeSceneComponent.prototype.rebuild = function () {
  104443. // Nothing to do here.
  104444. };
  104445. /**
  104446. * Disposes the component and the associated ressources.
  104447. */
  104448. OctreeSceneComponent.prototype.dispose = function () {
  104449. // Nothing to do here.
  104450. };
  104451. return OctreeSceneComponent;
  104452. }());
  104453. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  104454. })(BABYLON || (BABYLON = {}));
  104455. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  104456. var BABYLON;
  104457. (function (BABYLON) {
  104458. /**
  104459. * Postprocess used to generate anaglyphic rendering
  104460. */
  104461. var AnaglyphPostProcess = /** @class */ (function (_super) {
  104462. __extends(AnaglyphPostProcess, _super);
  104463. /**
  104464. * Creates a new AnaglyphPostProcess
  104465. * @param name defines postprocess name
  104466. * @param options defines creation options or target ratio scale
  104467. * @param rigCameras defines cameras using this postprocess
  104468. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  104469. * @param engine defines hosting engine
  104470. * @param reusable defines if the postprocess will be reused multiple times per frame
  104471. */
  104472. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  104473. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  104474. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104475. _this.onApplyObservable.add(function (effect) {
  104476. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  104477. });
  104478. return _this;
  104479. }
  104480. return AnaglyphPostProcess;
  104481. }(BABYLON.PostProcess));
  104482. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  104483. })(BABYLON || (BABYLON = {}));
  104484. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  104485. var BABYLON;
  104486. (function (BABYLON) {
  104487. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  104488. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104489. });
  104490. /**
  104491. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  104492. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104493. */
  104494. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  104495. __extends(AnaglyphArcRotateCamera, _super);
  104496. /**
  104497. * Creates a new AnaglyphArcRotateCamera
  104498. * @param name defines camera name
  104499. * @param alpha defines alpha angle (in radians)
  104500. * @param beta defines beta angle (in radians)
  104501. * @param radius defines radius
  104502. * @param target defines camera target
  104503. * @param interaxialDistance defines distance between each color axis
  104504. * @param scene defines the hosting scene
  104505. */
  104506. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  104507. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104508. _this.interaxialDistance = interaxialDistance;
  104509. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104510. return _this;
  104511. }
  104512. /**
  104513. * Gets camera class name
  104514. * @returns AnaglyphArcRotateCamera
  104515. */
  104516. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  104517. return "AnaglyphArcRotateCamera";
  104518. };
  104519. return AnaglyphArcRotateCamera;
  104520. }(BABYLON.ArcRotateCamera));
  104521. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  104522. })(BABYLON || (BABYLON = {}));
  104523. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  104524. var BABYLON;
  104525. (function (BABYLON) {
  104526. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  104527. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104528. });
  104529. /**
  104530. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  104531. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104532. */
  104533. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  104534. __extends(AnaglyphFreeCamera, _super);
  104535. /**
  104536. * Creates a new AnaglyphFreeCamera
  104537. * @param name defines camera name
  104538. * @param position defines initial position
  104539. * @param interaxialDistance defines distance between each color axis
  104540. * @param scene defines the hosting scene
  104541. */
  104542. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  104543. var _this = _super.call(this, name, position, scene) || this;
  104544. _this.interaxialDistance = interaxialDistance;
  104545. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104546. return _this;
  104547. }
  104548. /**
  104549. * Gets camera class name
  104550. * @returns AnaglyphFreeCamera
  104551. */
  104552. AnaglyphFreeCamera.prototype.getClassName = function () {
  104553. return "AnaglyphFreeCamera";
  104554. };
  104555. return AnaglyphFreeCamera;
  104556. }(BABYLON.FreeCamera));
  104557. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  104558. })(BABYLON || (BABYLON = {}));
  104559. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  104560. var BABYLON;
  104561. (function (BABYLON) {
  104562. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  104563. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104564. });
  104565. /**
  104566. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  104567. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104568. */
  104569. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  104570. __extends(AnaglyphGamepadCamera, _super);
  104571. /**
  104572. * Creates a new AnaglyphGamepadCamera
  104573. * @param name defines camera name
  104574. * @param position defines initial position
  104575. * @param interaxialDistance defines distance between each color axis
  104576. * @param scene defines the hosting scene
  104577. */
  104578. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  104579. var _this = _super.call(this, name, position, scene) || this;
  104580. _this.interaxialDistance = interaxialDistance;
  104581. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104582. return _this;
  104583. }
  104584. /**
  104585. * Gets camera class name
  104586. * @returns AnaglyphGamepadCamera
  104587. */
  104588. AnaglyphGamepadCamera.prototype.getClassName = function () {
  104589. return "AnaglyphGamepadCamera";
  104590. };
  104591. return AnaglyphGamepadCamera;
  104592. }(BABYLON.GamepadCamera));
  104593. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  104594. })(BABYLON || (BABYLON = {}));
  104595. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  104596. var BABYLON;
  104597. (function (BABYLON) {
  104598. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  104599. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  104600. });
  104601. /**
  104602. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  104603. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  104604. */
  104605. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  104606. __extends(AnaglyphUniversalCamera, _super);
  104607. /**
  104608. * Creates a new AnaglyphUniversalCamera
  104609. * @param name defines camera name
  104610. * @param position defines initial position
  104611. * @param interaxialDistance defines distance between each color axis
  104612. * @param scene defines the hosting scene
  104613. */
  104614. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  104615. var _this = _super.call(this, name, position, scene) || this;
  104616. _this.interaxialDistance = interaxialDistance;
  104617. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  104618. return _this;
  104619. }
  104620. /**
  104621. * Gets camera class name
  104622. * @returns AnaglyphUniversalCamera
  104623. */
  104624. AnaglyphUniversalCamera.prototype.getClassName = function () {
  104625. return "AnaglyphUniversalCamera";
  104626. };
  104627. return AnaglyphUniversalCamera;
  104628. }(BABYLON.UniversalCamera));
  104629. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  104630. })(BABYLON || (BABYLON = {}));
  104631. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  104632. var BABYLON;
  104633. (function (BABYLON) {
  104634. /**
  104635. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  104636. */
  104637. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  104638. __extends(StereoscopicInterlacePostProcess, _super);
  104639. /**
  104640. * Initializes a StereoscopicInterlacePostProcess
  104641. * @param name The name of the effect.
  104642. * @param rigCameras The rig cameras to be appled to the post process
  104643. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  104644. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  104645. * @param engine The engine which the post process will be applied. (default: current engine)
  104646. * @param reusable If the post process can be reused on the same frame. (default: false)
  104647. */
  104648. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  104649. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  104650. _this._passedProcess = rigCameras[0]._rigPostProcess;
  104651. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104652. _this.onSizeChangedObservable.add(function () {
  104653. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  104654. });
  104655. _this.onApplyObservable.add(function (effect) {
  104656. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  104657. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  104658. });
  104659. return _this;
  104660. }
  104661. return StereoscopicInterlacePostProcess;
  104662. }(BABYLON.PostProcess));
  104663. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  104664. })(BABYLON || (BABYLON = {}));
  104665. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  104666. var BABYLON;
  104667. (function (BABYLON) {
  104668. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  104669. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104670. });
  104671. /**
  104672. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  104673. * @see http://doc.babylonjs.com/features/cameras
  104674. */
  104675. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  104676. __extends(StereoscopicArcRotateCamera, _super);
  104677. /**
  104678. * Creates a new StereoscopicArcRotateCamera
  104679. * @param name defines camera name
  104680. * @param alpha defines alpha angle (in radians)
  104681. * @param beta defines beta angle (in radians)
  104682. * @param radius defines radius
  104683. * @param target defines camera target
  104684. * @param interaxialDistance defines distance between each color axis
  104685. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104686. * @param scene defines the hosting scene
  104687. */
  104688. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  104689. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  104690. _this.interaxialDistance = interaxialDistance;
  104691. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104692. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104693. return _this;
  104694. }
  104695. /**
  104696. * Gets camera class name
  104697. * @returns StereoscopicArcRotateCamera
  104698. */
  104699. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  104700. return "StereoscopicArcRotateCamera";
  104701. };
  104702. return StereoscopicArcRotateCamera;
  104703. }(BABYLON.ArcRotateCamera));
  104704. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  104705. })(BABYLON || (BABYLON = {}));
  104706. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  104707. var BABYLON;
  104708. (function (BABYLON) {
  104709. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104710. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104711. });
  104712. /**
  104713. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  104714. * @see http://doc.babylonjs.com/features/cameras
  104715. */
  104716. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  104717. __extends(StereoscopicFreeCamera, _super);
  104718. /**
  104719. * Creates a new StereoscopicFreeCamera
  104720. * @param name defines camera name
  104721. * @param position defines initial position
  104722. * @param interaxialDistance defines distance between each color axis
  104723. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104724. * @param scene defines the hosting scene
  104725. */
  104726. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104727. var _this = _super.call(this, name, position, scene) || this;
  104728. _this.interaxialDistance = interaxialDistance;
  104729. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104730. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104731. return _this;
  104732. }
  104733. /**
  104734. * Gets camera class name
  104735. * @returns StereoscopicFreeCamera
  104736. */
  104737. StereoscopicFreeCamera.prototype.getClassName = function () {
  104738. return "StereoscopicFreeCamera";
  104739. };
  104740. return StereoscopicFreeCamera;
  104741. }(BABYLON.FreeCamera));
  104742. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  104743. })(BABYLON || (BABYLON = {}));
  104744. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  104745. var BABYLON;
  104746. (function (BABYLON) {
  104747. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  104748. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104749. });
  104750. /**
  104751. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  104752. * @see http://doc.babylonjs.com/features/cameras
  104753. */
  104754. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  104755. __extends(StereoscopicGamepadCamera, _super);
  104756. /**
  104757. * Creates a new StereoscopicGamepadCamera
  104758. * @param name defines camera name
  104759. * @param position defines initial position
  104760. * @param interaxialDistance defines distance between each color axis
  104761. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104762. * @param scene defines the hosting scene
  104763. */
  104764. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104765. var _this = _super.call(this, name, position, scene) || this;
  104766. _this.interaxialDistance = interaxialDistance;
  104767. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104768. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104769. return _this;
  104770. }
  104771. /**
  104772. * Gets camera class name
  104773. * @returns StereoscopicGamepadCamera
  104774. */
  104775. StereoscopicGamepadCamera.prototype.getClassName = function () {
  104776. return "StereoscopicGamepadCamera";
  104777. };
  104778. return StereoscopicGamepadCamera;
  104779. }(BABYLON.GamepadCamera));
  104780. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  104781. })(BABYLON || (BABYLON = {}));
  104782. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  104783. var BABYLON;
  104784. (function (BABYLON) {
  104785. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  104786. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  104787. });
  104788. /**
  104789. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  104790. * @see http://doc.babylonjs.com/features/cameras
  104791. */
  104792. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  104793. __extends(StereoscopicUniversalCamera, _super);
  104794. /**
  104795. * Creates a new StereoscopicUniversalCamera
  104796. * @param name defines camera name
  104797. * @param position defines initial position
  104798. * @param interaxialDistance defines distance between each color axis
  104799. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  104800. * @param scene defines the hosting scene
  104801. */
  104802. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  104803. var _this = _super.call(this, name, position, scene) || this;
  104804. _this.interaxialDistance = interaxialDistance;
  104805. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  104806. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  104807. return _this;
  104808. }
  104809. /**
  104810. * Gets camera class name
  104811. * @returns StereoscopicUniversalCamera
  104812. */
  104813. StereoscopicUniversalCamera.prototype.getClassName = function () {
  104814. return "StereoscopicUniversalCamera";
  104815. };
  104816. return StereoscopicUniversalCamera;
  104817. }(BABYLON.UniversalCamera));
  104818. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  104819. })(BABYLON || (BABYLON = {}));
  104820. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  104821. var BABYLON;
  104822. (function (BABYLON) {
  104823. /**
  104824. * VRDistortionCorrectionPostProcess used for mobile VR
  104825. */
  104826. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  104827. __extends(VRDistortionCorrectionPostProcess, _super);
  104828. /**
  104829. * Initializes the VRDistortionCorrectionPostProcess
  104830. * @param name The name of the effect.
  104831. * @param camera The camera to apply the render pass to.
  104832. * @param isRightEye If this is for the right eye distortion
  104833. * @param vrMetrics All the required metrics for the VR camera
  104834. */
  104835. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  104836. var _this = _super.call(this, name, "vrDistortionCorrection", [
  104837. 'LensCenter',
  104838. 'Scale',
  104839. 'ScaleIn',
  104840. 'HmdWarpParam'
  104841. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  104842. _this._isRightEye = isRightEye;
  104843. _this._distortionFactors = vrMetrics.distortionK;
  104844. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  104845. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  104846. _this.adaptScaleToCurrentViewport = true;
  104847. _this.onSizeChangedObservable.add(function () {
  104848. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  104849. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  104850. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  104851. });
  104852. _this.onApplyObservable.add(function (effect) {
  104853. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  104854. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  104855. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  104856. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  104857. });
  104858. return _this;
  104859. }
  104860. return VRDistortionCorrectionPostProcess;
  104861. }(BABYLON.PostProcess));
  104862. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  104863. })(BABYLON || (BABYLON = {}));
  104864. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  104865. var BABYLON;
  104866. (function (BABYLON) {
  104867. /**
  104868. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  104869. * Screen rotation is taken into account.
  104870. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104871. */
  104872. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  104873. /**
  104874. * Instantiates a new input
  104875. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104876. */
  104877. function FreeCameraDeviceOrientationInput() {
  104878. var _this = this;
  104879. this._screenOrientationAngle = 0;
  104880. this._screenQuaternion = new BABYLON.Quaternion();
  104881. this._alpha = 0;
  104882. this._beta = 0;
  104883. this._gamma = 0;
  104884. this._orientationChanged = function () {
  104885. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  104886. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  104887. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  104888. };
  104889. this._deviceOrientation = function (evt) {
  104890. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  104891. _this._beta = evt.beta !== null ? evt.beta : 0;
  104892. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  104893. };
  104894. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  104895. this._orientationChanged();
  104896. }
  104897. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  104898. /**
  104899. * Define the camera controlled by the input.
  104900. */
  104901. get: function () {
  104902. return this._camera;
  104903. },
  104904. set: function (camera) {
  104905. this._camera = camera;
  104906. if (this._camera != null && !this._camera.rotationQuaternion) {
  104907. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  104908. }
  104909. },
  104910. enumerable: true,
  104911. configurable: true
  104912. });
  104913. /**
  104914. * Attach the input controls to a specific dom element to get the input from.
  104915. * @param element Defines the element the controls should be listened from
  104916. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104917. */
  104918. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  104919. window.addEventListener("orientationchange", this._orientationChanged);
  104920. window.addEventListener("deviceorientation", this._deviceOrientation);
  104921. //In certain cases, the attach control is called AFTER orientation was changed,
  104922. //So this is needed.
  104923. this._orientationChanged();
  104924. };
  104925. /**
  104926. * Detach the current controls from the specified dom element.
  104927. * @param element Defines the element to stop listening the inputs from
  104928. */
  104929. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  104930. window.removeEventListener("orientationchange", this._orientationChanged);
  104931. window.removeEventListener("deviceorientation", this._deviceOrientation);
  104932. };
  104933. /**
  104934. * Update the current camera state depending on the inputs that have been used this frame.
  104935. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104936. */
  104937. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  104938. //if no device orientation provided, don't update the rotation.
  104939. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  104940. if (!this._alpha) {
  104941. return;
  104942. }
  104943. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  104944. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  104945. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  104946. //Mirror on XY Plane
  104947. this._camera.rotationQuaternion.z *= -1;
  104948. this._camera.rotationQuaternion.w *= -1;
  104949. };
  104950. /**
  104951. * Gets the class name of the current intput.
  104952. * @returns the class name
  104953. */
  104954. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  104955. return "FreeCameraDeviceOrientationInput";
  104956. };
  104957. /**
  104958. * Get the friendly name associated with the input class.
  104959. * @returns the input friendly name
  104960. */
  104961. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  104962. return "deviceOrientation";
  104963. };
  104964. return FreeCameraDeviceOrientationInput;
  104965. }());
  104966. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  104967. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  104968. })(BABYLON || (BABYLON = {}));
  104969. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  104970. var BABYLON;
  104971. (function (BABYLON) {
  104972. /**
  104973. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  104974. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104975. */
  104976. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  104977. /**
  104978. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  104979. */
  104980. function ArcRotateCameraVRDeviceOrientationInput() {
  104981. /**
  104982. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  104983. */
  104984. this.alphaCorrection = 1;
  104985. /**
  104986. * Defines a correction factor applied on the beta value retrieved from the orientation events.
  104987. */
  104988. this.betaCorrection = 1;
  104989. /**
  104990. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  104991. */
  104992. this.gammaCorrection = 1;
  104993. this._alpha = 0;
  104994. this._gamma = 0;
  104995. this._dirty = false;
  104996. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  104997. }
  104998. /**
  104999. * Attach the input controls to a specific dom element to get the input from.
  105000. * @param element Defines the element the controls should be listened from
  105001. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105002. */
  105003. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  105004. this.camera.attachControl(element, noPreventDefault);
  105005. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  105006. };
  105007. /** @hidden */
  105008. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  105009. if (evt.alpha !== null) {
  105010. this._alpha = +evt.alpha | 0;
  105011. }
  105012. if (evt.gamma !== null) {
  105013. this._gamma = +evt.gamma | 0;
  105014. }
  105015. this._dirty = true;
  105016. };
  105017. /**
  105018. * Update the current camera state depending on the inputs that have been used this frame.
  105019. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105020. */
  105021. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  105022. if (this._dirty) {
  105023. this._dirty = false;
  105024. if (this._gamma < 0) {
  105025. this._gamma = 180 + this._gamma;
  105026. }
  105027. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  105028. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  105029. }
  105030. };
  105031. /**
  105032. * Detach the current controls from the specified dom element.
  105033. * @param element Defines the element to stop listening the inputs from
  105034. */
  105035. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  105036. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  105037. };
  105038. /**
  105039. * Gets the class name of the current intput.
  105040. * @returns the class name
  105041. */
  105042. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  105043. return "ArcRotateCameraVRDeviceOrientationInput";
  105044. };
  105045. /**
  105046. * Get the friendly name associated with the input class.
  105047. * @returns the input friendly name
  105048. */
  105049. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  105050. return "VRDeviceOrientation";
  105051. };
  105052. return ArcRotateCameraVRDeviceOrientationInput;
  105053. }());
  105054. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  105055. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  105056. })(BABYLON || (BABYLON = {}));
  105057. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  105058. var BABYLON;
  105059. (function (BABYLON) {
  105060. /**
  105061. * This represents all the required metrics to create a VR camera.
  105062. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  105063. */
  105064. var VRCameraMetrics = /** @class */ (function () {
  105065. function VRCameraMetrics() {
  105066. /**
  105067. * Define if the current vr camera should compensate the distortion of the lense or not.
  105068. */
  105069. this.compensateDistortion = true;
  105070. }
  105071. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  105072. /**
  105073. * Gets the rendering aspect ratio based on the provided resolutions.
  105074. */
  105075. get: function () {
  105076. return this.hResolution / (2 * this.vResolution);
  105077. },
  105078. enumerable: true,
  105079. configurable: true
  105080. });
  105081. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  105082. /**
  105083. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  105084. */
  105085. get: function () {
  105086. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  105087. },
  105088. enumerable: true,
  105089. configurable: true
  105090. });
  105091. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  105092. /**
  105093. * @hidden
  105094. */
  105095. get: function () {
  105096. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105097. var h = (4 * meters) / this.hScreenSize;
  105098. return BABYLON.Matrix.Translation(h, 0, 0);
  105099. },
  105100. enumerable: true,
  105101. configurable: true
  105102. });
  105103. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  105104. /**
  105105. * @hidden
  105106. */
  105107. get: function () {
  105108. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  105109. var h = (4 * meters) / this.hScreenSize;
  105110. return BABYLON.Matrix.Translation(-h, 0, 0);
  105111. },
  105112. enumerable: true,
  105113. configurable: true
  105114. });
  105115. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  105116. /**
  105117. * @hidden
  105118. */
  105119. get: function () {
  105120. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  105121. },
  105122. enumerable: true,
  105123. configurable: true
  105124. });
  105125. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  105126. /**
  105127. * @hidden
  105128. */
  105129. get: function () {
  105130. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  105131. },
  105132. enumerable: true,
  105133. configurable: true
  105134. });
  105135. /**
  105136. * Get the default VRMetrics based on the most generic setup.
  105137. * @returns the default vr metrics
  105138. */
  105139. VRCameraMetrics.GetDefault = function () {
  105140. var result = new VRCameraMetrics();
  105141. result.hResolution = 1280;
  105142. result.vResolution = 800;
  105143. result.hScreenSize = 0.149759993;
  105144. result.vScreenSize = 0.0935999975;
  105145. result.vScreenCenter = 0.0467999987;
  105146. result.eyeToScreenDistance = 0.0410000011;
  105147. result.lensSeparationDistance = 0.0635000020;
  105148. result.interpupillaryDistance = 0.0640000030;
  105149. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  105150. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  105151. result.postProcessScaleFactor = 1.714605507808412;
  105152. result.lensCenterOffset = 0.151976421;
  105153. return result;
  105154. };
  105155. return VRCameraMetrics;
  105156. }());
  105157. BABYLON.VRCameraMetrics = VRCameraMetrics;
  105158. })(BABYLON || (BABYLON = {}));
  105159. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  105160. var BABYLON;
  105161. (function (BABYLON) {
  105162. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  105163. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105164. });
  105165. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  105166. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105167. });
  105168. /**
  105169. * This represents a WebVR camera.
  105170. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  105171. * @example http://doc.babylonjs.com/how_to/webvr_camera
  105172. */
  105173. var WebVRFreeCamera = /** @class */ (function (_super) {
  105174. __extends(WebVRFreeCamera, _super);
  105175. /**
  105176. * Instantiates a WebVRFreeCamera.
  105177. * @param name The name of the WebVRFreeCamera
  105178. * @param position The starting anchor position for the camera
  105179. * @param scene The scene the camera belongs to
  105180. * @param webVROptions a set of customizable options for the webVRCamera
  105181. */
  105182. function WebVRFreeCamera(name, position, scene, webVROptions) {
  105183. if (webVROptions === void 0) { webVROptions = {}; }
  105184. var _this = _super.call(this, name, position, scene) || this;
  105185. _this.webVROptions = webVROptions;
  105186. /**
  105187. * @hidden
  105188. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  105189. */
  105190. _this._vrDevice = null;
  105191. /**
  105192. * The rawPose of the vrDevice.
  105193. */
  105194. _this.rawPose = null;
  105195. _this._specsVersion = "1.1";
  105196. _this._attached = false;
  105197. _this._descendants = [];
  105198. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  105199. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  105200. /** @hidden */
  105201. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  105202. _this._standingMatrix = null;
  105203. /**
  105204. * Represents device position in babylon space.
  105205. */
  105206. _this.devicePosition = BABYLON.Vector3.Zero();
  105207. /**
  105208. * Represents device rotation in babylon space.
  105209. */
  105210. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  105211. /**
  105212. * The scale of the device to be used when translating from device space to babylon space.
  105213. */
  105214. _this.deviceScaleFactor = 1;
  105215. _this._deviceToWorld = BABYLON.Matrix.Identity();
  105216. _this._worldToDevice = BABYLON.Matrix.Identity();
  105217. /**
  105218. * References to the webVR controllers for the vrDevice.
  105219. */
  105220. _this.controllers = [];
  105221. /**
  105222. * Emits an event when a controller is attached.
  105223. */
  105224. _this.onControllersAttachedObservable = new BABYLON.Observable();
  105225. /**
  105226. * Emits an event when a controller's mesh has been loaded;
  105227. */
  105228. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  105229. /**
  105230. * Emits an event when the HMD's pose has been updated.
  105231. */
  105232. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  105233. _this._poseSet = false;
  105234. /**
  105235. * If the rig cameras be used as parent instead of this camera.
  105236. */
  105237. _this.rigParenting = true;
  105238. _this._defaultHeight = undefined;
  105239. _this._htmlElementAttached = null;
  105240. _this._detachIfAttached = function () {
  105241. var vrDisplay = _this.getEngine().getVRDevice();
  105242. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  105243. _this.detachControl(_this._htmlElementAttached);
  105244. }
  105245. };
  105246. _this._workingVector = BABYLON.Vector3.Zero();
  105247. _this._oneVector = BABYLON.Vector3.One();
  105248. _this._workingMatrix = BABYLON.Matrix.Identity();
  105249. _this._tmpMatrix = new BABYLON.Matrix();
  105250. _this._cache.position = BABYLON.Vector3.Zero();
  105251. if (webVROptions.defaultHeight) {
  105252. _this._defaultHeight = webVROptions.defaultHeight;
  105253. _this.position.y = _this._defaultHeight;
  105254. }
  105255. _this.minZ = 0.1;
  105256. //legacy support - the compensation boolean was removed.
  105257. if (arguments.length === 5) {
  105258. _this.webVROptions = arguments[4];
  105259. }
  105260. // default webVR options
  105261. if (_this.webVROptions.trackPosition == undefined) {
  105262. _this.webVROptions.trackPosition = true;
  105263. }
  105264. if (_this.webVROptions.controllerMeshes == undefined) {
  105265. _this.webVROptions.controllerMeshes = true;
  105266. }
  105267. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  105268. _this.webVROptions.defaultLightingOnControllers = true;
  105269. }
  105270. _this.rotationQuaternion = new BABYLON.Quaternion();
  105271. if (_this.webVROptions && _this.webVROptions.positionScale) {
  105272. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  105273. }
  105274. //enable VR
  105275. var engine = _this.getEngine();
  105276. _this._onVREnabled = function (success) { if (success) {
  105277. _this.initControllers();
  105278. } };
  105279. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  105280. engine.initWebVR().add(function (event) {
  105281. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  105282. return;
  105283. }
  105284. _this._vrDevice = event.vrDisplay;
  105285. //reset the rig parameters.
  105286. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  105287. if (_this._attached) {
  105288. _this.getEngine().enableVR();
  105289. }
  105290. });
  105291. if (typeof (VRFrameData) !== "undefined") {
  105292. _this._frameData = new VRFrameData();
  105293. }
  105294. /**
  105295. * The idea behind the following lines:
  105296. * objects that have the camera as parent should actually have the rig cameras as a parent.
  105297. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  105298. * the second will not show it correctly.
  105299. *
  105300. * To solve this - each object that has the camera as parent will be added to a protected array.
  105301. * When the rig camera renders, it will take this array and set all of those to be its children.
  105302. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  105303. * Amazing!
  105304. */
  105305. scene.onBeforeCameraRenderObservable.add(function (camera) {
  105306. if (camera.parent === _this && _this.rigParenting) {
  105307. _this._descendants = _this.getDescendants(true, function (n) {
  105308. // don't take the cameras or the controllers!
  105309. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  105310. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  105311. return !isController && !isRigCamera;
  105312. });
  105313. _this._descendants.forEach(function (node) {
  105314. node.parent = camera;
  105315. });
  105316. }
  105317. });
  105318. scene.onAfterCameraRenderObservable.add(function (camera) {
  105319. if (camera.parent === _this && _this.rigParenting) {
  105320. _this._descendants.forEach(function (node) {
  105321. node.parent = _this;
  105322. });
  105323. }
  105324. });
  105325. return _this;
  105326. }
  105327. /**
  105328. * Gets the device distance from the ground in meters.
  105329. * @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.
  105330. */
  105331. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  105332. if (this._standingMatrix) {
  105333. // Add standing matrix offset to get real offset from ground in room
  105334. this._standingMatrix.getTranslationToRef(this._workingVector);
  105335. return this._deviceRoomPosition.y + this._workingVector.y;
  105336. }
  105337. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  105338. return this._defaultHeight || 0;
  105339. };
  105340. /**
  105341. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105342. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  105343. */
  105344. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  105345. var _this = this;
  105346. if (callback === void 0) { callback = function (bool) { }; }
  105347. // Use standing matrix if available
  105348. this.getEngine().initWebVRAsync().then(function (result) {
  105349. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  105350. callback(false);
  105351. }
  105352. else {
  105353. _this._standingMatrix = new BABYLON.Matrix();
  105354. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  105355. if (!_this.getScene().useRightHandedSystem) {
  105356. [2, 6, 8, 9, 14].forEach(function (num) {
  105357. if (_this._standingMatrix) {
  105358. _this._standingMatrix.m[num] *= -1;
  105359. }
  105360. });
  105361. }
  105362. callback(true);
  105363. }
  105364. });
  105365. };
  105366. /**
  105367. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  105368. * @returns A promise with a boolean set to if the standing matrix is supported.
  105369. */
  105370. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  105371. var _this = this;
  105372. return new Promise(function (res, rej) {
  105373. _this.useStandingMatrix(function (supported) {
  105374. res(supported);
  105375. });
  105376. });
  105377. };
  105378. /**
  105379. * Disposes the camera
  105380. */
  105381. WebVRFreeCamera.prototype.dispose = function () {
  105382. this._detachIfAttached();
  105383. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  105384. if (this._updateCacheWhenTrackingDisabledObserver) {
  105385. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  105386. }
  105387. _super.prototype.dispose.call(this);
  105388. };
  105389. /**
  105390. * Gets a vrController by name.
  105391. * @param name The name of the controller to retreive
  105392. * @returns the controller matching the name specified or null if not found
  105393. */
  105394. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  105395. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  105396. var gp = _a[_i];
  105397. if (gp.hand === name) {
  105398. return gp;
  105399. }
  105400. }
  105401. return null;
  105402. };
  105403. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  105404. /**
  105405. * The controller corrisponding to the users left hand.
  105406. */
  105407. get: function () {
  105408. if (!this._leftController) {
  105409. this._leftController = this.getControllerByName("left");
  105410. }
  105411. return this._leftController;
  105412. },
  105413. enumerable: true,
  105414. configurable: true
  105415. });
  105416. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  105417. /**
  105418. * The controller corrisponding to the users right hand.
  105419. */
  105420. get: function () {
  105421. if (!this._rightController) {
  105422. this._rightController = this.getControllerByName("right");
  105423. }
  105424. return this._rightController;
  105425. },
  105426. enumerable: true,
  105427. configurable: true
  105428. });
  105429. /**
  105430. * Casts a ray forward from the vrCamera's gaze.
  105431. * @param length Length of the ray (default: 100)
  105432. * @returns the ray corrisponding to the gaze
  105433. */
  105434. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  105435. if (length === void 0) { length = 100; }
  105436. if (this.leftCamera) {
  105437. // Use left eye to avoid computation to compute center on every call
  105438. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  105439. }
  105440. else {
  105441. return _super.prototype.getForwardRay.call(this, length);
  105442. }
  105443. };
  105444. /**
  105445. * @hidden
  105446. * Updates the camera based on device's frame data
  105447. */
  105448. WebVRFreeCamera.prototype._checkInputs = function () {
  105449. if (this._vrDevice && this._vrDevice.isPresenting) {
  105450. this._vrDevice.getFrameData(this._frameData);
  105451. this.updateFromDevice(this._frameData.pose);
  105452. }
  105453. _super.prototype._checkInputs.call(this);
  105454. };
  105455. /**
  105456. * Updates the poseControlled values based on the input device pose.
  105457. * @param poseData Pose coming from the device
  105458. */
  105459. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  105460. if (poseData && poseData.orientation) {
  105461. this.rawPose = poseData;
  105462. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  105463. if (this.getScene().useRightHandedSystem) {
  105464. this._deviceRoomRotationQuaternion.z *= -1;
  105465. this._deviceRoomRotationQuaternion.w *= -1;
  105466. }
  105467. if (this.webVROptions.trackPosition && this.rawPose.position) {
  105468. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  105469. if (this.getScene().useRightHandedSystem) {
  105470. this._deviceRoomPosition.z *= -1;
  105471. }
  105472. }
  105473. this._poseSet = true;
  105474. }
  105475. };
  105476. /**
  105477. * WebVR's attach control will start broadcasting frames to the device.
  105478. * Note that in certain browsers (chrome for example) this function must be called
  105479. * within a user-interaction callback. Example:
  105480. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  105481. *
  105482. * @param element html element to attach the vrDevice to
  105483. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  105484. */
  105485. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  105486. _super.prototype.attachControl.call(this, element, noPreventDefault);
  105487. this._attached = true;
  105488. this._htmlElementAttached = element;
  105489. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  105490. if (this._vrDevice) {
  105491. this.getEngine().enableVR();
  105492. }
  105493. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105494. };
  105495. /**
  105496. * Detaches the camera from the html element and disables VR
  105497. *
  105498. * @param element html element to detach from
  105499. */
  105500. WebVRFreeCamera.prototype.detachControl = function (element) {
  105501. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  105502. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  105503. _super.prototype.detachControl.call(this, element);
  105504. this._attached = false;
  105505. this.getEngine().disableVR();
  105506. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  105507. };
  105508. /**
  105509. * @returns the name of this class
  105510. */
  105511. WebVRFreeCamera.prototype.getClassName = function () {
  105512. return "WebVRFreeCamera";
  105513. };
  105514. /**
  105515. * Calls resetPose on the vrDisplay
  105516. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  105517. */
  105518. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  105519. //uses the vrDisplay's "resetPose()".
  105520. //pitch and roll won't be affected.
  105521. this._vrDevice.resetPose();
  105522. };
  105523. /**
  105524. * @hidden
  105525. * Updates the rig cameras (left and right eye)
  105526. */
  105527. WebVRFreeCamera.prototype._updateRigCameras = function () {
  105528. var camLeft = this._rigCameras[0];
  105529. var camRight = this._rigCameras[1];
  105530. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105531. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  105532. camLeft.position.copyFrom(this._deviceRoomPosition);
  105533. camRight.position.copyFrom(this._deviceRoomPosition);
  105534. };
  105535. // Remove translation from 6dof headset if trackposition is set to false
  105536. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  105537. if (isViewMatrix === void 0) { isViewMatrix = false; }
  105538. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  105539. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  105540. if (!isViewMatrix) {
  105541. this._tmpMatrix.invert();
  105542. }
  105543. this._tmpMatrix.multiplyToRef(matrix, matrix);
  105544. }
  105545. };
  105546. /**
  105547. * @hidden
  105548. * Updates the cached values of the camera
  105549. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  105550. */
  105551. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  105552. var _this = this;
  105553. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  105554. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  105555. if (!this.updateCacheCalled) {
  105556. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  105557. this.updateCacheCalled = true;
  105558. this.update();
  105559. }
  105560. // Set working vector to the device position in room space rotated by the new rotation
  105561. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  105562. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  105563. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  105564. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  105565. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  105566. // Add translation from anchor position
  105567. this._deviceToWorld.getTranslationToRef(this._workingVector);
  105568. this._workingVector.addInPlace(this.position);
  105569. this._workingVector.subtractInPlace(this._cache.position);
  105570. this._deviceToWorld.setTranslation(this._workingVector);
  105571. // Set an inverted matrix to be used when updating the camera
  105572. this._deviceToWorld.invertToRef(this._worldToDevice);
  105573. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  105574. this.controllers.forEach(function (controller) {
  105575. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  105576. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  105577. controller.update();
  105578. });
  105579. }
  105580. if (!ignoreParentClass) {
  105581. _super.prototype._updateCache.call(this);
  105582. }
  105583. this.updateCacheCalled = false;
  105584. };
  105585. /**
  105586. * @hidden
  105587. * Get current device position in babylon world
  105588. */
  105589. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  105590. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  105591. };
  105592. /**
  105593. * Updates the current device position and rotation in the babylon world
  105594. */
  105595. WebVRFreeCamera.prototype.update = function () {
  105596. this._computeDevicePosition();
  105597. // Get current device rotation in babylon world
  105598. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  105599. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  105600. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  105601. if (this._poseSet) {
  105602. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  105603. }
  105604. _super.prototype.update.call(this);
  105605. };
  105606. /**
  105607. * @hidden
  105608. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  105609. * @returns an identity matrix
  105610. */
  105611. WebVRFreeCamera.prototype._getViewMatrix = function () {
  105612. return BABYLON.Matrix.Identity();
  105613. };
  105614. /**
  105615. * This function is called by the two RIG cameras.
  105616. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  105617. */
  105618. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  105619. var _this = this;
  105620. // Update the parent camera prior to using a child camera to avoid desynchronization
  105621. var parentCamera = this._cameraRigParams["parentCamera"];
  105622. parentCamera._updateCache();
  105623. //WebVR 1.1
  105624. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  105625. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  105626. if (!this.getScene().useRightHandedSystem) {
  105627. [2, 6, 8, 9, 14].forEach(function (num) {
  105628. _this._webvrViewMatrix.m[num] *= -1;
  105629. });
  105630. }
  105631. // update the camera rotation matrix
  105632. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  105633. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  105634. // Computing target and final matrix
  105635. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  105636. // should the view matrix be updated with scale and position offset?
  105637. if (parentCamera.deviceScaleFactor !== 1) {
  105638. this._webvrViewMatrix.invert();
  105639. // scale the position, if set
  105640. if (parentCamera.deviceScaleFactor) {
  105641. this._webvrViewMatrix.m[12] *= parentCamera.deviceScaleFactor;
  105642. this._webvrViewMatrix.m[13] *= parentCamera.deviceScaleFactor;
  105643. this._webvrViewMatrix.m[14] *= parentCamera.deviceScaleFactor;
  105644. }
  105645. this._webvrViewMatrix.invert();
  105646. }
  105647. // Remove translation from 6dof headset if trackposition is set to false
  105648. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  105649. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  105650. // Compute global position
  105651. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  105652. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  105653. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  105654. this._workingMatrix.getTranslationToRef(this._globalPosition);
  105655. this._markSyncedWithParent();
  105656. return this._webvrViewMatrix;
  105657. };
  105658. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  105659. var _this = this;
  105660. var parentCamera = this.parent;
  105661. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  105662. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  105663. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  105664. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  105665. //babylon compatible matrix
  105666. if (!this.getScene().useRightHandedSystem) {
  105667. [8, 9, 10, 11].forEach(function (num) {
  105668. _this._projectionMatrix.m[num] *= -1;
  105669. });
  105670. }
  105671. return this._projectionMatrix;
  105672. };
  105673. /**
  105674. * Initializes the controllers and their meshes
  105675. */
  105676. WebVRFreeCamera.prototype.initControllers = function () {
  105677. var _this = this;
  105678. this.controllers = [];
  105679. var manager = this.getScene().gamepadManager;
  105680. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  105681. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105682. var webVrController = gamepad;
  105683. if (webVrController.defaultModel) {
  105684. webVrController.defaultModel.setEnabled(false);
  105685. }
  105686. if (webVrController.hand === "right") {
  105687. _this._rightController = null;
  105688. }
  105689. if (webVrController.hand === "left") {
  105690. _this._leftController = null;
  105691. }
  105692. var controllerIndex = _this.controllers.indexOf(webVrController);
  105693. if (controllerIndex !== -1) {
  105694. _this.controllers.splice(controllerIndex, 1);
  105695. }
  105696. }
  105697. });
  105698. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  105699. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  105700. var webVrController_1 = gamepad;
  105701. if (!_this.webVROptions.trackPosition) {
  105702. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  105703. // Cache must be updated before rendering controllers to avoid them being one frame behind
  105704. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  105705. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  105706. _this._updateCache();
  105707. });
  105708. }
  105709. }
  105710. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  105711. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  105712. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  105713. if (_this.webVROptions.controllerMeshes) {
  105714. if (webVrController_1.defaultModel) {
  105715. webVrController_1.defaultModel.setEnabled(true);
  105716. }
  105717. else {
  105718. // Load the meshes
  105719. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  105720. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  105721. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  105722. if (_this.webVROptions.defaultLightingOnControllers) {
  105723. if (!_this._lightOnControllers) {
  105724. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  105725. }
  105726. var activateLightOnSubMeshes_1 = function (mesh, light) {
  105727. var children = mesh.getChildren();
  105728. if (children && children.length !== 0) {
  105729. children.forEach(function (mesh) {
  105730. light.includedOnlyMeshes.push(mesh);
  105731. activateLightOnSubMeshes_1(mesh, light);
  105732. });
  105733. }
  105734. };
  105735. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  105736. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  105737. }
  105738. });
  105739. }
  105740. }
  105741. webVrController_1.attachToPoseControlledCamera(_this);
  105742. // since this is async - sanity check. Is the controller already stored?
  105743. if (_this.controllers.indexOf(webVrController_1) === -1) {
  105744. //add to the controllers array
  105745. _this.controllers.push(webVrController_1);
  105746. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  105747. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  105748. // So we're overriding setting left & right manually to be sure
  105749. var firstViveWandDetected = false;
  105750. for (var i = 0; i < _this.controllers.length; i++) {
  105751. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  105752. if (!firstViveWandDetected) {
  105753. firstViveWandDetected = true;
  105754. _this.controllers[i].hand = "left";
  105755. }
  105756. else {
  105757. _this.controllers[i].hand = "right";
  105758. }
  105759. }
  105760. }
  105761. //did we find enough controllers? Great! let the developer know.
  105762. if (_this.controllers.length >= 2) {
  105763. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  105764. }
  105765. }
  105766. }
  105767. });
  105768. };
  105769. return WebVRFreeCamera;
  105770. }(BABYLON.FreeCamera));
  105771. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  105772. })(BABYLON || (BABYLON = {}));
  105773. //# sourceMappingURL=babylon.webVRCamera.js.map
  105774. var BABYLON;
  105775. (function (BABYLON) {
  105776. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  105777. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  105778. });
  105779. // We're mainly based on the logic defined into the FreeCamera code
  105780. /**
  105781. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  105782. * being tilted forward or back and left or right.
  105783. */
  105784. var DeviceOrientationCamera = /** @class */ (function (_super) {
  105785. __extends(DeviceOrientationCamera, _super);
  105786. /**
  105787. * Creates a new device orientation camera
  105788. * @param name The name of the camera
  105789. * @param position The start position camera
  105790. * @param scene The scene the camera belongs to
  105791. */
  105792. function DeviceOrientationCamera(name, position, scene) {
  105793. var _this = _super.call(this, name, position, scene) || this;
  105794. _this._quaternionCache = new BABYLON.Quaternion();
  105795. _this.inputs.addDeviceOrientation();
  105796. return _this;
  105797. }
  105798. /**
  105799. * Gets the current instance class name ("DeviceOrientationCamera").
  105800. * This helps avoiding instanceof at run time.
  105801. * @returns the class name
  105802. */
  105803. DeviceOrientationCamera.prototype.getClassName = function () {
  105804. return "DeviceOrientationCamera";
  105805. };
  105806. /**
  105807. * @hidden
  105808. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  105809. */
  105810. DeviceOrientationCamera.prototype._checkInputs = function () {
  105811. _super.prototype._checkInputs.call(this);
  105812. this._quaternionCache.copyFrom(this.rotationQuaternion);
  105813. if (this._initialQuaternion) {
  105814. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105815. }
  105816. };
  105817. /**
  105818. * Reset the camera to its default orientation on the specified axis only.
  105819. * @param axis The axis to reset
  105820. */
  105821. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  105822. var _this = this;
  105823. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  105824. //can only work if this camera has a rotation quaternion already.
  105825. if (!this.rotationQuaternion) {
  105826. return;
  105827. }
  105828. if (!this._initialQuaternion) {
  105829. this._initialQuaternion = new BABYLON.Quaternion();
  105830. }
  105831. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  105832. ['x', 'y', 'z'].forEach(function (axisName) {
  105833. if (!axis[axisName]) {
  105834. _this._initialQuaternion[axisName] = 0;
  105835. }
  105836. else {
  105837. _this._initialQuaternion[axisName] *= -1;
  105838. }
  105839. });
  105840. this._initialQuaternion.normalize();
  105841. //force rotation update
  105842. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  105843. };
  105844. return DeviceOrientationCamera;
  105845. }(BABYLON.FreeCamera));
  105846. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  105847. })(BABYLON || (BABYLON = {}));
  105848. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  105849. var BABYLON;
  105850. (function (BABYLON) {
  105851. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105852. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  105853. });
  105854. /**
  105855. * Camera used to simulate VR rendering (based on FreeCamera)
  105856. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105857. */
  105858. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  105859. __extends(VRDeviceOrientationFreeCamera, _super);
  105860. /**
  105861. * Creates a new VRDeviceOrientationFreeCamera
  105862. * @param name defines camera name
  105863. * @param position defines the start position of the camera
  105864. * @param scene defines the scene the camera belongs to
  105865. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105866. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105867. */
  105868. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105869. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105870. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105871. var _this = _super.call(this, name, position, scene) || this;
  105872. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105873. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105874. return _this;
  105875. }
  105876. /**
  105877. * Gets camera class name
  105878. * @returns VRDeviceOrientationFreeCamera
  105879. */
  105880. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  105881. return "VRDeviceOrientationFreeCamera";
  105882. };
  105883. return VRDeviceOrientationFreeCamera;
  105884. }(BABYLON.DeviceOrientationCamera));
  105885. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  105886. })(BABYLON || (BABYLON = {}));
  105887. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  105888. var BABYLON;
  105889. (function (BABYLON) {
  105890. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  105891. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  105892. });
  105893. /**
  105894. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  105895. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105896. */
  105897. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  105898. __extends(VRDeviceOrientationArcRotateCamera, _super);
  105899. /**
  105900. * Creates a new VRDeviceOrientationArcRotateCamera
  105901. * @param name defines camera name
  105902. * @param alpha defines the camera rotation along the logitudinal axis
  105903. * @param beta defines the camera rotation along the latitudinal axis
  105904. * @param radius defines the camera distance from its target
  105905. * @param target defines the camera target
  105906. * @param scene defines the scene the camera belongs to
  105907. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105908. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105909. */
  105910. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  105911. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105912. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105913. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  105914. vrCameraMetrics.compensateDistortion = compensateDistortion;
  105915. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  105916. _this.inputs.addVRDeviceOrientation();
  105917. return _this;
  105918. }
  105919. /**
  105920. * Gets camera class name
  105921. * @returns VRDeviceOrientationArcRotateCamera
  105922. */
  105923. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  105924. return "VRDeviceOrientationArcRotateCamera";
  105925. };
  105926. return VRDeviceOrientationArcRotateCamera;
  105927. }(BABYLON.ArcRotateCamera));
  105928. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  105929. })(BABYLON || (BABYLON = {}));
  105930. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  105931. var BABYLON;
  105932. (function (BABYLON) {
  105933. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  105934. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  105935. });
  105936. /**
  105937. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  105938. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  105939. */
  105940. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  105941. __extends(VRDeviceOrientationGamepadCamera, _super);
  105942. /**
  105943. * Creates a new VRDeviceOrientationGamepadCamera
  105944. * @param name defines camera name
  105945. * @param position defines the start position of the camera
  105946. * @param scene defines the scene the camera belongs to
  105947. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  105948. * @param vrCameraMetrics defines the vr metrics associated to the camera
  105949. */
  105950. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  105951. if (compensateDistortion === void 0) { compensateDistortion = true; }
  105952. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  105953. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  105954. _this.inputs.addGamepad();
  105955. return _this;
  105956. }
  105957. /**
  105958. * Gets camera class name
  105959. * @returns VRDeviceOrientationGamepadCamera
  105960. */
  105961. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  105962. return "VRDeviceOrientationGamepadCamera";
  105963. };
  105964. return VRDeviceOrientationGamepadCamera;
  105965. }(BABYLON.VRDeviceOrientationFreeCamera));
  105966. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  105967. })(BABYLON || (BABYLON = {}));
  105968. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  105969. var BABYLON;
  105970. (function (BABYLON) {
  105971. var VRExperienceHelperGazer = /** @class */ (function () {
  105972. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  105973. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  105974. this.scene = scene;
  105975. /** @hidden */
  105976. this._pointerDownOnMeshAsked = false;
  105977. /** @hidden */
  105978. this._isActionableMesh = false;
  105979. /** @hidden */
  105980. this._teleportationRequestInitiated = false;
  105981. /** @hidden */
  105982. this._teleportationBackRequestInitiated = false;
  105983. /** @hidden */
  105984. this._rotationRightAsked = false;
  105985. /** @hidden */
  105986. this._rotationLeftAsked = false;
  105987. /** @hidden */
  105988. this._dpadPressed = true;
  105989. /** @hidden */
  105990. this._activePointer = false;
  105991. this._id = VRExperienceHelperGazer._idCounter++;
  105992. // Gaze tracker
  105993. if (!gazeTrackerToClone) {
  105994. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  105995. this._gazeTracker.bakeCurrentTransformIntoVertices();
  105996. this._gazeTracker.isPickable = false;
  105997. this._gazeTracker.isVisible = false;
  105998. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  105999. targetMat.specularColor = BABYLON.Color3.Black();
  106000. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106001. targetMat.backFaceCulling = false;
  106002. this._gazeTracker.material = targetMat;
  106003. }
  106004. else {
  106005. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  106006. }
  106007. }
  106008. /** @hidden */
  106009. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  106010. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  106011. };
  106012. /** @hidden */
  106013. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  106014. this._pointerDownOnMeshAsked = true;
  106015. if (this._currentHit) {
  106016. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  106017. }
  106018. };
  106019. /** @hidden */
  106020. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  106021. if (this._currentHit) {
  106022. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  106023. }
  106024. this._pointerDownOnMeshAsked = false;
  106025. };
  106026. /** @hidden */
  106027. VRExperienceHelperGazer.prototype._activatePointer = function () {
  106028. this._activePointer = true;
  106029. };
  106030. /** @hidden */
  106031. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  106032. this._activePointer = false;
  106033. };
  106034. /** @hidden */
  106035. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  106036. if (distance === void 0) { distance = 100; }
  106037. };
  106038. VRExperienceHelperGazer.prototype.dispose = function () {
  106039. this._interactionsEnabled = false;
  106040. this._teleportationEnabled = false;
  106041. if (this._gazeTracker) {
  106042. this._gazeTracker.dispose();
  106043. }
  106044. };
  106045. VRExperienceHelperGazer._idCounter = 0;
  106046. return VRExperienceHelperGazer;
  106047. }());
  106048. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  106049. __extends(VRExperienceHelperControllerGazer, _super);
  106050. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  106051. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  106052. _this.webVRController = webVRController;
  106053. // Laser pointer
  106054. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  106055. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  106056. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  106057. laserPointerMaterial.alpha = 0.6;
  106058. _this._laserPointer.material = laserPointerMaterial;
  106059. _this._laserPointer.rotation.x = Math.PI / 2;
  106060. _this._laserPointer.position.z = -0.5;
  106061. _this._laserPointer.isVisible = false;
  106062. _this._laserPointer.isPickable = false;
  106063. if (!webVRController.mesh) {
  106064. // Create an empty mesh that is used prior to loading the high quality model
  106065. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  106066. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  106067. preloadPointerPose.rotation.x = -0.7;
  106068. preloadMesh.addChild(preloadPointerPose);
  106069. webVRController.attachToMesh(preloadMesh);
  106070. }
  106071. _this._setLaserPointerParent(webVRController.mesh);
  106072. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  106073. _this._setLaserPointerParent(mesh);
  106074. });
  106075. return _this;
  106076. }
  106077. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  106078. return this.webVRController.getForwardRay(length);
  106079. };
  106080. /** @hidden */
  106081. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  106082. _super.prototype._activatePointer.call(this);
  106083. this._laserPointer.isVisible = true;
  106084. };
  106085. /** @hidden */
  106086. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  106087. _super.prototype._deactivatePointer.call(this);
  106088. this._laserPointer.isVisible = false;
  106089. };
  106090. /** @hidden */
  106091. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  106092. this._laserPointer.material.emissiveColor = color;
  106093. };
  106094. /** @hidden */
  106095. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  106096. var makeNotPick = function (root) {
  106097. root.isPickable = false;
  106098. root.getChildMeshes().forEach(function (c) {
  106099. makeNotPick(c);
  106100. });
  106101. };
  106102. makeNotPick(mesh);
  106103. var childMeshes = mesh.getChildMeshes();
  106104. this.webVRController._pointingPoseNode = null;
  106105. for (var i = 0; i < childMeshes.length; i++) {
  106106. if (childMeshes[i].name && childMeshes[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  106107. mesh = childMeshes[i];
  106108. this.webVRController._pointingPoseNode = mesh;
  106109. break;
  106110. }
  106111. }
  106112. this._laserPointer.parent = mesh;
  106113. };
  106114. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  106115. if (distance === void 0) { distance = 100; }
  106116. this._laserPointer.scaling.y = distance;
  106117. this._laserPointer.position.z = -distance / 2;
  106118. };
  106119. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  106120. _super.prototype.dispose.call(this);
  106121. this._laserPointer.dispose();
  106122. if (this._meshAttachedObserver) {
  106123. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  106124. }
  106125. };
  106126. return VRExperienceHelperControllerGazer;
  106127. }(VRExperienceHelperGazer));
  106128. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  106129. __extends(VRExperienceHelperCameraGazer, _super);
  106130. function VRExperienceHelperCameraGazer(getCamera, scene) {
  106131. var _this = _super.call(this, scene) || this;
  106132. _this.getCamera = getCamera;
  106133. return _this;
  106134. }
  106135. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  106136. var camera = this.getCamera();
  106137. if (camera) {
  106138. return camera.getForwardRay(length);
  106139. }
  106140. else {
  106141. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  106142. }
  106143. };
  106144. return VRExperienceHelperCameraGazer;
  106145. }(VRExperienceHelperGazer));
  106146. /**
  106147. * Helps to quickly add VR support to an existing scene.
  106148. * See http://doc.babylonjs.com/how_to/webvr_helper
  106149. */
  106150. var VRExperienceHelper = /** @class */ (function () {
  106151. /**
  106152. * Instantiates a VRExperienceHelper.
  106153. * Helps to quickly add VR support to an existing scene.
  106154. * @param scene The scene the VRExperienceHelper belongs to.
  106155. * @param webVROptions Options to modify the vr experience helper's behavior.
  106156. */
  106157. function VRExperienceHelper(scene,
  106158. /** Options to modify the vr experience helper's behavior. */
  106159. webVROptions) {
  106160. if (webVROptions === void 0) { webVROptions = {}; }
  106161. var _this = this;
  106162. this.webVROptions = webVROptions;
  106163. // Can the system support WebVR, even if a headset isn't plugged in?
  106164. this._webVRsupported = false;
  106165. // If WebVR is supported, is a headset plugged in and are we ready to present?
  106166. this._webVRready = false;
  106167. // Are we waiting for the requestPresent callback to complete?
  106168. this._webVRrequesting = false;
  106169. // Are we presenting to the headset right now? (this is the vrDevice state)
  106170. this._webVRpresenting = false;
  106171. // Are we presenting in the fullscreen fallback?
  106172. this._fullscreenVRpresenting = false;
  106173. /**
  106174. * Observable raised when entering VR.
  106175. */
  106176. this.onEnteringVRObservable = new BABYLON.Observable();
  106177. /**
  106178. * Observable raised when exiting VR.
  106179. */
  106180. this.onExitingVRObservable = new BABYLON.Observable();
  106181. /**
  106182. * Observable raised when controller mesh is loaded.
  106183. */
  106184. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106185. this._useCustomVRButton = false;
  106186. this._teleportationRequested = false;
  106187. this._teleportActive = false;
  106188. this._floorMeshesCollection = [];
  106189. this._rotationAllowed = true;
  106190. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  106191. this._isDefaultTeleportationTarget = true;
  106192. this._teleportationFillColor = "#444444";
  106193. this._teleportationBorderColor = "#FFFFFF";
  106194. this._rotationAngle = 0;
  106195. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  106196. this._padSensibilityUp = 0.65;
  106197. this._padSensibilityDown = 0.35;
  106198. this._leftController = null;
  106199. this._rightController = null;
  106200. /**
  106201. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  106202. */
  106203. this.onNewMeshSelected = new BABYLON.Observable();
  106204. /**
  106205. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  106206. */
  106207. this.onNewMeshPicked = new BABYLON.Observable();
  106208. /**
  106209. * Observable raised before camera teleportation
  106210. */
  106211. this.onBeforeCameraTeleport = new BABYLON.Observable();
  106212. /**
  106213. * Observable raised after camera teleportation
  106214. */
  106215. this.onAfterCameraTeleport = new BABYLON.Observable();
  106216. /**
  106217. * Observable raised when current selected mesh gets unselected
  106218. */
  106219. this.onSelectedMeshUnselected = new BABYLON.Observable();
  106220. /**
  106221. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  106222. */
  106223. this.teleportationEnabled = true;
  106224. this._teleportationInitialized = false;
  106225. this._interactionsEnabled = false;
  106226. this._interactionsRequested = false;
  106227. this._displayGaze = true;
  106228. this._displayLaserPointer = true;
  106229. /**
  106230. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  106231. */
  106232. this.updateGazeTrackerScale = true;
  106233. this._onResize = function () {
  106234. _this.moveButtonToBottomRight();
  106235. if (_this._fullscreenVRpresenting && _this._webVRready) {
  106236. _this.exitVR();
  106237. }
  106238. };
  106239. this._onFullscreenChange = function () {
  106240. if (document.fullscreen !== undefined) {
  106241. _this._fullscreenVRpresenting = document.fullscreen;
  106242. }
  106243. else if (document.mozFullScreen !== undefined) {
  106244. _this._fullscreenVRpresenting = document.mozFullScreen;
  106245. }
  106246. else if (document.webkitIsFullScreen !== undefined) {
  106247. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  106248. }
  106249. else if (document.msIsFullScreen !== undefined) {
  106250. _this._fullscreenVRpresenting = document.msIsFullScreen;
  106251. }
  106252. else if (document.msFullscreenElement !== undefined) {
  106253. _this._fullscreenVRpresenting = document.msFullscreenElement;
  106254. }
  106255. if (!_this._fullscreenVRpresenting && _this._canvas) {
  106256. _this.exitVR();
  106257. if (!_this._useCustomVRButton) {
  106258. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  106259. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  106260. }
  106261. }
  106262. };
  106263. this.beforeRender = function () {
  106264. if (_this._leftController && _this._leftController._activePointer) {
  106265. _this._castRayAndSelectObject(_this._leftController);
  106266. }
  106267. if (_this._rightController && _this._rightController._activePointer) {
  106268. _this._castRayAndSelectObject(_this._rightController);
  106269. }
  106270. if (_this._noControllerIsActive) {
  106271. _this._castRayAndSelectObject(_this._cameraGazer);
  106272. }
  106273. else {
  106274. _this._cameraGazer._gazeTracker.isVisible = false;
  106275. }
  106276. };
  106277. this._onNewGamepadConnected = function (gamepad) {
  106278. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  106279. if (gamepad.leftStick) {
  106280. gamepad.onleftstickchanged(function (stickValues) {
  106281. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  106282. // Listening to classic/xbox gamepad only if no VR controller is active
  106283. if ((!_this._leftController && !_this._rightController) ||
  106284. ((_this._leftController && !_this._leftController._activePointer) &&
  106285. (_this._rightController && !_this._rightController._activePointer))) {
  106286. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  106287. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  106288. }
  106289. }
  106290. });
  106291. }
  106292. if (gamepad.rightStick) {
  106293. gamepad.onrightstickchanged(function (stickValues) {
  106294. if (_this._teleportationInitialized) {
  106295. _this._checkRotate(stickValues, _this._cameraGazer);
  106296. }
  106297. });
  106298. }
  106299. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  106300. gamepad.onbuttondown(function (buttonPressed) {
  106301. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106302. _this._cameraGazer._selectionPointerDown();
  106303. }
  106304. });
  106305. gamepad.onbuttonup(function (buttonPressed) {
  106306. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  106307. _this._cameraGazer._selectionPointerUp();
  106308. }
  106309. });
  106310. }
  106311. }
  106312. else {
  106313. var webVRController = gamepad;
  106314. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  106315. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  106316. _this._rightController = controller;
  106317. }
  106318. else {
  106319. _this._leftController = controller;
  106320. }
  106321. _this._tryEnableInteractionOnController(controller);
  106322. }
  106323. };
  106324. // 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
  106325. this._tryEnableInteractionOnController = function (controller) {
  106326. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  106327. _this._enableInteractionOnController(controller);
  106328. }
  106329. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  106330. _this._enableTeleportationOnController(controller);
  106331. }
  106332. };
  106333. this._onNewGamepadDisconnected = function (gamepad) {
  106334. if (gamepad instanceof BABYLON.WebVRController) {
  106335. if (gamepad.hand === "left" && _this._leftController != null) {
  106336. _this._leftController.dispose();
  106337. _this._leftController = null;
  106338. }
  106339. if (gamepad.hand === "right" && _this._rightController != null) {
  106340. _this._rightController.dispose();
  106341. _this._rightController = null;
  106342. }
  106343. }
  106344. };
  106345. this._workingVector = BABYLON.Vector3.Zero();
  106346. this._workingQuaternion = BABYLON.Quaternion.Identity();
  106347. this._workingMatrix = BABYLON.Matrix.Identity();
  106348. this._scene = scene;
  106349. this._canvas = scene.getEngine().getRenderingCanvas();
  106350. // Parse options
  106351. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  106352. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  106353. }
  106354. if (webVROptions.createDeviceOrientationCamera === undefined) {
  106355. webVROptions.createDeviceOrientationCamera = true;
  106356. }
  106357. if (webVROptions.laserToggle === undefined) {
  106358. webVROptions.laserToggle = true;
  106359. }
  106360. if (webVROptions.defaultHeight === undefined) {
  106361. webVROptions.defaultHeight = 1.7;
  106362. }
  106363. if (webVROptions.useCustomVRButton) {
  106364. this._useCustomVRButton = true;
  106365. if (webVROptions.customVRButton) {
  106366. this._btnVR = webVROptions.customVRButton;
  106367. }
  106368. }
  106369. if (webVROptions.rayLength) {
  106370. this._rayLength = webVROptions.rayLength;
  106371. }
  106372. this._defaultHeight = webVROptions.defaultHeight;
  106373. if (webVROptions.positionScale) {
  106374. this._rayLength *= webVROptions.positionScale;
  106375. this._defaultHeight *= webVROptions.positionScale;
  106376. }
  106377. this._hasEnteredVR = false;
  106378. // Set position
  106379. if (this._scene.activeCamera) {
  106380. this._position = this._scene.activeCamera.position.clone();
  106381. }
  106382. else {
  106383. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  106384. }
  106385. // Set non-vr camera
  106386. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  106387. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  106388. // Copy data from existing camera
  106389. if (this._scene.activeCamera) {
  106390. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106391. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  106392. // Set rotation from previous camera
  106393. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  106394. var targetCamera = this._scene.activeCamera;
  106395. if (targetCamera.rotationQuaternion) {
  106396. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  106397. }
  106398. else {
  106399. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  106400. }
  106401. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  106402. }
  106403. }
  106404. this._scene.activeCamera = this._deviceOrientationCamera;
  106405. if (this._canvas) {
  106406. this._scene.activeCamera.attachControl(this._canvas);
  106407. }
  106408. }
  106409. else {
  106410. this._existingCamera = this._scene.activeCamera;
  106411. }
  106412. // Create VR cameras
  106413. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106414. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  106415. }
  106416. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  106417. this._webVRCamera.useStandingMatrix();
  106418. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  106419. // Create default button
  106420. if (!this._useCustomVRButton) {
  106421. this._btnVR = document.createElement("BUTTON");
  106422. this._btnVR.className = "babylonVRicon";
  106423. this._btnVR.id = "babylonVRiconbtn";
  106424. this._btnVR.title = "Click to switch to VR";
  106425. 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) }";
  106426. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  106427. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  106428. // css += ".babylonVRicon.vrdisplaysupported { }";
  106429. // css += ".babylonVRicon.vrdisplayready { }";
  106430. // css += ".babylonVRicon.vrdisplayrequesting { }";
  106431. var style = document.createElement('style');
  106432. style.appendChild(document.createTextNode(css));
  106433. document.getElementsByTagName('head')[0].appendChild(style);
  106434. this.moveButtonToBottomRight();
  106435. }
  106436. // VR button click event
  106437. if (this._btnVR) {
  106438. this._btnVR.addEventListener("click", function () {
  106439. if (!_this.isInVRMode) {
  106440. _this.enterVR();
  106441. }
  106442. else {
  106443. _this.exitVR();
  106444. }
  106445. });
  106446. }
  106447. // Window events
  106448. window.addEventListener("resize", this._onResize);
  106449. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  106450. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  106451. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  106452. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  106453. document.onmsfullscreenchange = this._onFullscreenChange;
  106454. // Display vr button when headset is connected
  106455. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  106456. this.displayVRButton();
  106457. }
  106458. else {
  106459. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  106460. if (e.vrDisplay) {
  106461. _this.displayVRButton();
  106462. }
  106463. });
  106464. }
  106465. // Exiting VR mode using 'ESC' key on desktop
  106466. this._onKeyDown = function (event) {
  106467. if (event.keyCode === 27 && _this.isInVRMode) {
  106468. _this.exitVR();
  106469. }
  106470. };
  106471. document.addEventListener("keydown", this._onKeyDown);
  106472. // Exiting VR mode double tapping the touch screen
  106473. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  106474. if (_this.isInVRMode) {
  106475. _this.exitVR();
  106476. if (_this._fullscreenVRpresenting) {
  106477. _this._scene.getEngine().switchFullscreen(true);
  106478. }
  106479. }
  106480. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  106481. // Listen for WebVR display changes
  106482. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  106483. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  106484. this._onVRRequestPresentStart = function () {
  106485. _this._webVRrequesting = true;
  106486. _this.updateButtonVisibility();
  106487. };
  106488. this._onVRRequestPresentComplete = function (success) {
  106489. _this._webVRrequesting = false;
  106490. _this.updateButtonVisibility();
  106491. };
  106492. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  106493. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  106494. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  106495. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  106496. scene.onDisposeObservable.add(function () {
  106497. _this.dispose();
  106498. });
  106499. // Gamepad connection events
  106500. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  106501. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  106502. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  106503. this.updateButtonVisibility();
  106504. //create easing functions
  106505. this._circleEase = new BABYLON.CircleEase();
  106506. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  106507. if (this.webVROptions.floorMeshes) {
  106508. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  106509. }
  106510. }
  106511. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  106512. /** Return this.onEnteringVRObservable
  106513. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  106514. */
  106515. get: function () {
  106516. return this.onEnteringVRObservable;
  106517. },
  106518. enumerable: true,
  106519. configurable: true
  106520. });
  106521. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  106522. /** Return this.onExitingVRObservable
  106523. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  106524. */
  106525. get: function () {
  106526. return this.onExitingVRObservable;
  106527. },
  106528. enumerable: true,
  106529. configurable: true
  106530. });
  106531. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  106532. /** Return this.onControllerMeshLoadedObservable
  106533. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  106534. */
  106535. get: function () {
  106536. return this.onControllerMeshLoadedObservable;
  106537. },
  106538. enumerable: true,
  106539. configurable: true
  106540. });
  106541. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  106542. /**
  106543. * The mesh used to display where the user is going to teleport.
  106544. */
  106545. get: function () {
  106546. return this._teleportationTarget;
  106547. },
  106548. /**
  106549. * Sets the mesh to be used to display where the user is going to teleport.
  106550. */
  106551. set: function (value) {
  106552. if (value) {
  106553. value.name = "teleportationTarget";
  106554. this._isDefaultTeleportationTarget = false;
  106555. this._teleportationTarget = value;
  106556. }
  106557. },
  106558. enumerable: true,
  106559. configurable: true
  106560. });
  106561. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  106562. /**
  106563. * 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
  106564. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  106565. * See http://doc.babylonjs.com/resources/baking_transformations
  106566. */
  106567. get: function () {
  106568. return this._cameraGazer._gazeTracker;
  106569. },
  106570. set: function (value) {
  106571. if (value) {
  106572. // Dispose of existing meshes
  106573. if (this._cameraGazer._gazeTracker) {
  106574. this._cameraGazer._gazeTracker.dispose();
  106575. }
  106576. if (this._leftController && this._leftController._gazeTracker) {
  106577. this._leftController._gazeTracker.dispose();
  106578. }
  106579. if (this._rightController && this._rightController._gazeTracker) {
  106580. this._rightController._gazeTracker.dispose();
  106581. }
  106582. // Set and create gaze trackers on head and controllers
  106583. this._cameraGazer._gazeTracker = value;
  106584. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  106585. this._cameraGazer._gazeTracker.isPickable = false;
  106586. this._cameraGazer._gazeTracker.isVisible = false;
  106587. this._cameraGazer._gazeTracker.name = "gazeTracker";
  106588. if (this._leftController) {
  106589. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106590. }
  106591. if (this._rightController) {
  106592. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  106593. }
  106594. }
  106595. },
  106596. enumerable: true,
  106597. configurable: true
  106598. });
  106599. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  106600. /**
  106601. * The gaze tracking mesh corresponding to the left controller
  106602. */
  106603. get: function () {
  106604. if (this._leftController) {
  106605. return this._leftController._gazeTracker;
  106606. }
  106607. return null;
  106608. },
  106609. enumerable: true,
  106610. configurable: true
  106611. });
  106612. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  106613. /**
  106614. * The gaze tracking mesh corresponding to the right controller
  106615. */
  106616. get: function () {
  106617. if (this._rightController) {
  106618. return this._rightController._gazeTracker;
  106619. }
  106620. return null;
  106621. },
  106622. enumerable: true,
  106623. configurable: true
  106624. });
  106625. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  106626. /**
  106627. * If the ray of the gaze should be displayed.
  106628. */
  106629. get: function () {
  106630. return this._displayGaze;
  106631. },
  106632. /**
  106633. * Sets if the ray of the gaze should be displayed.
  106634. */
  106635. set: function (value) {
  106636. this._displayGaze = value;
  106637. if (!value) {
  106638. this._cameraGazer._gazeTracker.isVisible = false;
  106639. if (this._leftController) {
  106640. this._leftController._gazeTracker.isVisible = false;
  106641. }
  106642. if (this._rightController) {
  106643. this._rightController._gazeTracker.isVisible = false;
  106644. }
  106645. }
  106646. },
  106647. enumerable: true,
  106648. configurable: true
  106649. });
  106650. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  106651. /**
  106652. * If the ray of the LaserPointer should be displayed.
  106653. */
  106654. get: function () {
  106655. return this._displayLaserPointer;
  106656. },
  106657. /**
  106658. * Sets if the ray of the LaserPointer should be displayed.
  106659. */
  106660. set: function (value) {
  106661. this._displayLaserPointer = value;
  106662. if (!value) {
  106663. if (this._rightController) {
  106664. this._rightController._deactivatePointer();
  106665. this._rightController._gazeTracker.isVisible = false;
  106666. }
  106667. if (this._leftController) {
  106668. this._leftController._deactivatePointer();
  106669. this._leftController._gazeTracker.isVisible = false;
  106670. }
  106671. }
  106672. else {
  106673. if (this._rightController) {
  106674. this._rightController._activatePointer();
  106675. }
  106676. if (this._leftController) {
  106677. this._leftController._activatePointer();
  106678. }
  106679. }
  106680. },
  106681. enumerable: true,
  106682. configurable: true
  106683. });
  106684. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  106685. /**
  106686. * The deviceOrientationCamera used as the camera when not in VR.
  106687. */
  106688. get: function () {
  106689. return this._deviceOrientationCamera;
  106690. },
  106691. enumerable: true,
  106692. configurable: true
  106693. });
  106694. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  106695. /**
  106696. * Based on the current WebVR support, returns the current VR camera used.
  106697. */
  106698. get: function () {
  106699. if (this._webVRready) {
  106700. return this._webVRCamera;
  106701. }
  106702. else {
  106703. return this._scene.activeCamera;
  106704. }
  106705. },
  106706. enumerable: true,
  106707. configurable: true
  106708. });
  106709. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  106710. /**
  106711. * The webVRCamera which is used when in VR.
  106712. */
  106713. get: function () {
  106714. return this._webVRCamera;
  106715. },
  106716. enumerable: true,
  106717. configurable: true
  106718. });
  106719. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  106720. /**
  106721. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  106722. */
  106723. get: function () {
  106724. return this._vrDeviceOrientationCamera;
  106725. },
  106726. enumerable: true,
  106727. configurable: true
  106728. });
  106729. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  106730. get: function () {
  106731. var result = this._cameraGazer._teleportationRequestInitiated
  106732. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  106733. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  106734. return result;
  106735. },
  106736. enumerable: true,
  106737. configurable: true
  106738. });
  106739. // Raised when one of the controller has loaded successfully its associated default mesh
  106740. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  106741. if (this._leftController && this._leftController.webVRController == webVRController) {
  106742. if (webVRController.mesh) {
  106743. this._leftController._setLaserPointerParent(webVRController.mesh);
  106744. }
  106745. }
  106746. if (this._rightController && this._rightController.webVRController == webVRController) {
  106747. if (webVRController.mesh) {
  106748. this._rightController._setLaserPointerParent(webVRController.mesh);
  106749. }
  106750. }
  106751. try {
  106752. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  106753. }
  106754. catch (err) {
  106755. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  106756. }
  106757. };
  106758. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  106759. /**
  106760. * Gets a value indicating if we are currently in VR mode.
  106761. */
  106762. get: function () {
  106763. return this._webVRpresenting || this._fullscreenVRpresenting;
  106764. },
  106765. enumerable: true,
  106766. configurable: true
  106767. });
  106768. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  106769. var vrDisplay = this._scene.getEngine().getVRDevice();
  106770. if (vrDisplay) {
  106771. var wasPresenting = this._webVRpresenting;
  106772. this._webVRpresenting = vrDisplay.isPresenting;
  106773. if (wasPresenting && !this._webVRpresenting) {
  106774. this.exitVR();
  106775. }
  106776. }
  106777. else {
  106778. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  106779. }
  106780. this.updateButtonVisibility();
  106781. };
  106782. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  106783. this._webVRsupported = eventArgs.vrSupported;
  106784. this._webVRready = !!eventArgs.vrDisplay;
  106785. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  106786. this.updateButtonVisibility();
  106787. };
  106788. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  106789. if (this._canvas && !this._useCustomVRButton) {
  106790. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  106791. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  106792. }
  106793. };
  106794. VRExperienceHelper.prototype.displayVRButton = function () {
  106795. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  106796. document.body.appendChild(this._btnVR);
  106797. this._btnVRDisplayed = true;
  106798. }
  106799. };
  106800. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  106801. if (!this._btnVR || this._useCustomVRButton) {
  106802. return;
  106803. }
  106804. this._btnVR.className = "babylonVRicon";
  106805. if (this.isInVRMode) {
  106806. this._btnVR.className += " vrdisplaypresenting";
  106807. }
  106808. else {
  106809. if (this._webVRready) {
  106810. this._btnVR.className += " vrdisplayready";
  106811. }
  106812. if (this._webVRsupported) {
  106813. this._btnVR.className += " vrdisplaysupported";
  106814. }
  106815. if (this._webVRrequesting) {
  106816. this._btnVR.className += " vrdisplayrequesting";
  106817. }
  106818. }
  106819. };
  106820. /**
  106821. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  106822. * Otherwise, will use the fullscreen API.
  106823. */
  106824. VRExperienceHelper.prototype.enterVR = function () {
  106825. if (this.onEnteringVRObservable) {
  106826. try {
  106827. this.onEnteringVRObservable.notifyObservers(this);
  106828. }
  106829. catch (err) {
  106830. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  106831. }
  106832. }
  106833. if (this._scene.activeCamera) {
  106834. this._position = this._scene.activeCamera.position.clone();
  106835. // make sure that we return to the last active camera
  106836. this._existingCamera = this._scene.activeCamera;
  106837. }
  106838. if (this._webVRrequesting) {
  106839. return;
  106840. }
  106841. // If WebVR is supported and a headset is connected
  106842. if (this._webVRready) {
  106843. if (!this._webVRpresenting) {
  106844. this._webVRCamera.position = this._position;
  106845. this._scene.activeCamera = this._webVRCamera;
  106846. }
  106847. }
  106848. else if (this._vrDeviceOrientationCamera) {
  106849. this._vrDeviceOrientationCamera.position = this._position;
  106850. if (this._scene.activeCamera) {
  106851. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  106852. }
  106853. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  106854. this._scene.getEngine().switchFullscreen(true);
  106855. this.updateButtonVisibility();
  106856. }
  106857. if (this._scene.activeCamera && this._canvas) {
  106858. this._scene.activeCamera.attachControl(this._canvas);
  106859. }
  106860. if (this._interactionsEnabled) {
  106861. this._scene.registerBeforeRender(this.beforeRender);
  106862. }
  106863. this._hasEnteredVR = true;
  106864. };
  106865. /**
  106866. * Attempt to exit VR, or fullscreen.
  106867. */
  106868. VRExperienceHelper.prototype.exitVR = function () {
  106869. if (this._hasEnteredVR) {
  106870. if (this.onExitingVRObservable) {
  106871. try {
  106872. this.onExitingVRObservable.notifyObservers(this);
  106873. }
  106874. catch (err) {
  106875. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  106876. }
  106877. }
  106878. if (this._webVRpresenting) {
  106879. this._scene.getEngine().disableVR();
  106880. }
  106881. if (this._scene.activeCamera) {
  106882. this._position = this._scene.activeCamera.position.clone();
  106883. }
  106884. if (this._deviceOrientationCamera) {
  106885. this._deviceOrientationCamera.position = this._position;
  106886. this._scene.activeCamera = this._deviceOrientationCamera;
  106887. if (this._canvas) {
  106888. this._scene.activeCamera.attachControl(this._canvas);
  106889. }
  106890. }
  106891. else if (this._existingCamera) {
  106892. this._existingCamera.position = this._position;
  106893. this._scene.activeCamera = this._existingCamera;
  106894. }
  106895. this.updateButtonVisibility();
  106896. if (this._interactionsEnabled) {
  106897. this._scene.unregisterBeforeRender(this.beforeRender);
  106898. this._cameraGazer._gazeTracker.isVisible = false;
  106899. if (this._leftController) {
  106900. this._leftController._gazeTracker.isVisible = false;
  106901. }
  106902. if (this._rightController) {
  106903. this._rightController._gazeTracker.isVisible = false;
  106904. }
  106905. }
  106906. // resize to update width and height when exiting vr exits fullscreen
  106907. this._scene.getEngine().resize();
  106908. this._hasEnteredVR = false;
  106909. }
  106910. };
  106911. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  106912. /**
  106913. * The position of the vr experience helper.
  106914. */
  106915. get: function () {
  106916. return this._position;
  106917. },
  106918. /**
  106919. * Sets the position of the vr experience helper.
  106920. */
  106921. set: function (value) {
  106922. this._position = value;
  106923. if (this._scene.activeCamera) {
  106924. this._scene.activeCamera.position = value;
  106925. }
  106926. },
  106927. enumerable: true,
  106928. configurable: true
  106929. });
  106930. /**
  106931. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  106932. */
  106933. VRExperienceHelper.prototype.enableInteractions = function () {
  106934. var _this = this;
  106935. if (!this._interactionsEnabled) {
  106936. this._interactionsRequested = true;
  106937. if (this._leftController) {
  106938. this._enableInteractionOnController(this._leftController);
  106939. }
  106940. if (this._rightController) {
  106941. this._enableInteractionOnController(this._rightController);
  106942. }
  106943. this.raySelectionPredicate = function (mesh) {
  106944. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  106945. };
  106946. this.meshSelectionPredicate = function (mesh) {
  106947. return true;
  106948. };
  106949. this._raySelectionPredicate = function (mesh) {
  106950. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  106951. && mesh.name.indexOf("teleportationTarget") === -1
  106952. && mesh.name.indexOf("torusTeleportation") === -1)) {
  106953. return _this.raySelectionPredicate(mesh);
  106954. }
  106955. return false;
  106956. };
  106957. this._interactionsEnabled = true;
  106958. }
  106959. };
  106960. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  106961. get: function () {
  106962. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  106963. },
  106964. enumerable: true,
  106965. configurable: true
  106966. });
  106967. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  106968. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  106969. if (this._floorMeshesCollection[i].id === mesh.id) {
  106970. return true;
  106971. }
  106972. }
  106973. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  106974. return true;
  106975. }
  106976. return false;
  106977. };
  106978. /**
  106979. * Adds a floor mesh to be used for teleportation.
  106980. * @param floorMesh the mesh to be used for teleportation.
  106981. */
  106982. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  106983. if (!this._floorMeshesCollection) {
  106984. return;
  106985. }
  106986. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  106987. return;
  106988. }
  106989. this._floorMeshesCollection.push(floorMesh);
  106990. };
  106991. /**
  106992. * Removes a floor mesh from being used for teleportation.
  106993. * @param floorMesh the mesh to be removed.
  106994. */
  106995. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  106996. if (!this._floorMeshesCollection) {
  106997. return;
  106998. }
  106999. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  107000. if (meshIndex !== -1) {
  107001. this._floorMeshesCollection.splice(meshIndex, 1);
  107002. }
  107003. };
  107004. /**
  107005. * Enables interactions and teleportation using the VR controllers and gaze.
  107006. * @param vrTeleportationOptions options to modify teleportation behavior.
  107007. */
  107008. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  107009. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  107010. if (!this._teleportationInitialized) {
  107011. this._teleportationRequested = true;
  107012. this.enableInteractions();
  107013. if (vrTeleportationOptions.floorMeshName) {
  107014. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  107015. }
  107016. if (vrTeleportationOptions.floorMeshes) {
  107017. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  107018. }
  107019. if (this._leftController != null) {
  107020. this._enableTeleportationOnController(this._leftController);
  107021. }
  107022. if (this._rightController != null) {
  107023. this._enableTeleportationOnController(this._rightController);
  107024. }
  107025. // Creates an image processing post process for the vignette not relying
  107026. // on the main scene configuration for image processing to reduce setup and spaces
  107027. // (gamma/linear) conflicts.
  107028. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  107029. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  107030. imageProcessingConfiguration.vignetteEnabled = true;
  107031. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  107032. this._webVRCamera.detachPostProcess(this._postProcessMove);
  107033. this._teleportationInitialized = true;
  107034. if (this._isDefaultTeleportationTarget) {
  107035. this._createTeleportationCircles();
  107036. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  107037. }
  107038. }
  107039. };
  107040. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  107041. var _this = this;
  107042. var controllerMesh = controller.webVRController.mesh;
  107043. if (controllerMesh) {
  107044. controller._interactionsEnabled = true;
  107045. controller._activatePointer();
  107046. if (this.webVROptions.laserToggle) {
  107047. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  107048. // Enabling / disabling laserPointer
  107049. if (_this._displayLaserPointer && stateObject.value === 1) {
  107050. if (controller._activePointer) {
  107051. controller._deactivatePointer();
  107052. }
  107053. else {
  107054. controller._activatePointer();
  107055. }
  107056. if (_this.displayGaze) {
  107057. controller._gazeTracker.isVisible = controller._activePointer;
  107058. }
  107059. }
  107060. });
  107061. }
  107062. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  107063. var gazer = controller;
  107064. if (_this._noControllerIsActive) {
  107065. gazer = _this._cameraGazer;
  107066. }
  107067. if (!gazer._pointerDownOnMeshAsked) {
  107068. if (stateObject.value > _this._padSensibilityUp) {
  107069. gazer._selectionPointerDown();
  107070. }
  107071. }
  107072. else if (stateObject.value < _this._padSensibilityDown) {
  107073. gazer._selectionPointerUp();
  107074. }
  107075. });
  107076. }
  107077. };
  107078. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  107079. // Dont teleport if another gaze already requested teleportation
  107080. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  107081. return;
  107082. }
  107083. if (!gazer._teleportationRequestInitiated) {
  107084. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  107085. gazer._activatePointer();
  107086. gazer._teleportationRequestInitiated = true;
  107087. }
  107088. }
  107089. else {
  107090. // Listening to the proper controller values changes to confirm teleportation
  107091. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  107092. if (this._teleportActive) {
  107093. this.teleportCamera(this._haloCenter);
  107094. }
  107095. gazer._teleportationRequestInitiated = false;
  107096. }
  107097. }
  107098. };
  107099. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  107100. // Only rotate when user is not currently selecting a teleportation location
  107101. if (gazer._teleportationRequestInitiated) {
  107102. return;
  107103. }
  107104. if (!gazer._rotationLeftAsked) {
  107105. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  107106. gazer._rotationLeftAsked = true;
  107107. if (this._rotationAllowed) {
  107108. this._rotateCamera(false);
  107109. }
  107110. }
  107111. }
  107112. else {
  107113. if (stateObject.x > -this._padSensibilityDown) {
  107114. gazer._rotationLeftAsked = false;
  107115. }
  107116. }
  107117. if (!gazer._rotationRightAsked) {
  107118. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  107119. gazer._rotationRightAsked = true;
  107120. if (this._rotationAllowed) {
  107121. this._rotateCamera(true);
  107122. }
  107123. }
  107124. }
  107125. else {
  107126. if (stateObject.x < this._padSensibilityDown) {
  107127. gazer._rotationRightAsked = false;
  107128. }
  107129. }
  107130. };
  107131. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  107132. // Only teleport backwards when user is not currently selecting a teleportation location
  107133. if (gazer._teleportationRequestInitiated) {
  107134. return;
  107135. }
  107136. // Teleport backwards
  107137. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  107138. if (!gazer._teleportationBackRequestInitiated) {
  107139. if (!this.currentVRCamera) {
  107140. return;
  107141. }
  107142. // Get rotation and position of the current camera
  107143. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  107144. var position = this.currentVRCamera.position;
  107145. // If the camera has device position, use that instead
  107146. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  107147. rotation = this.currentVRCamera.deviceRotationQuaternion;
  107148. position = this.currentVRCamera.devicePosition;
  107149. }
  107150. // Get matrix with only the y rotation of the device rotation
  107151. rotation.toEulerAnglesToRef(this._workingVector);
  107152. this._workingVector.z = 0;
  107153. this._workingVector.x = 0;
  107154. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  107155. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  107156. // Rotate backwards ray by device rotation to cast at the ground behind the user
  107157. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  107158. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  107159. var ray = new BABYLON.Ray(position, this._workingVector);
  107160. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107161. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  107162. this.teleportCamera(hit.pickedPoint);
  107163. }
  107164. gazer._teleportationBackRequestInitiated = true;
  107165. }
  107166. }
  107167. else {
  107168. gazer._teleportationBackRequestInitiated = false;
  107169. }
  107170. };
  107171. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  107172. var _this = this;
  107173. var controllerMesh = controller.webVRController.mesh;
  107174. if (controllerMesh) {
  107175. if (!controller._interactionsEnabled) {
  107176. this._enableInteractionOnController(controller);
  107177. }
  107178. controller._interactionsEnabled = true;
  107179. controller._teleportationEnabled = true;
  107180. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107181. controller._dpadPressed = false;
  107182. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  107183. controller._dpadPressed = stateObject.pressed;
  107184. if (!controller._dpadPressed) {
  107185. controller._rotationLeftAsked = false;
  107186. controller._rotationRightAsked = false;
  107187. controller._teleportationBackRequestInitiated = false;
  107188. }
  107189. });
  107190. }
  107191. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  107192. if (_this.teleportationEnabled) {
  107193. _this._checkTeleportBackwards(stateObject, controller);
  107194. _this._checkTeleportWithRay(stateObject, controller);
  107195. }
  107196. _this._checkRotate(stateObject, controller);
  107197. });
  107198. }
  107199. };
  107200. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  107201. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  107202. this._teleportationTarget.isPickable = false;
  107203. var length = 512;
  107204. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  107205. dynamicTexture.hasAlpha = true;
  107206. var context = dynamicTexture.getContext();
  107207. var centerX = length / 2;
  107208. var centerY = length / 2;
  107209. var radius = 200;
  107210. context.beginPath();
  107211. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  107212. context.fillStyle = this._teleportationFillColor;
  107213. context.fill();
  107214. context.lineWidth = 10;
  107215. context.strokeStyle = this._teleportationBorderColor;
  107216. context.stroke();
  107217. context.closePath();
  107218. dynamicTexture.update();
  107219. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  107220. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  107221. this._teleportationTarget.material = teleportationCircleMaterial;
  107222. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  107223. torus.isPickable = false;
  107224. torus.parent = this._teleportationTarget;
  107225. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  107226. var keys = [];
  107227. keys.push({
  107228. frame: 0,
  107229. value: 0
  107230. });
  107231. keys.push({
  107232. frame: 30,
  107233. value: 0.4
  107234. });
  107235. keys.push({
  107236. frame: 60,
  107237. value: 0
  107238. });
  107239. animationInnerCircle.setKeys(keys);
  107240. var easingFunction = new BABYLON.SineEase();
  107241. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  107242. animationInnerCircle.setEasingFunction(easingFunction);
  107243. torus.animations = [];
  107244. torus.animations.push(animationInnerCircle);
  107245. this._scene.beginAnimation(torus, 0, 60, true);
  107246. this._hideTeleportationTarget();
  107247. };
  107248. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  107249. this._teleportActive = true;
  107250. if (this._teleportationInitialized) {
  107251. this._teleportationTarget.isVisible = true;
  107252. if (this._isDefaultTeleportationTarget) {
  107253. this._teleportationTarget.getChildren()[0].isVisible = true;
  107254. }
  107255. }
  107256. };
  107257. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  107258. this._teleportActive = false;
  107259. if (this._teleportationInitialized) {
  107260. this._teleportationTarget.isVisible = false;
  107261. if (this._isDefaultTeleportationTarget) {
  107262. this._teleportationTarget.getChildren()[0].isVisible = false;
  107263. }
  107264. }
  107265. };
  107266. VRExperienceHelper.prototype._rotateCamera = function (right) {
  107267. var _this = this;
  107268. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107269. return;
  107270. }
  107271. if (right) {
  107272. this._rotationAngle++;
  107273. }
  107274. else {
  107275. this._rotationAngle--;
  107276. }
  107277. this.currentVRCamera.animations = [];
  107278. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  107279. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107280. var animationRotationKeys = [];
  107281. animationRotationKeys.push({
  107282. frame: 0,
  107283. value: this.currentVRCamera.rotationQuaternion
  107284. });
  107285. animationRotationKeys.push({
  107286. frame: 6,
  107287. value: target
  107288. });
  107289. animationRotation.setKeys(animationRotationKeys);
  107290. animationRotation.setEasingFunction(this._circleEase);
  107291. this.currentVRCamera.animations.push(animationRotation);
  107292. this._postProcessMove.animations = [];
  107293. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107294. var vignetteWeightKeys = [];
  107295. vignetteWeightKeys.push({
  107296. frame: 0,
  107297. value: 0
  107298. });
  107299. vignetteWeightKeys.push({
  107300. frame: 3,
  107301. value: 4
  107302. });
  107303. vignetteWeightKeys.push({
  107304. frame: 6,
  107305. value: 0
  107306. });
  107307. animationPP.setKeys(vignetteWeightKeys);
  107308. animationPP.setEasingFunction(this._circleEase);
  107309. this._postProcessMove.animations.push(animationPP);
  107310. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107311. var vignetteStretchKeys = [];
  107312. vignetteStretchKeys.push({
  107313. frame: 0,
  107314. value: 0
  107315. });
  107316. vignetteStretchKeys.push({
  107317. frame: 3,
  107318. value: 10
  107319. });
  107320. vignetteStretchKeys.push({
  107321. frame: 6,
  107322. value: 0
  107323. });
  107324. animationPP2.setKeys(vignetteStretchKeys);
  107325. animationPP2.setEasingFunction(this._circleEase);
  107326. this._postProcessMove.animations.push(animationPP2);
  107327. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107328. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107329. this._postProcessMove.samples = 4;
  107330. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107331. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  107332. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107333. });
  107334. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  107335. };
  107336. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  107337. if (hit.pickedPoint) {
  107338. if (gazer._teleportationRequestInitiated) {
  107339. this._displayTeleportationTarget();
  107340. this._haloCenter.copyFrom(hit.pickedPoint);
  107341. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  107342. }
  107343. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  107344. if (pickNormal) {
  107345. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107346. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107347. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  107348. }
  107349. this._teleportationTarget.position.y += 0.1;
  107350. }
  107351. };
  107352. /**
  107353. * Teleports the users feet to the desired location
  107354. * @param location The location where the user's feet should be placed
  107355. */
  107356. VRExperienceHelper.prototype.teleportCamera = function (location) {
  107357. var _this = this;
  107358. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107359. return;
  107360. }
  107361. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  107362. // offset of the headset from the anchor.
  107363. if (this.webVRCamera.leftCamera) {
  107364. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  107365. this._workingVector.subtractInPlace(this.webVRCamera.position);
  107366. location.subtractToRef(this._workingVector, this._workingVector);
  107367. }
  107368. else {
  107369. this._workingVector.copyFrom(location);
  107370. }
  107371. // Add height to account for user's height offset
  107372. if (this.isInVRMode) {
  107373. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  107374. }
  107375. else {
  107376. this._workingVector.y += this._defaultHeight;
  107377. }
  107378. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  107379. // Create animation from the camera's position to the new location
  107380. this.currentVRCamera.animations = [];
  107381. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107382. var animationCameraTeleportationKeys = [{
  107383. frame: 0,
  107384. value: this.currentVRCamera.position
  107385. },
  107386. {
  107387. frame: 11,
  107388. value: this._workingVector
  107389. }
  107390. ];
  107391. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  107392. animationCameraTeleportation.setEasingFunction(this._circleEase);
  107393. this.currentVRCamera.animations.push(animationCameraTeleportation);
  107394. this._postProcessMove.animations = [];
  107395. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107396. var vignetteWeightKeys = [];
  107397. vignetteWeightKeys.push({
  107398. frame: 0,
  107399. value: 0
  107400. });
  107401. vignetteWeightKeys.push({
  107402. frame: 5,
  107403. value: 8
  107404. });
  107405. vignetteWeightKeys.push({
  107406. frame: 11,
  107407. value: 0
  107408. });
  107409. animationPP.setKeys(vignetteWeightKeys);
  107410. this._postProcessMove.animations.push(animationPP);
  107411. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  107412. var vignetteStretchKeys = [];
  107413. vignetteStretchKeys.push({
  107414. frame: 0,
  107415. value: 0
  107416. });
  107417. vignetteStretchKeys.push({
  107418. frame: 5,
  107419. value: 10
  107420. });
  107421. vignetteStretchKeys.push({
  107422. frame: 11,
  107423. value: 0
  107424. });
  107425. animationPP2.setKeys(vignetteStretchKeys);
  107426. this._postProcessMove.animations.push(animationPP2);
  107427. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  107428. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  107429. this._webVRCamera.attachPostProcess(this._postProcessMove);
  107430. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  107431. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  107432. });
  107433. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  107434. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  107435. });
  107436. this._hideTeleportationTarget();
  107437. };
  107438. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  107439. if (normal) {
  107440. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  107441. if (angle < Math.PI / 2) {
  107442. normal.scaleInPlace(-1);
  107443. }
  107444. }
  107445. return normal;
  107446. };
  107447. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  107448. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  107449. return;
  107450. }
  107451. var ray = gazer._getForwardRay(this._rayLength);
  107452. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  107453. if (hit) {
  107454. // Populate the contrllers mesh that can be used for drag/drop
  107455. if (gazer._laserPointer) {
  107456. hit.originMesh = gazer._laserPointer.parent;
  107457. }
  107458. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  107459. }
  107460. gazer._currentHit = hit;
  107461. // Moving the gazeTracker on the mesh face targetted
  107462. if (hit && hit.pickedPoint) {
  107463. if (this._displayGaze) {
  107464. var multiplier = 1;
  107465. gazer._gazeTracker.isVisible = true;
  107466. if (gazer._isActionableMesh) {
  107467. multiplier = 3;
  107468. }
  107469. if (this.updateGazeTrackerScale) {
  107470. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  107471. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  107472. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  107473. }
  107474. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  107475. // To avoid z-fighting
  107476. var deltaFighting = 0.002;
  107477. if (pickNormal) {
  107478. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  107479. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  107480. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  107481. }
  107482. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  107483. if (gazer._gazeTracker.position.x < 0) {
  107484. gazer._gazeTracker.position.x += deltaFighting;
  107485. }
  107486. else {
  107487. gazer._gazeTracker.position.x -= deltaFighting;
  107488. }
  107489. if (gazer._gazeTracker.position.y < 0) {
  107490. gazer._gazeTracker.position.y += deltaFighting;
  107491. }
  107492. else {
  107493. gazer._gazeTracker.position.y -= deltaFighting;
  107494. }
  107495. if (gazer._gazeTracker.position.z < 0) {
  107496. gazer._gazeTracker.position.z += deltaFighting;
  107497. }
  107498. else {
  107499. gazer._gazeTracker.position.z -= deltaFighting;
  107500. }
  107501. }
  107502. // Changing the size of the laser pointer based on the distance from the targetted point
  107503. gazer._updatePointerDistance(hit.distance);
  107504. }
  107505. else {
  107506. gazer._updatePointerDistance();
  107507. gazer._gazeTracker.isVisible = false;
  107508. }
  107509. if (hit && hit.pickedMesh) {
  107510. // The object selected is the floor, we're in a teleportation scenario
  107511. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  107512. // Moving the teleportation area to this targetted point
  107513. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  107514. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  107515. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107516. }
  107517. gazer._currentMeshSelected = null;
  107518. if (gazer._teleportationRequestInitiated) {
  107519. this._moveTeleportationSelectorTo(hit, gazer, ray);
  107520. }
  107521. return;
  107522. }
  107523. // If not, we're in a selection scenario
  107524. //this._teleportationAllowed = false;
  107525. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  107526. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  107527. this.onNewMeshPicked.notifyObservers(hit);
  107528. gazer._currentMeshSelected = hit.pickedMesh;
  107529. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  107530. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  107531. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  107532. gazer._isActionableMesh = true;
  107533. }
  107534. else {
  107535. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107536. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107537. gazer._isActionableMesh = false;
  107538. }
  107539. try {
  107540. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  107541. }
  107542. catch (err) {
  107543. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  107544. }
  107545. }
  107546. else {
  107547. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107548. gazer._currentMeshSelected = null;
  107549. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107550. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107551. }
  107552. }
  107553. }
  107554. else {
  107555. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  107556. gazer._currentMeshSelected = null;
  107557. //this._teleportationAllowed = false;
  107558. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107559. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  107560. }
  107561. };
  107562. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  107563. if (mesh) {
  107564. this.onSelectedMeshUnselected.notifyObservers(mesh);
  107565. }
  107566. };
  107567. /**
  107568. * Sets the color of the laser ray from the vr controllers.
  107569. * @param color new color for the ray.
  107570. */
  107571. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  107572. if (this._leftController) {
  107573. this._leftController._setLaserPointerColor(color);
  107574. }
  107575. if (this._rightController) {
  107576. this._rightController._setLaserPointerColor(color);
  107577. }
  107578. };
  107579. /**
  107580. * Sets the color of the ray from the vr headsets gaze.
  107581. * @param color new color for the ray.
  107582. */
  107583. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  107584. if (!this._cameraGazer._gazeTracker.material) {
  107585. return;
  107586. }
  107587. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  107588. if (this._leftController) {
  107589. this._leftController._gazeTracker.material.emissiveColor = color;
  107590. }
  107591. if (this._rightController) {
  107592. this._rightController._gazeTracker.material.emissiveColor = color;
  107593. }
  107594. };
  107595. /**
  107596. * Exits VR and disposes of the vr experience helper
  107597. */
  107598. VRExperienceHelper.prototype.dispose = function () {
  107599. if (this.isInVRMode) {
  107600. this.exitVR();
  107601. }
  107602. if (this._postProcessMove) {
  107603. this._postProcessMove.dispose();
  107604. }
  107605. if (this._webVRCamera) {
  107606. this._webVRCamera.dispose();
  107607. }
  107608. if (this._vrDeviceOrientationCamera) {
  107609. this._vrDeviceOrientationCamera.dispose();
  107610. }
  107611. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  107612. document.body.removeChild(this._btnVR);
  107613. }
  107614. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  107615. this._deviceOrientationCamera.dispose();
  107616. }
  107617. if (this._cameraGazer) {
  107618. this._cameraGazer.dispose();
  107619. }
  107620. if (this._leftController) {
  107621. this._leftController.dispose();
  107622. }
  107623. if (this._rightController) {
  107624. this._rightController.dispose();
  107625. }
  107626. if (this._teleportationTarget) {
  107627. this._teleportationTarget.dispose();
  107628. }
  107629. this._floorMeshesCollection = [];
  107630. document.removeEventListener("keydown", this._onKeyDown);
  107631. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107632. window.removeEventListener("resize", this._onResize);
  107633. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  107634. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  107635. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  107636. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  107637. document.onmsfullscreenchange = null;
  107638. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  107639. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  107640. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  107641. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  107642. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  107643. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  107644. this._scene.unregisterBeforeRender(this.beforeRender);
  107645. };
  107646. /**
  107647. * Gets the name of the VRExperienceHelper class
  107648. * @returns "VRExperienceHelper"
  107649. */
  107650. VRExperienceHelper.prototype.getClassName = function () {
  107651. return "VRExperienceHelper";
  107652. };
  107653. return VRExperienceHelper;
  107654. }());
  107655. BABYLON.VRExperienceHelper = VRExperienceHelper;
  107656. })(BABYLON || (BABYLON = {}));
  107657. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  107658. var BABYLON;
  107659. (function (BABYLON) {
  107660. /**
  107661. * WebXR Camera which holds the views for the xrSession
  107662. * @see https://doc.babylonjs.com/how_to/webxr
  107663. */
  107664. var WebXRCamera = /** @class */ (function (_super) {
  107665. __extends(WebXRCamera, _super);
  107666. /**
  107667. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  107668. * @param name the name of the camera
  107669. * @param scene the scene to add the camera to
  107670. */
  107671. function WebXRCamera(name, scene) {
  107672. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  107673. // Initial camera configuration
  107674. _this.minZ = 0;
  107675. _this.rotationQuaternion = new BABYLON.Quaternion();
  107676. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  107677. _this._updateNumberOfRigCameras(1);
  107678. return _this;
  107679. }
  107680. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  107681. if (viewCount === void 0) { viewCount = 1; }
  107682. while (this.rigCameras.length < viewCount) {
  107683. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  107684. newCamera.minZ = 0;
  107685. newCamera.parent = this;
  107686. this.rigCameras.push(newCamera);
  107687. }
  107688. while (this.rigCameras.length > viewCount) {
  107689. var removedCamera = this.rigCameras.pop();
  107690. if (removedCamera) {
  107691. removedCamera.dispose();
  107692. }
  107693. }
  107694. };
  107695. /** @hidden */
  107696. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  107697. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  107698. // Create initial camera rigs
  107699. this._updateNumberOfRigCameras(2);
  107700. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  107701. this.rigCameras[0].position.x = -pupilDistance / 2;
  107702. this.rigCameras[0].outputRenderTarget = null;
  107703. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  107704. this.rigCameras[1].position.x = pupilDistance / 2;
  107705. this.rigCameras[1].outputRenderTarget = null;
  107706. };
  107707. /**
  107708. * Updates the cameras position from the current pose information of the XR session
  107709. * @param xrSessionManager the session containing pose information
  107710. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  107711. */
  107712. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  107713. var _this = this;
  107714. // Ensure all frame data is available
  107715. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  107716. return false;
  107717. }
  107718. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  107719. if (!pose || !pose.poseModelMatrix) {
  107720. return false;
  107721. }
  107722. // Update the parent cameras matrix
  107723. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  107724. if (!this._scene.useRightHandedSystem) {
  107725. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  107726. }
  107727. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  107728. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  107729. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  107730. this.computeWorldMatrix();
  107731. // Update camera rigs
  107732. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  107733. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  107734. // Update view/projection matrix
  107735. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  107736. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  107737. if (!_this._scene.useRightHandedSystem) {
  107738. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  107739. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107740. }
  107741. // Update viewport
  107742. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  107743. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  107744. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  107745. _this.rigCameras[i].viewport.width = viewport.width / width;
  107746. _this.rigCameras[i].viewport.height = viewport.height / height;
  107747. _this.rigCameras[i].viewport.x = viewport.x / width;
  107748. _this.rigCameras[i].viewport.y = viewport.y / height;
  107749. // Set cameras to render to the session's render target
  107750. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  107751. });
  107752. return true;
  107753. };
  107754. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  107755. return WebXRCamera;
  107756. }(BABYLON.FreeCamera));
  107757. BABYLON.WebXRCamera = WebXRCamera;
  107758. })(BABYLON || (BABYLON = {}));
  107759. //# sourceMappingURL=babylon.webXRCamera.js.map
  107760. var BABYLON;
  107761. (function (BABYLON) {
  107762. /**
  107763. * Manages an XRSession
  107764. * @see https://doc.babylonjs.com/how_to/webxr
  107765. */
  107766. var WebXRSessionManager = /** @class */ (function () {
  107767. /**
  107768. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  107769. * @param scene The scene which the session should be created for
  107770. */
  107771. function WebXRSessionManager(scene) {
  107772. this.scene = scene;
  107773. /**
  107774. * Fires every time a new xrFrame arrives which can be used to update the camera
  107775. */
  107776. this.onXRFrameObservable = new BABYLON.Observable();
  107777. /**
  107778. * Fires when the xr session is ended either by the device or manually done
  107779. */
  107780. this.onXRSessionEnded = new BABYLON.Observable();
  107781. /** @hidden */
  107782. this._sessionRenderTargetTexture = null;
  107783. this._tmpMatrix = new BABYLON.Matrix();
  107784. }
  107785. /**
  107786. * Initializes the manager, this must be done with a user action (eg. button click event)
  107787. * After initialization enterXR can be called to start an XR session
  107788. * @returns Promise which resolves after it is initialized
  107789. */
  107790. WebXRSessionManager.prototype.initialize = function () {
  107791. var _this = this;
  107792. // Check if the browser supports webXR
  107793. this._xrNavigator = navigator;
  107794. if (!this._xrNavigator.xr) {
  107795. return Promise.reject("webXR not supported by this browser");
  107796. }
  107797. // Request the webXR device
  107798. return this._xrNavigator.xr.requestDevice().then(function (device) {
  107799. _this._xrDevice = device;
  107800. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  107801. });
  107802. };
  107803. /**
  107804. * Enters XR with the desired XR session options
  107805. * @param sessionCreationOptions xr options to create the session with
  107806. * @param frameOfReferenceType option to configure how the xr pose is expressed
  107807. * @returns Promise which resolves after it enters XR
  107808. */
  107809. WebXRSessionManager.prototype.enterXR = function (sessionCreationOptions, frameOfReferenceType) {
  107810. var _this = this;
  107811. // initialize session
  107812. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  107813. _this._xrSession = session;
  107814. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  107815. _this._xrSession.addEventListener("end", function () {
  107816. // Remove render target texture and notify frame obervers
  107817. _this._sessionRenderTargetTexture = null;
  107818. // Restore frame buffer to avoid clear on xr framebuffer after session end
  107819. _this.scene.getEngine().restoreDefaultFramebuffer();
  107820. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  107821. _this.scene.getEngine().customAnimationFrameRequester = null;
  107822. _this.onXRSessionEnded.notifyObservers(null);
  107823. _this.scene.getEngine()._renderLoop();
  107824. }, { once: true });
  107825. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  107826. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  107827. }).then(function (frameOfRef) {
  107828. _this._frameOfReference = frameOfRef;
  107829. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  107830. _this.scene.getEngine().customAnimationFrameRequester = {
  107831. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  107832. renderFunction: function (timestamp, xrFrame) {
  107833. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  107834. _this._currentXRFrame = xrFrame;
  107835. _this.onXRFrameObservable.notifyObservers(null);
  107836. _this.scene.getEngine()._renderLoop();
  107837. }
  107838. };
  107839. // Create render target texture from xr's webgl render target
  107840. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  107841. // Stop window's animation frame and trigger sessions animation frame
  107842. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  107843. _this.scene.getEngine()._renderLoop();
  107844. });
  107845. };
  107846. /**
  107847. * Stops the xrSession and restores the renderloop
  107848. * @returns Promise which resolves after it exits XR
  107849. */
  107850. WebXRSessionManager.prototype.exitXR = function () {
  107851. return this._xrSession.end();
  107852. };
  107853. /**
  107854. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  107855. * @param ray ray to cast into the environment
  107856. * @returns Promise which resolves with a collision point in the environment if it exists
  107857. */
  107858. WebXRSessionManager.prototype.environmentPointHitTest = function (ray) {
  107859. var _this = this;
  107860. return new Promise(function (res, rej) {
  107861. // Compute left handed inputs to request hit test
  107862. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  107863. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  107864. if (!_this.scene.useRightHandedSystem) {
  107865. origin[2] *= -1;
  107866. direction[2] *= -1;
  107867. }
  107868. // Fire hittest
  107869. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  107870. .then(function (hits) {
  107871. if (hits.length > 0) {
  107872. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  107873. var hitPoint = _this._tmpMatrix.getTranslation();
  107874. if (!_this.scene.useRightHandedSystem) {
  107875. hitPoint.z *= -1;
  107876. }
  107877. res(hitPoint);
  107878. }
  107879. else {
  107880. res(null);
  107881. }
  107882. }).catch(function (e) {
  107883. res(null);
  107884. });
  107885. });
  107886. };
  107887. /**
  107888. * @hidden
  107889. * Converts the render layer of xrSession to a render target
  107890. * @param session session to create render target for
  107891. * @param scene scene the new render target should be created for
  107892. */
  107893. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  107894. // Create internal texture
  107895. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  107896. internalTexture.width = session.baseLayer.framebufferWidth;
  107897. internalTexture.height = session.baseLayer.framebufferHeight;
  107898. internalTexture._framebuffer = session.baseLayer.framebuffer;
  107899. // Create render target texture from the internal texture
  107900. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  107901. renderTargetTexture._texture = internalTexture;
  107902. return renderTargetTexture;
  107903. };
  107904. /**
  107905. * Disposes of the session manager
  107906. */
  107907. WebXRSessionManager.prototype.dispose = function () {
  107908. this.onXRFrameObservable.clear();
  107909. this.onXRSessionEnded.clear();
  107910. };
  107911. return WebXRSessionManager;
  107912. }());
  107913. BABYLON.WebXRSessionManager = WebXRSessionManager;
  107914. })(BABYLON || (BABYLON = {}));
  107915. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  107916. var BABYLON;
  107917. (function (BABYLON) {
  107918. /**
  107919. * States of the webXR experience
  107920. */
  107921. var WebXRState;
  107922. (function (WebXRState) {
  107923. /**
  107924. * Transitioning to/from being in XR mode
  107925. */
  107926. WebXRState[WebXRState["TRANSITION"] = 0] = "TRANSITION";
  107927. /**
  107928. * In XR mode and presenting
  107929. */
  107930. WebXRState[WebXRState["IN_XR"] = 1] = "IN_XR";
  107931. /**
  107932. * Not entered XR mode
  107933. */
  107934. WebXRState[WebXRState["NOT_IN_XR"] = 2] = "NOT_IN_XR";
  107935. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  107936. /**
  107937. * Helper class used to enable XR
  107938. * @see https://doc.babylonjs.com/how_to/webxr
  107939. */
  107940. var WebXRExperienceHelper = /** @class */ (function () {
  107941. /**
  107942. * Creates a WebXRExperienceHelper
  107943. * @param scene The scene the helper should be created in
  107944. */
  107945. function WebXRExperienceHelper(scene) {
  107946. this.scene = scene;
  107947. /**
  107948. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  107949. */
  107950. this.state = WebXRState.NOT_IN_XR;
  107951. /**
  107952. * Fires when the state of the experience helper has changed
  107953. */
  107954. this.onStateChangedObservable = new BABYLON.Observable();
  107955. this._nonVRCamera = null;
  107956. this._originalSceneAutoClear = true;
  107957. this.camera = new BABYLON.WebXRCamera("", scene);
  107958. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  107959. this.container = new BABYLON.AbstractMesh("", scene);
  107960. this._sessionManager.initialize();
  107961. }
  107962. /**
  107963. * Exits XR mode and returns the scene to its original state
  107964. * @returns promise that resolves after xr mode has exited
  107965. */
  107966. WebXRExperienceHelper.prototype.exitXR = function () {
  107967. this.state = WebXRState.TRANSITION;
  107968. this.onStateChangedObservable.notifyObservers(this.state);
  107969. return this._sessionManager.exitXR();
  107970. };
  107971. /**
  107972. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  107973. * @param sessionCreationOptions options for the XR session
  107974. * @param frameOfReference frame of reference of the XR session
  107975. * @returns promise that resolves after xr mode has entered
  107976. */
  107977. WebXRExperienceHelper.prototype.enterXR = function (sessionCreationOptions, frameOfReference) {
  107978. var _this = this;
  107979. this.state = WebXRState.TRANSITION;
  107980. this.onStateChangedObservable.notifyObservers(this.state);
  107981. this._createCanvas();
  107982. if (!sessionCreationOptions.outputContext) {
  107983. sessionCreationOptions.outputContext = this._outputCanvasContext;
  107984. }
  107985. return this._sessionManager.enterXR(sessionCreationOptions, frameOfReference).then(function () {
  107986. // Cache pre xr scene settings
  107987. _this._originalSceneAutoClear = _this.scene.autoClear;
  107988. _this._nonVRCamera = _this.scene.activeCamera;
  107989. // Overwrite current scene settings
  107990. _this.scene.autoClear = false;
  107991. _this.scene.activeCamera = _this.camera;
  107992. _this._sessionManager.onXRFrameObservable.add(function () {
  107993. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  107994. });
  107995. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  107996. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  107997. _this.camera.rigCameras.forEach(function (c) {
  107998. c.outputRenderTarget = null;
  107999. });
  108000. // Restore scene settings
  108001. _this.scene.autoClear = _this._originalSceneAutoClear;
  108002. _this.scene.activeCamera = _this._nonVRCamera;
  108003. _this._sessionManager.onXRFrameObservable.clear();
  108004. _this._removeCanvas();
  108005. _this.state = WebXRState.NOT_IN_XR;
  108006. _this.onStateChangedObservable.notifyObservers(_this.state);
  108007. });
  108008. _this.state = WebXRState.IN_XR;
  108009. _this.onStateChangedObservable.notifyObservers(_this.state);
  108010. });
  108011. };
  108012. /**
  108013. * Disposes of the experience helper
  108014. */
  108015. WebXRExperienceHelper.prototype.dispose = function () {
  108016. this.camera.dispose();
  108017. this.container.dispose();
  108018. this._removeCanvas();
  108019. this.onStateChangedObservable.clear();
  108020. this._sessionManager.dispose();
  108021. };
  108022. // create canvas used to mirror/vr xr content in fullscreen
  108023. WebXRExperienceHelper.prototype._createCanvas = function () {
  108024. this._removeCanvas();
  108025. this._outputCanvas = document.createElement('canvas');
  108026. this._outputCanvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #48989e;";
  108027. document.body.appendChild(this._outputCanvas);
  108028. this._outputCanvasContext = this._outputCanvas.getContext('xrpresent');
  108029. };
  108030. WebXRExperienceHelper.prototype._removeCanvas = function () {
  108031. if (this._outputCanvas && document.body.contains(this._outputCanvas)) {
  108032. document.body.removeChild(this._outputCanvas);
  108033. }
  108034. };
  108035. return WebXRExperienceHelper;
  108036. }());
  108037. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  108038. })(BABYLON || (BABYLON = {}));
  108039. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  108040. // Mainly based on these 2 articles :
  108041. // 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
  108042. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  108043. var BABYLON;
  108044. (function (BABYLON) {
  108045. /**
  108046. * Defines the potential axis of a Joystick
  108047. */
  108048. var JoystickAxis;
  108049. (function (JoystickAxis) {
  108050. /** X axis */
  108051. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  108052. /** Y axis */
  108053. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  108054. /** Z axis */
  108055. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  108056. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  108057. /**
  108058. * Class used to define virtual joystick (used in touch mode)
  108059. */
  108060. var VirtualJoystick = /** @class */ (function () {
  108061. /**
  108062. * Creates a new virtual joystick
  108063. * @param leftJoystick defines that the joystick is for left hand (false by default)
  108064. */
  108065. function VirtualJoystick(leftJoystick) {
  108066. var _this = this;
  108067. if (leftJoystick) {
  108068. this._leftJoystick = true;
  108069. }
  108070. else {
  108071. this._leftJoystick = false;
  108072. }
  108073. VirtualJoystick._globalJoystickIndex++;
  108074. // By default left & right arrow keys are moving the X
  108075. // and up & down keys are moving the Y
  108076. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108077. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108078. this.reverseLeftRight = false;
  108079. this.reverseUpDown = false;
  108080. // collections of pointers
  108081. this._touches = new BABYLON.StringDictionary();
  108082. this.deltaPosition = BABYLON.Vector3.Zero();
  108083. this._joystickSensibility = 25;
  108084. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108085. this._onResize = function (evt) {
  108086. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108087. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108088. if (VirtualJoystick.vjCanvas) {
  108089. VirtualJoystick.vjCanvas.width = VirtualJoystick.vjCanvasWidth;
  108090. VirtualJoystick.vjCanvas.height = VirtualJoystick.vjCanvasHeight;
  108091. }
  108092. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  108093. };
  108094. // injecting a canvas element on top of the canvas 3D game
  108095. if (!VirtualJoystick.vjCanvas) {
  108096. window.addEventListener("resize", this._onResize, false);
  108097. VirtualJoystick.vjCanvas = document.createElement("canvas");
  108098. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  108099. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  108100. VirtualJoystick.vjCanvas.width = window.innerWidth;
  108101. VirtualJoystick.vjCanvas.height = window.innerHeight;
  108102. VirtualJoystick.vjCanvas.style.width = "100%";
  108103. VirtualJoystick.vjCanvas.style.height = "100%";
  108104. VirtualJoystick.vjCanvas.style.position = "absolute";
  108105. VirtualJoystick.vjCanvas.style.backgroundColor = "transparent";
  108106. VirtualJoystick.vjCanvas.style.top = "0px";
  108107. VirtualJoystick.vjCanvas.style.left = "0px";
  108108. VirtualJoystick.vjCanvas.style.zIndex = "5";
  108109. VirtualJoystick.vjCanvas.style.msTouchAction = "none";
  108110. // Support for jQuery PEP polyfill
  108111. VirtualJoystick.vjCanvas.setAttribute("touch-action", "none");
  108112. var context = VirtualJoystick.vjCanvas.getContext('2d');
  108113. if (!context) {
  108114. throw new Error("Unable to create canvas for virtual joystick");
  108115. }
  108116. VirtualJoystick.vjCanvasContext = context;
  108117. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  108118. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108119. document.body.appendChild(VirtualJoystick.vjCanvas);
  108120. }
  108121. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvas.width / 2;
  108122. this.pressed = false;
  108123. // default joystick color
  108124. this._joystickColor = "cyan";
  108125. this._joystickPointerID = -1;
  108126. // current joystick position
  108127. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  108128. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  108129. // origin joystick position
  108130. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  108131. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  108132. this._onPointerDownHandlerRef = function (evt) {
  108133. _this._onPointerDown(evt);
  108134. };
  108135. this._onPointerMoveHandlerRef = function (evt) {
  108136. _this._onPointerMove(evt);
  108137. };
  108138. this._onPointerUpHandlerRef = function (evt) {
  108139. _this._onPointerUp(evt);
  108140. };
  108141. VirtualJoystick.vjCanvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  108142. VirtualJoystick.vjCanvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  108143. VirtualJoystick.vjCanvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  108144. VirtualJoystick.vjCanvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  108145. VirtualJoystick.vjCanvas.addEventListener("contextmenu", function (evt) {
  108146. evt.preventDefault(); // Disables system menu
  108147. }, false);
  108148. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108149. }
  108150. /**
  108151. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  108152. * @param newJoystickSensibility defines the new sensibility
  108153. */
  108154. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  108155. this._joystickSensibility = newJoystickSensibility;
  108156. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  108157. };
  108158. VirtualJoystick.prototype._onPointerDown = function (e) {
  108159. var positionOnScreenCondition;
  108160. e.preventDefault();
  108161. if (this._leftJoystick === true) {
  108162. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  108163. }
  108164. else {
  108165. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  108166. }
  108167. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  108168. // First contact will be dedicated to the virtual joystick
  108169. this._joystickPointerID = e.pointerId;
  108170. this._joystickPointerStartPos.x = e.clientX;
  108171. this._joystickPointerStartPos.y = e.clientY;
  108172. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  108173. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  108174. this._deltaJoystickVector.x = 0;
  108175. this._deltaJoystickVector.y = 0;
  108176. this.pressed = true;
  108177. this._touches.add(e.pointerId.toString(), e);
  108178. }
  108179. else {
  108180. // You can only trigger the action buttons with a joystick declared
  108181. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  108182. this._action();
  108183. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  108184. }
  108185. }
  108186. };
  108187. VirtualJoystick.prototype._onPointerMove = function (e) {
  108188. // If the current pointer is the one associated to the joystick (first touch contact)
  108189. if (this._joystickPointerID == e.pointerId) {
  108190. this._joystickPointerPos.x = e.clientX;
  108191. this._joystickPointerPos.y = e.clientY;
  108192. this._deltaJoystickVector = this._joystickPointerPos.clone();
  108193. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  108194. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  108195. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  108196. switch (this._axisTargetedByLeftAndRight) {
  108197. case JoystickAxis.X:
  108198. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  108199. break;
  108200. case JoystickAxis.Y:
  108201. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  108202. break;
  108203. case JoystickAxis.Z:
  108204. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  108205. break;
  108206. }
  108207. var directionUpDown = this.reverseUpDown ? 1 : -1;
  108208. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  108209. switch (this._axisTargetedByUpAndDown) {
  108210. case JoystickAxis.X:
  108211. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  108212. break;
  108213. case JoystickAxis.Y:
  108214. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  108215. break;
  108216. case JoystickAxis.Z:
  108217. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  108218. break;
  108219. }
  108220. }
  108221. else {
  108222. var data = this._touches.get(e.pointerId.toString());
  108223. if (data) {
  108224. data.x = e.clientX;
  108225. data.y = e.clientY;
  108226. }
  108227. }
  108228. };
  108229. VirtualJoystick.prototype._onPointerUp = function (e) {
  108230. if (this._joystickPointerID == e.pointerId) {
  108231. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  108232. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  108233. this._joystickPointerID = -1;
  108234. this.pressed = false;
  108235. }
  108236. else {
  108237. var touch = this._touches.get(e.pointerId.toString());
  108238. if (touch) {
  108239. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108240. }
  108241. }
  108242. this._deltaJoystickVector.x = 0;
  108243. this._deltaJoystickVector.y = 0;
  108244. this._touches.remove(e.pointerId.toString());
  108245. };
  108246. /**
  108247. * Change the color of the virtual joystick
  108248. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  108249. */
  108250. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  108251. this._joystickColor = newColor;
  108252. };
  108253. /**
  108254. * Defines a callback to call when the joystick is touched
  108255. * @param action defines the callback
  108256. */
  108257. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  108258. this._action = action;
  108259. };
  108260. /**
  108261. * Defines which axis you'd like to control for left & right
  108262. * @param axis defines the axis to use
  108263. */
  108264. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  108265. switch (axis) {
  108266. case JoystickAxis.X:
  108267. case JoystickAxis.Y:
  108268. case JoystickAxis.Z:
  108269. this._axisTargetedByLeftAndRight = axis;
  108270. break;
  108271. default:
  108272. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  108273. break;
  108274. }
  108275. };
  108276. /**
  108277. * Defines which axis you'd like to control for up & down
  108278. * @param axis defines the axis to use
  108279. */
  108280. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  108281. switch (axis) {
  108282. case JoystickAxis.X:
  108283. case JoystickAxis.Y:
  108284. case JoystickAxis.Z:
  108285. this._axisTargetedByUpAndDown = axis;
  108286. break;
  108287. default:
  108288. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  108289. break;
  108290. }
  108291. };
  108292. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  108293. var _this = this;
  108294. if (this.pressed) {
  108295. this._touches.forEach(function (key, touch) {
  108296. if (touch.pointerId === _this._joystickPointerID) {
  108297. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  108298. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  108299. VirtualJoystick.vjCanvasContext.beginPath();
  108300. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108301. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108302. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  108303. VirtualJoystick.vjCanvasContext.stroke();
  108304. VirtualJoystick.vjCanvasContext.closePath();
  108305. VirtualJoystick.vjCanvasContext.beginPath();
  108306. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108307. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  108308. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  108309. VirtualJoystick.vjCanvasContext.stroke();
  108310. VirtualJoystick.vjCanvasContext.closePath();
  108311. VirtualJoystick.vjCanvasContext.beginPath();
  108312. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  108313. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  108314. VirtualJoystick.vjCanvasContext.stroke();
  108315. VirtualJoystick.vjCanvasContext.closePath();
  108316. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  108317. }
  108318. else {
  108319. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  108320. VirtualJoystick.vjCanvasContext.beginPath();
  108321. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  108322. VirtualJoystick.vjCanvasContext.beginPath();
  108323. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  108324. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  108325. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  108326. VirtualJoystick.vjCanvasContext.stroke();
  108327. VirtualJoystick.vjCanvasContext.closePath();
  108328. touch.prevX = touch.x;
  108329. touch.prevY = touch.y;
  108330. }
  108331. });
  108332. }
  108333. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  108334. };
  108335. /**
  108336. * Release internal HTML canvas
  108337. */
  108338. VirtualJoystick.prototype.releaseCanvas = function () {
  108339. if (VirtualJoystick.vjCanvas) {
  108340. VirtualJoystick.vjCanvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  108341. VirtualJoystick.vjCanvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  108342. VirtualJoystick.vjCanvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  108343. VirtualJoystick.vjCanvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  108344. window.removeEventListener("resize", this._onResize);
  108345. document.body.removeChild(VirtualJoystick.vjCanvas);
  108346. VirtualJoystick.vjCanvas = null;
  108347. }
  108348. };
  108349. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  108350. VirtualJoystick._globalJoystickIndex = 0;
  108351. return VirtualJoystick;
  108352. }());
  108353. BABYLON.VirtualJoystick = VirtualJoystick;
  108354. })(BABYLON || (BABYLON = {}));
  108355. //# sourceMappingURL=babylon.virtualJoystick.js.map
  108356. var BABYLON;
  108357. (function (BABYLON) {
  108358. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  108359. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  108360. });
  108361. /**
  108362. * This represents a free type of camera. It can be usefull in First Person Shooter game for instance.
  108363. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108364. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108365. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108366. */
  108367. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  108368. __extends(VirtualJoysticksCamera, _super);
  108369. /**
  108370. * Intantiates a VirtualJoysticksCamera. It can be usefull in First Person Shooter game for instance.
  108371. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108372. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108373. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108374. * @param name Define the name of the camera in the scene
  108375. * @param position Define the start position of the camera in the scene
  108376. * @param scene Define the scene the camera belongs to
  108377. */
  108378. function VirtualJoysticksCamera(name, position, scene) {
  108379. var _this = _super.call(this, name, position, scene) || this;
  108380. _this.inputs.addVirtualJoystick();
  108381. return _this;
  108382. }
  108383. /**
  108384. * Gets the current object class name.
  108385. * @return the class name
  108386. */
  108387. VirtualJoysticksCamera.prototype.getClassName = function () {
  108388. return "VirtualJoysticksCamera";
  108389. };
  108390. return VirtualJoysticksCamera;
  108391. }(BABYLON.FreeCamera));
  108392. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  108393. })(BABYLON || (BABYLON = {}));
  108394. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  108395. var BABYLON;
  108396. (function (BABYLON) {
  108397. /**
  108398. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  108399. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  108400. */
  108401. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  108402. function FreeCameraVirtualJoystickInput() {
  108403. }
  108404. /**
  108405. * Gets the left stick of the virtual joystick.
  108406. * @returns The virtual Joystick
  108407. */
  108408. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  108409. return this._leftjoystick;
  108410. };
  108411. /**
  108412. * Gets the right stick of the virtual joystick.
  108413. * @returns The virtual Joystick
  108414. */
  108415. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  108416. return this._rightjoystick;
  108417. };
  108418. /**
  108419. * Update the current camera state depending on the inputs that have been used this frame.
  108420. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  108421. */
  108422. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  108423. if (this._leftjoystick) {
  108424. var camera = this.camera;
  108425. var speed = camera._computeLocalCameraSpeed() * 50;
  108426. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  108427. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  108428. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  108429. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  108430. if (!this._leftjoystick.pressed) {
  108431. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  108432. }
  108433. if (!this._rightjoystick.pressed) {
  108434. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  108435. }
  108436. }
  108437. };
  108438. /**
  108439. * Attach the input controls to a specific dom element to get the input from.
  108440. * @param element Defines the element the controls should be listened from
  108441. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  108442. */
  108443. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  108444. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  108445. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  108446. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  108447. this._leftjoystick.setJoystickSensibility(0.15);
  108448. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  108449. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  108450. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  108451. this._rightjoystick.reverseUpDown = true;
  108452. this._rightjoystick.setJoystickSensibility(0.05);
  108453. this._rightjoystick.setJoystickColor("yellow");
  108454. };
  108455. /**
  108456. * Detach the current controls from the specified dom element.
  108457. * @param element Defines the element to stop listening the inputs from
  108458. */
  108459. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  108460. this._leftjoystick.releaseCanvas();
  108461. this._rightjoystick.releaseCanvas();
  108462. };
  108463. /**
  108464. * Gets the class name of the current intput.
  108465. * @returns the class name
  108466. */
  108467. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  108468. return "FreeCameraVirtualJoystickInput";
  108469. };
  108470. /**
  108471. * Get the friendly name associated with the input class.
  108472. * @returns the input friendly name
  108473. */
  108474. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  108475. return "virtualJoystick";
  108476. };
  108477. return FreeCameraVirtualJoystickInput;
  108478. }());
  108479. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  108480. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  108481. })(BABYLON || (BABYLON = {}));
  108482. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  108483. var BABYLON;
  108484. (function (BABYLON) {
  108485. /**
  108486. * Class used to specify simplification options
  108487. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108488. */
  108489. var SimplificationSettings = /** @class */ (function () {
  108490. /**
  108491. * Creates a SimplificationSettings
  108492. * @param quality expected quality
  108493. * @param distance distance when this optimized version should be used
  108494. * @param optimizeMesh already optimized mesh
  108495. */
  108496. function SimplificationSettings(
  108497. /** expected quality */
  108498. quality,
  108499. /** distance when this optimized version should be used */
  108500. distance,
  108501. /** already optimized mesh */
  108502. optimizeMesh) {
  108503. this.quality = quality;
  108504. this.distance = distance;
  108505. this.optimizeMesh = optimizeMesh;
  108506. }
  108507. return SimplificationSettings;
  108508. }());
  108509. BABYLON.SimplificationSettings = SimplificationSettings;
  108510. /**
  108511. * Queue used to order the simplification tasks
  108512. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108513. */
  108514. var SimplificationQueue = /** @class */ (function () {
  108515. /**
  108516. * Creates a new queue
  108517. */
  108518. function SimplificationQueue() {
  108519. this.running = false;
  108520. this._simplificationArray = [];
  108521. }
  108522. /**
  108523. * Adds a new simplification task
  108524. * @param task defines a task to add
  108525. */
  108526. SimplificationQueue.prototype.addTask = function (task) {
  108527. this._simplificationArray.push(task);
  108528. };
  108529. /**
  108530. * Execute next task
  108531. */
  108532. SimplificationQueue.prototype.executeNext = function () {
  108533. var task = this._simplificationArray.pop();
  108534. if (task) {
  108535. this.running = true;
  108536. this.runSimplification(task);
  108537. }
  108538. else {
  108539. this.running = false;
  108540. }
  108541. };
  108542. /**
  108543. * Execute a simplification task
  108544. * @param task defines the task to run
  108545. */
  108546. SimplificationQueue.prototype.runSimplification = function (task) {
  108547. var _this = this;
  108548. if (task.parallelProcessing) {
  108549. //parallel simplifier
  108550. task.settings.forEach(function (setting) {
  108551. var simplifier = _this.getSimplifier(task);
  108552. simplifier.simplify(setting, function (newMesh) {
  108553. task.mesh.addLODLevel(setting.distance, newMesh);
  108554. newMesh.isVisible = true;
  108555. //check if it is the last
  108556. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  108557. //all done, run the success callback.
  108558. task.successCallback();
  108559. }
  108560. _this.executeNext();
  108561. });
  108562. });
  108563. }
  108564. else {
  108565. //single simplifier.
  108566. var simplifier = this.getSimplifier(task);
  108567. var runDecimation = function (setting, callback) {
  108568. simplifier.simplify(setting, function (newMesh) {
  108569. task.mesh.addLODLevel(setting.distance, newMesh);
  108570. newMesh.isVisible = true;
  108571. //run the next quality level
  108572. callback();
  108573. });
  108574. };
  108575. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  108576. runDecimation(task.settings[loop.index], function () {
  108577. loop.executeNext();
  108578. });
  108579. }, function () {
  108580. //execution ended, run the success callback.
  108581. if (task.successCallback) {
  108582. task.successCallback();
  108583. }
  108584. _this.executeNext();
  108585. });
  108586. }
  108587. };
  108588. SimplificationQueue.prototype.getSimplifier = function (task) {
  108589. switch (task.simplificationType) {
  108590. case SimplificationType.QUADRATIC:
  108591. default:
  108592. return new QuadraticErrorSimplification(task.mesh);
  108593. }
  108594. };
  108595. return SimplificationQueue;
  108596. }());
  108597. BABYLON.SimplificationQueue = SimplificationQueue;
  108598. /**
  108599. * The implemented types of simplification
  108600. * At the moment only Quadratic Error Decimation is implemented
  108601. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108602. */
  108603. var SimplificationType;
  108604. (function (SimplificationType) {
  108605. /** Quadratic error decimation */
  108606. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  108607. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  108608. var DecimationTriangle = /** @class */ (function () {
  108609. function DecimationTriangle(vertices) {
  108610. this.vertices = vertices;
  108611. this.error = new Array(4);
  108612. this.deleted = false;
  108613. this.isDirty = false;
  108614. this.deletePending = false;
  108615. this.borderFactor = 0;
  108616. }
  108617. return DecimationTriangle;
  108618. }());
  108619. var DecimationVertex = /** @class */ (function () {
  108620. function DecimationVertex(position, id) {
  108621. this.position = position;
  108622. this.id = id;
  108623. this.isBorder = true;
  108624. this.q = new QuadraticMatrix();
  108625. this.triangleCount = 0;
  108626. this.triangleStart = 0;
  108627. this.originalOffsets = [];
  108628. }
  108629. DecimationVertex.prototype.updatePosition = function (newPosition) {
  108630. this.position.copyFrom(newPosition);
  108631. };
  108632. return DecimationVertex;
  108633. }());
  108634. var QuadraticMatrix = /** @class */ (function () {
  108635. function QuadraticMatrix(data) {
  108636. this.data = new Array(10);
  108637. for (var i = 0; i < 10; ++i) {
  108638. if (data && data[i]) {
  108639. this.data[i] = data[i];
  108640. }
  108641. else {
  108642. this.data[i] = 0;
  108643. }
  108644. }
  108645. }
  108646. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  108647. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  108648. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  108649. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  108650. return det;
  108651. };
  108652. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  108653. for (var i = 0; i < 10; ++i) {
  108654. this.data[i] += matrix.data[i];
  108655. }
  108656. };
  108657. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  108658. for (var i = 0; i < 10; ++i) {
  108659. this.data[i] += data[i];
  108660. }
  108661. };
  108662. QuadraticMatrix.prototype.add = function (matrix) {
  108663. var m = new QuadraticMatrix();
  108664. for (var i = 0; i < 10; ++i) {
  108665. m.data[i] = this.data[i] + matrix.data[i];
  108666. }
  108667. return m;
  108668. };
  108669. QuadraticMatrix.FromData = function (a, b, c, d) {
  108670. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  108671. };
  108672. //returning an array to avoid garbage collection
  108673. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  108674. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  108675. };
  108676. return QuadraticMatrix;
  108677. }());
  108678. var Reference = /** @class */ (function () {
  108679. function Reference(vertexId, triangleId) {
  108680. this.vertexId = vertexId;
  108681. this.triangleId = triangleId;
  108682. }
  108683. return Reference;
  108684. }());
  108685. /**
  108686. * An implementation of the Quadratic Error simplification algorithm.
  108687. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  108688. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  108689. * @author RaananW
  108690. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  108691. */
  108692. var QuadraticErrorSimplification = /** @class */ (function () {
  108693. function QuadraticErrorSimplification(_mesh) {
  108694. this._mesh = _mesh;
  108695. this.syncIterations = 5000;
  108696. this.aggressiveness = 7;
  108697. this.decimationIterations = 100;
  108698. this.boundingBoxEpsilon = BABYLON.Epsilon;
  108699. }
  108700. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  108701. var _this = this;
  108702. this.initDecimatedMesh();
  108703. //iterating through the submeshes array, one after the other.
  108704. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  108705. _this.initWithMesh(loop.index, function () {
  108706. _this.runDecimation(settings, loop.index, function () {
  108707. loop.executeNext();
  108708. });
  108709. }, settings.optimizeMesh);
  108710. }, function () {
  108711. setTimeout(function () {
  108712. successCallback(_this._reconstructedMesh);
  108713. }, 0);
  108714. });
  108715. };
  108716. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  108717. var _this = this;
  108718. var targetCount = ~~(this.triangles.length * settings.quality);
  108719. var deletedTriangles = 0;
  108720. var triangleCount = this.triangles.length;
  108721. var iterationFunction = function (iteration, callback) {
  108722. setTimeout(function () {
  108723. if (iteration % 5 === 0) {
  108724. _this.updateMesh(iteration === 0);
  108725. }
  108726. for (var i = 0; i < _this.triangles.length; ++i) {
  108727. _this.triangles[i].isDirty = false;
  108728. }
  108729. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  108730. var trianglesIterator = function (i) {
  108731. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  108732. var t = _this.triangles[tIdx];
  108733. if (!t) {
  108734. return;
  108735. }
  108736. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  108737. return;
  108738. }
  108739. for (var j = 0; j < 3; ++j) {
  108740. if (t.error[j] < threshold) {
  108741. var deleted0 = [];
  108742. var deleted1 = [];
  108743. var v0 = t.vertices[j];
  108744. var v1 = t.vertices[(j + 1) % 3];
  108745. if (v0.isBorder || v1.isBorder) {
  108746. continue;
  108747. }
  108748. var p = BABYLON.Vector3.Zero();
  108749. var n = BABYLON.Vector3.Zero();
  108750. var uv = BABYLON.Vector2.Zero();
  108751. var color = new BABYLON.Color4(0, 0, 0, 1);
  108752. _this.calculateError(v0, v1, p, n, uv, color);
  108753. var delTr = new Array();
  108754. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  108755. continue;
  108756. }
  108757. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  108758. continue;
  108759. }
  108760. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  108761. continue;
  108762. }
  108763. var uniqueArray = new Array();
  108764. delTr.forEach(function (deletedT) {
  108765. if (uniqueArray.indexOf(deletedT) === -1) {
  108766. deletedT.deletePending = true;
  108767. uniqueArray.push(deletedT);
  108768. }
  108769. });
  108770. if (uniqueArray.length % 2 !== 0) {
  108771. continue;
  108772. }
  108773. v0.q = v1.q.add(v0.q);
  108774. v0.updatePosition(p);
  108775. var tStart = _this.references.length;
  108776. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  108777. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  108778. var tCount = _this.references.length - tStart;
  108779. if (tCount <= v0.triangleCount) {
  108780. if (tCount) {
  108781. for (var c = 0; c < tCount; c++) {
  108782. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  108783. }
  108784. }
  108785. }
  108786. else {
  108787. v0.triangleStart = tStart;
  108788. }
  108789. v0.triangleCount = tCount;
  108790. break;
  108791. }
  108792. }
  108793. };
  108794. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  108795. }, 0);
  108796. };
  108797. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  108798. if (triangleCount - deletedTriangles <= targetCount) {
  108799. loop.breakLoop();
  108800. }
  108801. else {
  108802. iterationFunction(loop.index, function () {
  108803. loop.executeNext();
  108804. });
  108805. }
  108806. }, function () {
  108807. setTimeout(function () {
  108808. //reconstruct this part of the mesh
  108809. _this.reconstructMesh(submeshIndex);
  108810. successCallback();
  108811. }, 0);
  108812. });
  108813. };
  108814. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  108815. var _this = this;
  108816. this.vertices = [];
  108817. this.triangles = [];
  108818. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  108819. var indices = this._mesh.getIndices();
  108820. var submesh = this._mesh.subMeshes[submeshIndex];
  108821. var findInVertices = function (positionToSearch) {
  108822. if (optimizeMesh) {
  108823. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  108824. if (_this.vertices[ii].position.equals(positionToSearch)) {
  108825. return _this.vertices[ii];
  108826. }
  108827. }
  108828. }
  108829. return null;
  108830. };
  108831. var vertexReferences = [];
  108832. var vertexInit = function (i) {
  108833. if (!positionData) {
  108834. return;
  108835. }
  108836. var offset = i + submesh.verticesStart;
  108837. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  108838. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  108839. vertex.originalOffsets.push(offset);
  108840. if (vertex.id === _this.vertices.length) {
  108841. _this.vertices.push(vertex);
  108842. }
  108843. vertexReferences.push(vertex.id);
  108844. };
  108845. //var totalVertices = mesh.getTotalVertices();
  108846. var totalVertices = submesh.verticesCount;
  108847. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  108848. var indicesInit = function (i) {
  108849. if (!indices) {
  108850. return;
  108851. }
  108852. var offset = (submesh.indexStart / 3) + i;
  108853. var pos = (offset * 3);
  108854. var i0 = indices[pos + 0];
  108855. var i1 = indices[pos + 1];
  108856. var i2 = indices[pos + 2];
  108857. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  108858. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  108859. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  108860. var triangle = new DecimationTriangle([v0, v1, v2]);
  108861. triangle.originalOffset = pos;
  108862. _this.triangles.push(triangle);
  108863. };
  108864. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  108865. _this.init(callback);
  108866. });
  108867. });
  108868. };
  108869. QuadraticErrorSimplification.prototype.init = function (callback) {
  108870. var _this = this;
  108871. var triangleInit1 = function (i) {
  108872. var t = _this.triangles[i];
  108873. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  108874. for (var j = 0; j < 3; j++) {
  108875. 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))));
  108876. }
  108877. };
  108878. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  108879. var triangleInit2 = function (i) {
  108880. var t = _this.triangles[i];
  108881. for (var j = 0; j < 3; ++j) {
  108882. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  108883. }
  108884. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  108885. };
  108886. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  108887. callback();
  108888. });
  108889. });
  108890. };
  108891. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  108892. var newTriangles = [];
  108893. var i;
  108894. for (i = 0; i < this.vertices.length; ++i) {
  108895. this.vertices[i].triangleCount = 0;
  108896. }
  108897. var t;
  108898. var j;
  108899. for (i = 0; i < this.triangles.length; ++i) {
  108900. if (!this.triangles[i].deleted) {
  108901. t = this.triangles[i];
  108902. for (j = 0; j < 3; ++j) {
  108903. t.vertices[j].triangleCount = 1;
  108904. }
  108905. newTriangles.push(t);
  108906. }
  108907. }
  108908. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  108909. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  108910. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  108911. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  108912. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  108913. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  108914. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  108915. var vertexCount = 0;
  108916. for (i = 0; i < this.vertices.length; ++i) {
  108917. var vertex = this.vertices[i];
  108918. vertex.id = vertexCount;
  108919. if (vertex.triangleCount) {
  108920. vertex.originalOffsets.forEach(function (originalOffset) {
  108921. if (!normalData) {
  108922. return;
  108923. }
  108924. newPositionData.push(vertex.position.x);
  108925. newPositionData.push(vertex.position.y);
  108926. newPositionData.push(vertex.position.z);
  108927. newNormalData.push(normalData[originalOffset * 3]);
  108928. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  108929. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  108930. if (uvs && uvs.length) {
  108931. newUVsData.push(uvs[(originalOffset * 2)]);
  108932. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  108933. }
  108934. else if (colorsData && colorsData.length) {
  108935. newColorsData.push(colorsData[(originalOffset * 4)]);
  108936. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  108937. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  108938. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  108939. }
  108940. ++vertexCount;
  108941. });
  108942. }
  108943. }
  108944. var startingIndex = this._reconstructedMesh.getTotalIndices();
  108945. var startingVertex = this._reconstructedMesh.getTotalVertices();
  108946. var submeshesArray = this._reconstructedMesh.subMeshes;
  108947. this._reconstructedMesh.subMeshes = [];
  108948. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  108949. var originalIndices = this._mesh.getIndices();
  108950. for (i = 0; i < newTriangles.length; ++i) {
  108951. t = newTriangles[i]; //now get the new referencing point for each vertex
  108952. [0, 1, 2].forEach(function (idx) {
  108953. var id = originalIndices[t.originalOffset + idx];
  108954. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  108955. if (offset < 0) {
  108956. offset = 0;
  108957. }
  108958. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  108959. });
  108960. }
  108961. //overwriting the old vertex buffers and indices.
  108962. this._reconstructedMesh.setIndices(newIndicesArray);
  108963. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  108964. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  108965. if (newUVsData.length > 0) {
  108966. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  108967. }
  108968. if (newColorsData.length > 0) {
  108969. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  108970. }
  108971. //create submesh
  108972. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  108973. if (submeshIndex > 0) {
  108974. this._reconstructedMesh.subMeshes = [];
  108975. submeshesArray.forEach(function (submesh) {
  108976. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  108977. });
  108978. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  108979. }
  108980. };
  108981. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  108982. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  108983. this._reconstructedMesh.material = this._mesh.material;
  108984. this._reconstructedMesh.parent = this._mesh.parent;
  108985. this._reconstructedMesh.isVisible = false;
  108986. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  108987. };
  108988. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  108989. for (var i = 0; i < vertex1.triangleCount; ++i) {
  108990. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  108991. if (t.deleted) {
  108992. continue;
  108993. }
  108994. var s = this.references[vertex1.triangleStart + i].vertexId;
  108995. var v1 = t.vertices[(s + 1) % 3];
  108996. var v2 = t.vertices[(s + 2) % 3];
  108997. if ((v1 === vertex2 || v2 === vertex2)) {
  108998. deletedArray[i] = true;
  108999. delTr.push(t);
  109000. continue;
  109001. }
  109002. var d1 = v1.position.subtract(point);
  109003. d1 = d1.normalize();
  109004. var d2 = v2.position.subtract(point);
  109005. d2 = d2.normalize();
  109006. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  109007. return true;
  109008. }
  109009. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  109010. deletedArray[i] = false;
  109011. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  109012. return true;
  109013. }
  109014. }
  109015. return false;
  109016. };
  109017. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  109018. var newDeleted = deletedTriangles;
  109019. for (var i = 0; i < vertex.triangleCount; ++i) {
  109020. var ref = this.references[vertex.triangleStart + i];
  109021. var t = this.triangles[ref.triangleId];
  109022. if (t.deleted) {
  109023. continue;
  109024. }
  109025. if (deletedArray[i] && t.deletePending) {
  109026. t.deleted = true;
  109027. newDeleted++;
  109028. continue;
  109029. }
  109030. t.vertices[ref.vertexId] = origVertex;
  109031. t.isDirty = true;
  109032. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  109033. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  109034. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  109035. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  109036. this.references.push(ref);
  109037. }
  109038. return newDeleted;
  109039. };
  109040. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  109041. for (var i = 0; i < this.vertices.length; ++i) {
  109042. var vCount = [];
  109043. var vId = [];
  109044. var v = this.vertices[i];
  109045. var j;
  109046. for (j = 0; j < v.triangleCount; ++j) {
  109047. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  109048. for (var ii = 0; ii < 3; ii++) {
  109049. var ofs = 0;
  109050. var vv = triangle.vertices[ii];
  109051. while (ofs < vCount.length) {
  109052. if (vId[ofs] === vv.id) {
  109053. break;
  109054. }
  109055. ++ofs;
  109056. }
  109057. if (ofs === vCount.length) {
  109058. vCount.push(1);
  109059. vId.push(vv.id);
  109060. }
  109061. else {
  109062. vCount[ofs]++;
  109063. }
  109064. }
  109065. }
  109066. for (j = 0; j < vCount.length; ++j) {
  109067. if (vCount[j] === 1) {
  109068. this.vertices[vId[j]].isBorder = true;
  109069. }
  109070. else {
  109071. this.vertices[vId[j]].isBorder = false;
  109072. }
  109073. }
  109074. }
  109075. };
  109076. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  109077. if (identifyBorders === void 0) { identifyBorders = false; }
  109078. var i;
  109079. if (!identifyBorders) {
  109080. var newTrianglesVector = [];
  109081. for (i = 0; i < this.triangles.length; ++i) {
  109082. if (!this.triangles[i].deleted) {
  109083. newTrianglesVector.push(this.triangles[i]);
  109084. }
  109085. }
  109086. this.triangles = newTrianglesVector;
  109087. }
  109088. for (i = 0; i < this.vertices.length; ++i) {
  109089. this.vertices[i].triangleCount = 0;
  109090. this.vertices[i].triangleStart = 0;
  109091. }
  109092. var t;
  109093. var j;
  109094. var v;
  109095. for (i = 0; i < this.triangles.length; ++i) {
  109096. t = this.triangles[i];
  109097. for (j = 0; j < 3; ++j) {
  109098. v = t.vertices[j];
  109099. v.triangleCount++;
  109100. }
  109101. }
  109102. var tStart = 0;
  109103. for (i = 0; i < this.vertices.length; ++i) {
  109104. this.vertices[i].triangleStart = tStart;
  109105. tStart += this.vertices[i].triangleCount;
  109106. this.vertices[i].triangleCount = 0;
  109107. }
  109108. var newReferences = new Array(this.triangles.length * 3);
  109109. for (i = 0; i < this.triangles.length; ++i) {
  109110. t = this.triangles[i];
  109111. for (j = 0; j < 3; ++j) {
  109112. v = t.vertices[j];
  109113. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  109114. v.triangleCount++;
  109115. }
  109116. }
  109117. this.references = newReferences;
  109118. if (identifyBorders) {
  109119. this.identifyBorder();
  109120. }
  109121. };
  109122. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  109123. var x = point.x;
  109124. var y = point.y;
  109125. var z = point.z;
  109126. 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
  109127. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  109128. };
  109129. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  109130. var q = vertex1.q.add(vertex2.q);
  109131. var border = vertex1.isBorder && vertex2.isBorder;
  109132. var error = 0;
  109133. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  109134. if (qDet !== 0 && !border) {
  109135. if (!pointResult) {
  109136. pointResult = BABYLON.Vector3.Zero();
  109137. }
  109138. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  109139. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  109140. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  109141. error = this.vertexError(q, pointResult);
  109142. }
  109143. else {
  109144. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  109145. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  109146. var error1 = this.vertexError(q, vertex1.position);
  109147. var error2 = this.vertexError(q, vertex2.position);
  109148. var error3 = this.vertexError(q, p3);
  109149. error = Math.min(error1, error2, error3);
  109150. if (error === error1) {
  109151. if (pointResult) {
  109152. pointResult.copyFrom(vertex1.position);
  109153. }
  109154. }
  109155. else if (error === error2) {
  109156. if (pointResult) {
  109157. pointResult.copyFrom(vertex2.position);
  109158. }
  109159. }
  109160. else {
  109161. if (pointResult) {
  109162. pointResult.copyFrom(p3);
  109163. }
  109164. }
  109165. }
  109166. return error;
  109167. };
  109168. return QuadraticErrorSimplification;
  109169. }());
  109170. })(BABYLON || (BABYLON = {}));
  109171. //# sourceMappingURL=babylon.meshSimplification.js.map
  109172. var BABYLON;
  109173. (function (BABYLON) {
  109174. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  109175. get: function () {
  109176. if (!this._simplificationQueue) {
  109177. this._simplificationQueue = new BABYLON.SimplificationQueue();
  109178. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  109179. if (!component) {
  109180. component = new SimplicationQueueSceneComponent(this);
  109181. this._addComponent(component);
  109182. }
  109183. }
  109184. return this._simplificationQueue;
  109185. },
  109186. set: function (value) {
  109187. this._simplificationQueue = value;
  109188. },
  109189. enumerable: true,
  109190. configurable: true
  109191. });
  109192. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  109193. if (parallelProcessing === void 0) { parallelProcessing = true; }
  109194. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  109195. this.getScene().simplificationQueue.addTask({
  109196. settings: settings,
  109197. parallelProcessing: parallelProcessing,
  109198. mesh: this,
  109199. simplificationType: simplificationType,
  109200. successCallback: successCallback
  109201. });
  109202. return this;
  109203. };
  109204. /**
  109205. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  109206. * created in a scene
  109207. */
  109208. var SimplicationQueueSceneComponent = /** @class */ (function () {
  109209. /**
  109210. * Creates a new instance of the component for the given scene
  109211. * @param scene Defines the scene to register the component in
  109212. */
  109213. function SimplicationQueueSceneComponent(scene) {
  109214. /**
  109215. * The component name helpfull to identify the component in the list of scene components.
  109216. */
  109217. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  109218. this.scene = scene;
  109219. }
  109220. /**
  109221. * Registers the component in a given scene
  109222. */
  109223. SimplicationQueueSceneComponent.prototype.register = function () {
  109224. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  109225. };
  109226. /**
  109227. * Rebuilds the elements related to this component in case of
  109228. * context lost for instance.
  109229. */
  109230. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  109231. // Nothing to do for this component
  109232. };
  109233. /**
  109234. * Disposes the component and the associated ressources
  109235. */
  109236. SimplicationQueueSceneComponent.prototype.dispose = function () {
  109237. // Nothing to do for this component
  109238. };
  109239. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  109240. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  109241. this.scene._simplificationQueue.executeNext();
  109242. }
  109243. };
  109244. return SimplicationQueueSceneComponent;
  109245. }());
  109246. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  109247. })(BABYLON || (BABYLON = {}));
  109248. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  109249. var BABYLON;
  109250. (function (BABYLON) {
  109251. /**
  109252. * Class used to represent a specific level of detail of a mesh
  109253. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  109254. */
  109255. var MeshLODLevel = /** @class */ (function () {
  109256. /**
  109257. * Creates a new LOD level
  109258. * @param distance defines the distance where this level should star being displayed
  109259. * @param mesh defines the mesh to use to render this level
  109260. */
  109261. function MeshLODLevel(
  109262. /** Defines the distance where this level should star being displayed */
  109263. distance,
  109264. /** Defines the mesh to use to render this level */
  109265. mesh) {
  109266. this.distance = distance;
  109267. this.mesh = mesh;
  109268. }
  109269. return MeshLODLevel;
  109270. }());
  109271. BABYLON.MeshLODLevel = MeshLODLevel;
  109272. })(BABYLON || (BABYLON = {}));
  109273. //# sourceMappingURL=babylon.meshLODLevel.js.map
  109274. var BABYLON;
  109275. (function (BABYLON) {
  109276. /**
  109277. * Defines the root class used to create scene optimization to use with SceneOptimizer
  109278. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109279. */
  109280. var SceneOptimization = /** @class */ (function () {
  109281. /**
  109282. * Creates the SceneOptimization object
  109283. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109284. * @param desc defines the description associated with the optimization
  109285. */
  109286. function SceneOptimization(
  109287. /**
  109288. * Defines the priority of this optimization (0 by default which means first in the list)
  109289. */
  109290. priority) {
  109291. if (priority === void 0) { priority = 0; }
  109292. this.priority = priority;
  109293. }
  109294. /**
  109295. * Gets a string describing the action executed by the current optimization
  109296. * @returns description string
  109297. */
  109298. SceneOptimization.prototype.getDescription = function () {
  109299. return "";
  109300. };
  109301. /**
  109302. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109303. * @param scene defines the current scene where to apply this optimization
  109304. * @param optimizer defines the current optimizer
  109305. * @returns true if everything that can be done was applied
  109306. */
  109307. SceneOptimization.prototype.apply = function (scene, optimizer) {
  109308. return true;
  109309. };
  109310. return SceneOptimization;
  109311. }());
  109312. BABYLON.SceneOptimization = SceneOptimization;
  109313. /**
  109314. * Defines an optimization used to reduce the size of render target textures
  109315. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109316. */
  109317. var TextureOptimization = /** @class */ (function (_super) {
  109318. __extends(TextureOptimization, _super);
  109319. /**
  109320. * Creates the TextureOptimization object
  109321. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109322. * @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
  109323. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109324. */
  109325. function TextureOptimization(
  109326. /**
  109327. * Defines the priority of this optimization (0 by default which means first in the list)
  109328. */
  109329. priority,
  109330. /**
  109331. * 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
  109332. */
  109333. maximumSize,
  109334. /**
  109335. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  109336. */
  109337. step) {
  109338. if (priority === void 0) { priority = 0; }
  109339. if (maximumSize === void 0) { maximumSize = 1024; }
  109340. if (step === void 0) { step = 0.5; }
  109341. var _this = _super.call(this, priority) || this;
  109342. _this.priority = priority;
  109343. _this.maximumSize = maximumSize;
  109344. _this.step = step;
  109345. return _this;
  109346. }
  109347. /**
  109348. * Gets a string describing the action executed by the current optimization
  109349. * @returns description string
  109350. */
  109351. TextureOptimization.prototype.getDescription = function () {
  109352. return "Reducing render target texture size to " + this.maximumSize;
  109353. };
  109354. /**
  109355. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109356. * @param scene defines the current scene where to apply this optimization
  109357. * @param optimizer defines the current optimizer
  109358. * @returns true if everything that can be done was applied
  109359. */
  109360. TextureOptimization.prototype.apply = function (scene, optimizer) {
  109361. var allDone = true;
  109362. for (var index = 0; index < scene.textures.length; index++) {
  109363. var texture = scene.textures[index];
  109364. if (!texture.canRescale || texture.getContext) {
  109365. continue;
  109366. }
  109367. var currentSize = texture.getSize();
  109368. var maxDimension = Math.max(currentSize.width, currentSize.height);
  109369. if (maxDimension > this.maximumSize) {
  109370. texture.scale(this.step);
  109371. allDone = false;
  109372. }
  109373. }
  109374. return allDone;
  109375. };
  109376. return TextureOptimization;
  109377. }(SceneOptimization));
  109378. BABYLON.TextureOptimization = TextureOptimization;
  109379. /**
  109380. * Defines an optimization used to increase or decrease the rendering resolution
  109381. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109382. */
  109383. var HardwareScalingOptimization = /** @class */ (function (_super) {
  109384. __extends(HardwareScalingOptimization, _super);
  109385. /**
  109386. * Creates the HardwareScalingOptimization object
  109387. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109388. * @param maximumScale defines the maximum scale to use (2 by default)
  109389. * @param step defines the step to use between two passes (0.5 by default)
  109390. */
  109391. function HardwareScalingOptimization(
  109392. /**
  109393. * Defines the priority of this optimization (0 by default which means first in the list)
  109394. */
  109395. priority,
  109396. /**
  109397. * Defines the maximum scale to use (2 by default)
  109398. */
  109399. maximumScale,
  109400. /**
  109401. * Defines the step to use between two passes (0.5 by default)
  109402. */
  109403. step) {
  109404. if (priority === void 0) { priority = 0; }
  109405. if (maximumScale === void 0) { maximumScale = 2; }
  109406. if (step === void 0) { step = 0.25; }
  109407. var _this = _super.call(this, priority) || this;
  109408. _this.priority = priority;
  109409. _this.maximumScale = maximumScale;
  109410. _this.step = step;
  109411. _this._currentScale = -1;
  109412. _this._directionOffset = 1;
  109413. return _this;
  109414. }
  109415. /**
  109416. * Gets a string describing the action executed by the current optimization
  109417. * @return description string
  109418. */
  109419. HardwareScalingOptimization.prototype.getDescription = function () {
  109420. return "Setting hardware scaling level to " + this._currentScale;
  109421. };
  109422. /**
  109423. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109424. * @param scene defines the current scene where to apply this optimization
  109425. * @param optimizer defines the current optimizer
  109426. * @returns true if everything that can be done was applied
  109427. */
  109428. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  109429. if (this._currentScale === -1) {
  109430. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  109431. if (this._currentScale > this.maximumScale) {
  109432. this._directionOffset = -1;
  109433. }
  109434. }
  109435. this._currentScale += this._directionOffset * this.step;
  109436. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  109437. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  109438. };
  109439. return HardwareScalingOptimization;
  109440. }(SceneOptimization));
  109441. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  109442. /**
  109443. * Defines an optimization used to remove shadows
  109444. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109445. */
  109446. var ShadowsOptimization = /** @class */ (function (_super) {
  109447. __extends(ShadowsOptimization, _super);
  109448. function ShadowsOptimization() {
  109449. return _super !== null && _super.apply(this, arguments) || this;
  109450. }
  109451. /**
  109452. * Gets a string describing the action executed by the current optimization
  109453. * @return description string
  109454. */
  109455. ShadowsOptimization.prototype.getDescription = function () {
  109456. return "Turning shadows on/off";
  109457. };
  109458. /**
  109459. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109460. * @param scene defines the current scene where to apply this optimization
  109461. * @param optimizer defines the current optimizer
  109462. * @returns true if everything that can be done was applied
  109463. */
  109464. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  109465. scene.shadowsEnabled = optimizer.isInImprovementMode;
  109466. return true;
  109467. };
  109468. return ShadowsOptimization;
  109469. }(SceneOptimization));
  109470. BABYLON.ShadowsOptimization = ShadowsOptimization;
  109471. /**
  109472. * Defines an optimization used to turn post-processes off
  109473. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109474. */
  109475. var PostProcessesOptimization = /** @class */ (function (_super) {
  109476. __extends(PostProcessesOptimization, _super);
  109477. function PostProcessesOptimization() {
  109478. return _super !== null && _super.apply(this, arguments) || this;
  109479. }
  109480. /**
  109481. * Gets a string describing the action executed by the current optimization
  109482. * @return description string
  109483. */
  109484. PostProcessesOptimization.prototype.getDescription = function () {
  109485. return "Turning post-processes on/off";
  109486. };
  109487. /**
  109488. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109489. * @param scene defines the current scene where to apply this optimization
  109490. * @param optimizer defines the current optimizer
  109491. * @returns true if everything that can be done was applied
  109492. */
  109493. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  109494. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  109495. return true;
  109496. };
  109497. return PostProcessesOptimization;
  109498. }(SceneOptimization));
  109499. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  109500. /**
  109501. * Defines an optimization used to turn lens flares off
  109502. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109503. */
  109504. var LensFlaresOptimization = /** @class */ (function (_super) {
  109505. __extends(LensFlaresOptimization, _super);
  109506. function LensFlaresOptimization() {
  109507. return _super !== null && _super.apply(this, arguments) || this;
  109508. }
  109509. /**
  109510. * Gets a string describing the action executed by the current optimization
  109511. * @return description string
  109512. */
  109513. LensFlaresOptimization.prototype.getDescription = function () {
  109514. return "Turning lens flares on/off";
  109515. };
  109516. /**
  109517. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109518. * @param scene defines the current scene where to apply this optimization
  109519. * @param optimizer defines the current optimizer
  109520. * @returns true if everything that can be done was applied
  109521. */
  109522. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  109523. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  109524. return true;
  109525. };
  109526. return LensFlaresOptimization;
  109527. }(SceneOptimization));
  109528. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  109529. /**
  109530. * Defines an optimization based on user defined callback.
  109531. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109532. */
  109533. var CustomOptimization = /** @class */ (function (_super) {
  109534. __extends(CustomOptimization, _super);
  109535. function CustomOptimization() {
  109536. return _super !== null && _super.apply(this, arguments) || this;
  109537. }
  109538. /**
  109539. * Gets a string describing the action executed by the current optimization
  109540. * @returns description string
  109541. */
  109542. CustomOptimization.prototype.getDescription = function () {
  109543. if (this.onGetDescription) {
  109544. return this.onGetDescription();
  109545. }
  109546. return "Running user defined callback";
  109547. };
  109548. /**
  109549. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109550. * @param scene defines the current scene where to apply this optimization
  109551. * @param optimizer defines the current optimizer
  109552. * @returns true if everything that can be done was applied
  109553. */
  109554. CustomOptimization.prototype.apply = function (scene, optimizer) {
  109555. if (this.onApply) {
  109556. return this.onApply(scene, optimizer);
  109557. }
  109558. return true;
  109559. };
  109560. return CustomOptimization;
  109561. }(SceneOptimization));
  109562. BABYLON.CustomOptimization = CustomOptimization;
  109563. /**
  109564. * Defines an optimization used to turn particles off
  109565. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109566. */
  109567. var ParticlesOptimization = /** @class */ (function (_super) {
  109568. __extends(ParticlesOptimization, _super);
  109569. function ParticlesOptimization() {
  109570. return _super !== null && _super.apply(this, arguments) || this;
  109571. }
  109572. /**
  109573. * Gets a string describing the action executed by the current optimization
  109574. * @return description string
  109575. */
  109576. ParticlesOptimization.prototype.getDescription = function () {
  109577. return "Turning particles on/off";
  109578. };
  109579. /**
  109580. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109581. * @param scene defines the current scene where to apply this optimization
  109582. * @param optimizer defines the current optimizer
  109583. * @returns true if everything that can be done was applied
  109584. */
  109585. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  109586. scene.particlesEnabled = optimizer.isInImprovementMode;
  109587. return true;
  109588. };
  109589. return ParticlesOptimization;
  109590. }(SceneOptimization));
  109591. BABYLON.ParticlesOptimization = ParticlesOptimization;
  109592. /**
  109593. * Defines an optimization used to turn render targets off
  109594. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109595. */
  109596. var RenderTargetsOptimization = /** @class */ (function (_super) {
  109597. __extends(RenderTargetsOptimization, _super);
  109598. function RenderTargetsOptimization() {
  109599. return _super !== null && _super.apply(this, arguments) || this;
  109600. }
  109601. /**
  109602. * Gets a string describing the action executed by the current optimization
  109603. * @return description string
  109604. */
  109605. RenderTargetsOptimization.prototype.getDescription = function () {
  109606. return "Turning render targets off";
  109607. };
  109608. /**
  109609. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109610. * @param scene defines the current scene where to apply this optimization
  109611. * @param optimizer defines the current optimizer
  109612. * @returns true if everything that can be done was applied
  109613. */
  109614. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  109615. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  109616. return true;
  109617. };
  109618. return RenderTargetsOptimization;
  109619. }(SceneOptimization));
  109620. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  109621. /**
  109622. * Defines an optimization used to merge meshes with compatible materials
  109623. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109624. */
  109625. var MergeMeshesOptimization = /** @class */ (function (_super) {
  109626. __extends(MergeMeshesOptimization, _super);
  109627. function MergeMeshesOptimization() {
  109628. var _this = _super !== null && _super.apply(this, arguments) || this;
  109629. _this._canBeMerged = function (abstractMesh) {
  109630. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  109631. return false;
  109632. }
  109633. var mesh = abstractMesh;
  109634. if (mesh.isDisposed()) {
  109635. return false;
  109636. }
  109637. if (!mesh.isVisible || !mesh.isEnabled()) {
  109638. return false;
  109639. }
  109640. if (mesh.instances.length > 0) {
  109641. return false;
  109642. }
  109643. if (mesh.skeleton || mesh.hasLODLevels) {
  109644. return false;
  109645. }
  109646. return true;
  109647. };
  109648. return _this;
  109649. }
  109650. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  109651. /**
  109652. * Gets or sets a boolean which defines if optimization octree has to be updated
  109653. */
  109654. get: function () {
  109655. return MergeMeshesOptimization._UpdateSelectionTree;
  109656. },
  109657. /**
  109658. * Gets or sets a boolean which defines if optimization octree has to be updated
  109659. */
  109660. set: function (value) {
  109661. MergeMeshesOptimization._UpdateSelectionTree = value;
  109662. },
  109663. enumerable: true,
  109664. configurable: true
  109665. });
  109666. /**
  109667. * Gets a string describing the action executed by the current optimization
  109668. * @return description string
  109669. */
  109670. MergeMeshesOptimization.prototype.getDescription = function () {
  109671. return "Merging similar meshes together";
  109672. };
  109673. /**
  109674. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  109675. * @param scene defines the current scene where to apply this optimization
  109676. * @param optimizer defines the current optimizer
  109677. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  109678. * @returns true if everything that can be done was applied
  109679. */
  109680. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  109681. var globalPool = scene.meshes.slice(0);
  109682. var globalLength = globalPool.length;
  109683. for (var index = 0; index < globalLength; index++) {
  109684. var currentPool = new Array();
  109685. var current = globalPool[index];
  109686. // Checks
  109687. if (!this._canBeMerged(current)) {
  109688. continue;
  109689. }
  109690. currentPool.push(current);
  109691. // Find compatible meshes
  109692. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  109693. var otherMesh = globalPool[subIndex];
  109694. if (!this._canBeMerged(otherMesh)) {
  109695. continue;
  109696. }
  109697. if (otherMesh.material !== current.material) {
  109698. continue;
  109699. }
  109700. if (otherMesh.checkCollisions !== current.checkCollisions) {
  109701. continue;
  109702. }
  109703. currentPool.push(otherMesh);
  109704. globalLength--;
  109705. globalPool.splice(subIndex, 1);
  109706. subIndex--;
  109707. }
  109708. if (currentPool.length < 2) {
  109709. continue;
  109710. }
  109711. // Merge meshes
  109712. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  109713. }
  109714. // Call the octree system optimization if it is defined.
  109715. var sceneAsAny = scene;
  109716. if (sceneAsAny.createOrUpdateSelectionOctree) {
  109717. if (updateSelectionTree != undefined) {
  109718. if (updateSelectionTree) {
  109719. sceneAsAny.createOrUpdateSelectionOctree();
  109720. }
  109721. }
  109722. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  109723. sceneAsAny.createOrUpdateSelectionOctree();
  109724. }
  109725. }
  109726. return true;
  109727. };
  109728. MergeMeshesOptimization._UpdateSelectionTree = false;
  109729. return MergeMeshesOptimization;
  109730. }(SceneOptimization));
  109731. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  109732. /**
  109733. * Defines a list of options used by SceneOptimizer
  109734. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109735. */
  109736. var SceneOptimizerOptions = /** @class */ (function () {
  109737. /**
  109738. * Creates a new list of options used by SceneOptimizer
  109739. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  109740. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  109741. */
  109742. function SceneOptimizerOptions(
  109743. /**
  109744. * Defines the target frame rate to reach (60 by default)
  109745. */
  109746. targetFrameRate,
  109747. /**
  109748. * Defines the interval between two checkes (2000ms by default)
  109749. */
  109750. trackerDuration) {
  109751. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  109752. if (trackerDuration === void 0) { trackerDuration = 2000; }
  109753. this.targetFrameRate = targetFrameRate;
  109754. this.trackerDuration = trackerDuration;
  109755. /**
  109756. * Gets the list of optimizations to apply
  109757. */
  109758. this.optimizations = new Array();
  109759. }
  109760. /**
  109761. * Add a new optimization
  109762. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  109763. * @returns the current SceneOptimizerOptions
  109764. */
  109765. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  109766. this.optimizations.push(optimization);
  109767. return this;
  109768. };
  109769. /**
  109770. * Add a new custom optimization
  109771. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  109772. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  109773. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  109774. * @returns the current SceneOptimizerOptions
  109775. */
  109776. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  109777. if (priority === void 0) { priority = 0; }
  109778. var optimization = new CustomOptimization(priority);
  109779. optimization.onApply = onApply;
  109780. optimization.onGetDescription = onGetDescription;
  109781. this.optimizations.push(optimization);
  109782. return this;
  109783. };
  109784. /**
  109785. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  109786. * @param targetFrameRate defines the target frame rate (60 by default)
  109787. * @returns a SceneOptimizerOptions object
  109788. */
  109789. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  109790. var result = new SceneOptimizerOptions(targetFrameRate);
  109791. var priority = 0;
  109792. result.addOptimization(new MergeMeshesOptimization(priority));
  109793. result.addOptimization(new ShadowsOptimization(priority));
  109794. result.addOptimization(new LensFlaresOptimization(priority));
  109795. // Next priority
  109796. priority++;
  109797. result.addOptimization(new PostProcessesOptimization(priority));
  109798. result.addOptimization(new ParticlesOptimization(priority));
  109799. // Next priority
  109800. priority++;
  109801. result.addOptimization(new TextureOptimization(priority, 1024));
  109802. return result;
  109803. };
  109804. /**
  109805. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  109806. * @param targetFrameRate defines the target frame rate (60 by default)
  109807. * @returns a SceneOptimizerOptions object
  109808. */
  109809. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  109810. var result = new SceneOptimizerOptions(targetFrameRate);
  109811. var priority = 0;
  109812. result.addOptimization(new MergeMeshesOptimization(priority));
  109813. result.addOptimization(new ShadowsOptimization(priority));
  109814. result.addOptimization(new LensFlaresOptimization(priority));
  109815. // Next priority
  109816. priority++;
  109817. result.addOptimization(new PostProcessesOptimization(priority));
  109818. result.addOptimization(new ParticlesOptimization(priority));
  109819. // Next priority
  109820. priority++;
  109821. result.addOptimization(new TextureOptimization(priority, 512));
  109822. // Next priority
  109823. priority++;
  109824. result.addOptimization(new RenderTargetsOptimization(priority));
  109825. // Next priority
  109826. priority++;
  109827. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  109828. return result;
  109829. };
  109830. /**
  109831. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  109832. * @param targetFrameRate defines the target frame rate (60 by default)
  109833. * @returns a SceneOptimizerOptions object
  109834. */
  109835. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  109836. var result = new SceneOptimizerOptions(targetFrameRate);
  109837. var priority = 0;
  109838. result.addOptimization(new MergeMeshesOptimization(priority));
  109839. result.addOptimization(new ShadowsOptimization(priority));
  109840. result.addOptimization(new LensFlaresOptimization(priority));
  109841. // Next priority
  109842. priority++;
  109843. result.addOptimization(new PostProcessesOptimization(priority));
  109844. result.addOptimization(new ParticlesOptimization(priority));
  109845. // Next priority
  109846. priority++;
  109847. result.addOptimization(new TextureOptimization(priority, 256));
  109848. // Next priority
  109849. priority++;
  109850. result.addOptimization(new RenderTargetsOptimization(priority));
  109851. // Next priority
  109852. priority++;
  109853. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  109854. return result;
  109855. };
  109856. return SceneOptimizerOptions;
  109857. }());
  109858. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  109859. /**
  109860. * Class used to run optimizations in order to reach a target frame rate
  109861. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  109862. */
  109863. var SceneOptimizer = /** @class */ (function () {
  109864. /**
  109865. * Creates a new SceneOptimizer
  109866. * @param scene defines the scene to work on
  109867. * @param options defines the options to use with the SceneOptimizer
  109868. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  109869. * @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)
  109870. */
  109871. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  109872. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  109873. if (improvementMode === void 0) { improvementMode = false; }
  109874. var _this = this;
  109875. this._isRunning = false;
  109876. this._currentPriorityLevel = 0;
  109877. this._targetFrameRate = 60;
  109878. this._trackerDuration = 2000;
  109879. this._currentFrameRate = 0;
  109880. this._improvementMode = false;
  109881. /**
  109882. * Defines an observable called when the optimizer reaches the target frame rate
  109883. */
  109884. this.onSuccessObservable = new BABYLON.Observable();
  109885. /**
  109886. * Defines an observable called when the optimizer enables an optimization
  109887. */
  109888. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  109889. /**
  109890. * Defines an observable called when the optimizer is not able to reach the target frame rate
  109891. */
  109892. this.onFailureObservable = new BABYLON.Observable();
  109893. if (!options) {
  109894. this._options = new SceneOptimizerOptions();
  109895. }
  109896. else {
  109897. this._options = options;
  109898. }
  109899. if (this._options.targetFrameRate) {
  109900. this._targetFrameRate = this._options.targetFrameRate;
  109901. }
  109902. if (this._options.trackerDuration) {
  109903. this._trackerDuration = this._options.trackerDuration;
  109904. }
  109905. if (autoGeneratePriorities) {
  109906. var priority = 0;
  109907. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  109908. var optim = _a[_i];
  109909. optim.priority = priority++;
  109910. }
  109911. }
  109912. this._improvementMode = improvementMode;
  109913. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  109914. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  109915. _this._sceneDisposeObserver = null;
  109916. _this.dispose();
  109917. });
  109918. }
  109919. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  109920. /**
  109921. * Gets a boolean indicating if the optimizer is in improvement mode
  109922. */
  109923. get: function () {
  109924. return this._improvementMode;
  109925. },
  109926. enumerable: true,
  109927. configurable: true
  109928. });
  109929. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  109930. /**
  109931. * Gets the current priority level (0 at start)
  109932. */
  109933. get: function () {
  109934. return this._currentPriorityLevel;
  109935. },
  109936. enumerable: true,
  109937. configurable: true
  109938. });
  109939. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  109940. /**
  109941. * Gets the current frame rate checked by the SceneOptimizer
  109942. */
  109943. get: function () {
  109944. return this._currentFrameRate;
  109945. },
  109946. enumerable: true,
  109947. configurable: true
  109948. });
  109949. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  109950. /**
  109951. * Gets or sets the current target frame rate (60 by default)
  109952. */
  109953. get: function () {
  109954. return this._targetFrameRate;
  109955. },
  109956. /**
  109957. * Gets or sets the current target frame rate (60 by default)
  109958. */
  109959. set: function (value) {
  109960. this._targetFrameRate = value;
  109961. },
  109962. enumerable: true,
  109963. configurable: true
  109964. });
  109965. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  109966. /**
  109967. * Gets or sets the current interval between two checks (every 2000ms by default)
  109968. */
  109969. get: function () {
  109970. return this._trackerDuration;
  109971. },
  109972. /**
  109973. * Gets or sets the current interval between two checks (every 2000ms by default)
  109974. */
  109975. set: function (value) {
  109976. this._trackerDuration = value;
  109977. },
  109978. enumerable: true,
  109979. configurable: true
  109980. });
  109981. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  109982. /**
  109983. * Gets the list of active optimizations
  109984. */
  109985. get: function () {
  109986. return this._options.optimizations;
  109987. },
  109988. enumerable: true,
  109989. configurable: true
  109990. });
  109991. /**
  109992. * Stops the current optimizer
  109993. */
  109994. SceneOptimizer.prototype.stop = function () {
  109995. this._isRunning = false;
  109996. };
  109997. /**
  109998. * Reset the optimizer to initial step (current priority level = 0)
  109999. */
  110000. SceneOptimizer.prototype.reset = function () {
  110001. this._currentPriorityLevel = 0;
  110002. };
  110003. /**
  110004. * Start the optimizer. By default it will try to reach a specific framerate
  110005. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  110006. */
  110007. SceneOptimizer.prototype.start = function () {
  110008. var _this = this;
  110009. if (this._isRunning) {
  110010. return;
  110011. }
  110012. this._isRunning = true;
  110013. // Let's wait for the scene to be ready before running our check
  110014. this._scene.executeWhenReady(function () {
  110015. setTimeout(function () {
  110016. _this._checkCurrentState();
  110017. }, _this._trackerDuration);
  110018. });
  110019. };
  110020. SceneOptimizer.prototype._checkCurrentState = function () {
  110021. var _this = this;
  110022. if (!this._isRunning) {
  110023. return;
  110024. }
  110025. var scene = this._scene;
  110026. var options = this._options;
  110027. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  110028. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  110029. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  110030. this._isRunning = false;
  110031. this.onSuccessObservable.notifyObservers(this);
  110032. return;
  110033. }
  110034. // Apply current level of optimizations
  110035. var allDone = true;
  110036. var noOptimizationApplied = true;
  110037. for (var index = 0; index < options.optimizations.length; index++) {
  110038. var optimization = options.optimizations[index];
  110039. if (optimization.priority === this._currentPriorityLevel) {
  110040. noOptimizationApplied = false;
  110041. allDone = allDone && optimization.apply(scene, this);
  110042. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  110043. }
  110044. }
  110045. // If no optimization was applied, this is a failure :(
  110046. if (noOptimizationApplied) {
  110047. this._isRunning = false;
  110048. this.onFailureObservable.notifyObservers(this);
  110049. return;
  110050. }
  110051. // If all optimizations were done, move to next level
  110052. if (allDone) {
  110053. this._currentPriorityLevel++;
  110054. }
  110055. // Let's the system running for a specific amount of time before checking FPS
  110056. scene.executeWhenReady(function () {
  110057. setTimeout(function () {
  110058. _this._checkCurrentState();
  110059. }, _this._trackerDuration);
  110060. });
  110061. };
  110062. /**
  110063. * Release all resources
  110064. */
  110065. SceneOptimizer.prototype.dispose = function () {
  110066. this.stop();
  110067. this.onSuccessObservable.clear();
  110068. this.onFailureObservable.clear();
  110069. this.onNewOptimizationAppliedObservable.clear();
  110070. if (this._sceneDisposeObserver) {
  110071. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  110072. }
  110073. };
  110074. /**
  110075. * Helper function to create a SceneOptimizer with one single line of code
  110076. * @param scene defines the scene to work on
  110077. * @param options defines the options to use with the SceneOptimizer
  110078. * @param onSuccess defines a callback to call on success
  110079. * @param onFailure defines a callback to call on failure
  110080. * @returns the new SceneOptimizer object
  110081. */
  110082. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  110083. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  110084. if (onSuccess) {
  110085. optimizer.onSuccessObservable.add(function () {
  110086. onSuccess();
  110087. });
  110088. }
  110089. if (onFailure) {
  110090. optimizer.onFailureObservable.add(function () {
  110091. onFailure();
  110092. });
  110093. }
  110094. optimizer.start();
  110095. return optimizer;
  110096. };
  110097. return SceneOptimizer;
  110098. }());
  110099. BABYLON.SceneOptimizer = SceneOptimizer;
  110100. })(BABYLON || (BABYLON = {}));
  110101. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  110102. var BABYLON;
  110103. (function (BABYLON) {
  110104. /**
  110105. * Gets the outline renderer associated with the scene
  110106. * @returns a OutlineRenderer
  110107. */
  110108. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  110109. if (!this._outlineRenderer) {
  110110. this._outlineRenderer = new OutlineRenderer(this);
  110111. }
  110112. return this._outlineRenderer;
  110113. };
  110114. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  110115. get: function () {
  110116. return this._renderOutline;
  110117. },
  110118. set: function (value) {
  110119. if (value) {
  110120. // Lazy Load the component.
  110121. this.getScene().getOutlineRenderer();
  110122. }
  110123. this._renderOutline = value;
  110124. },
  110125. enumerable: true,
  110126. configurable: true
  110127. });
  110128. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  110129. get: function () {
  110130. return this._renderOverlay;
  110131. },
  110132. set: function (value) {
  110133. if (value) {
  110134. // Lazy Load the component.
  110135. this.getScene().getOutlineRenderer();
  110136. }
  110137. this._renderOverlay = value;
  110138. },
  110139. enumerable: true,
  110140. configurable: true
  110141. });
  110142. /**
  110143. * This class is responsible to draw bothe outline/overlay of meshes.
  110144. * It should not be used directly but through the available method on mesh.
  110145. */
  110146. var OutlineRenderer = /** @class */ (function () {
  110147. /**
  110148. * Instantiates a new outline renderer. (There could be only one per scene).
  110149. * @param scene Defines the scene it belongs to
  110150. */
  110151. function OutlineRenderer(scene) {
  110152. /**
  110153. * The name of the component. Each component must have a unique name.
  110154. */
  110155. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  110156. /**
  110157. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  110158. */
  110159. this.zOffset = 1;
  110160. this.scene = scene;
  110161. this._engine = scene.getEngine();
  110162. this.scene._addComponent(this);
  110163. }
  110164. /**
  110165. * Register the component to one instance of a scene.
  110166. */
  110167. OutlineRenderer.prototype.register = function () {
  110168. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  110169. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  110170. };
  110171. /**
  110172. * Rebuilds the elements related to this component in case of
  110173. * context lost for instance.
  110174. */
  110175. OutlineRenderer.prototype.rebuild = function () {
  110176. // Nothing to do here.
  110177. };
  110178. /**
  110179. * Disposes the component and the associated ressources.
  110180. */
  110181. OutlineRenderer.prototype.dispose = function () {
  110182. // Nothing to do here.
  110183. };
  110184. /**
  110185. * Renders the outline in the canvas.
  110186. * @param subMesh Defines the sumesh to render
  110187. * @param batch Defines the batch of meshes in case of instances
  110188. * @param useOverlay Defines if the rendering is for the overlay or the outline
  110189. */
  110190. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  110191. var _this = this;
  110192. if (useOverlay === void 0) { useOverlay = false; }
  110193. var scene = this.scene;
  110194. var engine = scene.getEngine();
  110195. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  110196. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  110197. return;
  110198. }
  110199. var mesh = subMesh.getRenderingMesh();
  110200. var material = subMesh.getMaterial();
  110201. if (!material || !scene.activeCamera) {
  110202. return;
  110203. }
  110204. engine.enableEffect(this._effect);
  110205. // Logarithmic depth
  110206. if (material.useLogarithmicDepth) {
  110207. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  110208. }
  110209. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  110210. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  110211. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  110212. // Bones
  110213. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  110214. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  110215. }
  110216. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  110217. // Alpha test
  110218. if (material && material.needAlphaTesting()) {
  110219. var alphaTexture = material.getAlphaTestTexture();
  110220. if (alphaTexture) {
  110221. this._effect.setTexture("diffuseSampler", alphaTexture);
  110222. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  110223. }
  110224. }
  110225. engine.setZOffset(-this.zOffset);
  110226. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  110227. engine.setZOffset(0);
  110228. };
  110229. /**
  110230. * Returns whether or not the outline renderer is ready for a given submesh.
  110231. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  110232. * @param subMesh Defines the submesh to check readyness for
  110233. * @param useInstances Defines wheter wee are trying to render instances or not
  110234. * @returns true if ready otherwise false
  110235. */
  110236. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  110237. var defines = [];
  110238. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  110239. var mesh = subMesh.getMesh();
  110240. var material = subMesh.getMaterial();
  110241. if (material) {
  110242. // Alpha test
  110243. if (material.needAlphaTesting()) {
  110244. defines.push("#define ALPHATEST");
  110245. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  110246. attribs.push(BABYLON.VertexBuffer.UVKind);
  110247. defines.push("#define UV1");
  110248. }
  110249. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  110250. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  110251. defines.push("#define UV2");
  110252. }
  110253. }
  110254. //Logarithmic depth
  110255. if (material.useLogarithmicDepth) {
  110256. defines.push("#define LOGARITHMICDEPTH");
  110257. }
  110258. }
  110259. // Bones
  110260. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  110261. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  110262. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  110263. if (mesh.numBoneInfluencers > 4) {
  110264. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  110265. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  110266. }
  110267. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  110268. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  110269. }
  110270. else {
  110271. defines.push("#define NUM_BONE_INFLUENCERS 0");
  110272. }
  110273. // Instances
  110274. if (useInstances) {
  110275. defines.push("#define INSTANCES");
  110276. attribs.push("world0");
  110277. attribs.push("world1");
  110278. attribs.push("world2");
  110279. attribs.push("world3");
  110280. }
  110281. // Get correct effect
  110282. var join = defines.join("\n");
  110283. if (this._cachedDefines !== join) {
  110284. this._cachedDefines = join;
  110285. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  110286. }
  110287. return this._effect.isReady();
  110288. };
  110289. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  110290. // Outline - step 1
  110291. this._savedDepthWrite = this._engine.getDepthWrite();
  110292. if (mesh.renderOutline) {
  110293. this._engine.setDepthWrite(false);
  110294. this.render(subMesh, batch);
  110295. this._engine.setDepthWrite(this._savedDepthWrite);
  110296. }
  110297. };
  110298. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  110299. // Outline - step 2
  110300. if (mesh.renderOutline && this._savedDepthWrite) {
  110301. this._engine.setDepthWrite(true);
  110302. this._engine.setColorWrite(false);
  110303. this.render(subMesh, batch);
  110304. this._engine.setColorWrite(true);
  110305. }
  110306. // Overlay
  110307. if (mesh.renderOverlay) {
  110308. var currentMode = this._engine.getAlphaMode();
  110309. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  110310. this.render(subMesh, batch, true);
  110311. this._engine.setAlphaMode(currentMode);
  110312. }
  110313. };
  110314. return OutlineRenderer;
  110315. }());
  110316. BABYLON.OutlineRenderer = OutlineRenderer;
  110317. })(BABYLON || (BABYLON = {}));
  110318. //# sourceMappingURL=babylon.outlineRenderer.js.map
  110319. var BABYLON;
  110320. (function (BABYLON) {
  110321. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  110322. if (this._edgesRenderer) {
  110323. this._edgesRenderer.dispose();
  110324. this._edgesRenderer = null;
  110325. }
  110326. return this;
  110327. };
  110328. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110329. if (epsilon === void 0) { epsilon = 0.95; }
  110330. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110331. this.disableEdgesRendering();
  110332. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110333. return this;
  110334. };
  110335. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  110336. get: function () {
  110337. return this._edgesRenderer;
  110338. },
  110339. enumerable: true,
  110340. configurable: true
  110341. });
  110342. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110343. if (epsilon === void 0) { epsilon = 0.95; }
  110344. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110345. this.disableEdgesRendering();
  110346. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  110347. return this;
  110348. };
  110349. BABYLON.InstancedMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  110350. if (epsilon === void 0) { epsilon = 0.95; }
  110351. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110352. if (this.sourceMesh.getClassName() === 'LinesMesh') {
  110353. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  110354. }
  110355. else {
  110356. BABYLON.AbstractMesh.prototype.enableEdgesRendering.apply(this, arguments);
  110357. }
  110358. return this;
  110359. };
  110360. /**
  110361. * FaceAdjacencies Helper class to generate edges
  110362. */
  110363. var FaceAdjacencies = /** @class */ (function () {
  110364. function FaceAdjacencies() {
  110365. this.edges = new Array();
  110366. this.edgesConnectedCount = 0;
  110367. }
  110368. return FaceAdjacencies;
  110369. }());
  110370. /**
  110371. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  110372. */
  110373. var EdgesRenderer = /** @class */ (function () {
  110374. /**
  110375. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  110376. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  110377. * @param source Mesh used to create edges
  110378. * @param epsilon sum of angles in adjacency to check for edge
  110379. * @param checkVerticesInsteadOfIndices
  110380. * @param generateEdgesLines - should generate Lines or only prepare resources.
  110381. */
  110382. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  110383. if (epsilon === void 0) { epsilon = 0.95; }
  110384. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110385. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  110386. var _this = this;
  110387. /**
  110388. * Define the size of the edges with an orthographic camera
  110389. */
  110390. this.edgesWidthScalerForOrthographic = 1000.0;
  110391. /**
  110392. * Define the size of the edges with a perspective camera
  110393. */
  110394. this.edgesWidthScalerForPerspective = 50.0;
  110395. this._linesPositions = new Array();
  110396. this._linesNormals = new Array();
  110397. this._linesIndices = new Array();
  110398. this._buffers = {};
  110399. this._checkVerticesInsteadOfIndices = false;
  110400. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  110401. this.isEnabled = true;
  110402. this._source = source;
  110403. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  110404. this._epsilon = epsilon;
  110405. this._prepareRessources();
  110406. if (generateEdgesLines) {
  110407. this._generateEdgesLines();
  110408. }
  110409. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  110410. _this._rebuild();
  110411. });
  110412. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  110413. _this.dispose();
  110414. });
  110415. }
  110416. EdgesRenderer.prototype._prepareRessources = function () {
  110417. if (this._lineShader) {
  110418. return;
  110419. }
  110420. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  110421. attributes: ["position", "normal"],
  110422. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  110423. });
  110424. this._lineShader.disableDepthWrite = true;
  110425. this._lineShader.backFaceCulling = false;
  110426. };
  110427. /** @hidden */
  110428. EdgesRenderer.prototype._rebuild = function () {
  110429. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110430. if (buffer) {
  110431. buffer._rebuild();
  110432. }
  110433. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110434. if (buffer) {
  110435. buffer._rebuild();
  110436. }
  110437. var scene = this._source.getScene();
  110438. var engine = scene.getEngine();
  110439. this._ib = engine.createIndexBuffer(this._linesIndices);
  110440. };
  110441. /**
  110442. * Releases the required resources for the edges renderer
  110443. */
  110444. EdgesRenderer.prototype.dispose = function () {
  110445. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  110446. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  110447. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  110448. if (buffer) {
  110449. buffer.dispose();
  110450. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  110451. }
  110452. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  110453. if (buffer) {
  110454. buffer.dispose();
  110455. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  110456. }
  110457. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  110458. this._lineShader.dispose();
  110459. };
  110460. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  110461. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  110462. return 0;
  110463. }
  110464. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  110465. return 1;
  110466. }
  110467. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  110468. return 2;
  110469. }
  110470. return -1;
  110471. };
  110472. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  110473. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  110474. return 0;
  110475. }
  110476. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  110477. return 1;
  110478. }
  110479. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  110480. return 2;
  110481. }
  110482. return -1;
  110483. };
  110484. /**
  110485. * Checks if the pair of p0 and p1 is en edge
  110486. * @param faceIndex
  110487. * @param edge
  110488. * @param faceNormals
  110489. * @param p0
  110490. * @param p1
  110491. * @private
  110492. */
  110493. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  110494. var needToCreateLine;
  110495. if (edge === undefined) {
  110496. needToCreateLine = true;
  110497. }
  110498. else {
  110499. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  110500. needToCreateLine = dotProduct < this._epsilon;
  110501. }
  110502. if (needToCreateLine) {
  110503. this.createLine(p0, p1, this._linesPositions.length / 3);
  110504. }
  110505. };
  110506. /**
  110507. * push line into the position, normal and index buffer
  110508. * @protected
  110509. */
  110510. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  110511. // Positions
  110512. this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);
  110513. // Normals
  110514. this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);
  110515. // Indices
  110516. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  110517. };
  110518. /**
  110519. * Generates lines edges from adjacencjes
  110520. * @private
  110521. */
  110522. EdgesRenderer.prototype._generateEdgesLines = function () {
  110523. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110524. var indices = this._source.getIndices();
  110525. if (!indices || !positions) {
  110526. return;
  110527. }
  110528. // First let's find adjacencies
  110529. var adjacencies = new Array();
  110530. var faceNormals = new Array();
  110531. var index;
  110532. var faceAdjacencies;
  110533. // Prepare faces
  110534. for (index = 0; index < indices.length; index += 3) {
  110535. faceAdjacencies = new FaceAdjacencies();
  110536. var p0Index = indices[index];
  110537. var p1Index = indices[index + 1];
  110538. var p2Index = indices[index + 2];
  110539. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  110540. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  110541. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  110542. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  110543. faceNormal.normalize();
  110544. faceNormals.push(faceNormal);
  110545. adjacencies.push(faceAdjacencies);
  110546. }
  110547. // Scan
  110548. for (index = 0; index < adjacencies.length; index++) {
  110549. faceAdjacencies = adjacencies[index];
  110550. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  110551. var otherFaceAdjacencies = adjacencies[otherIndex];
  110552. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  110553. break;
  110554. }
  110555. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  110556. continue;
  110557. }
  110558. var otherP0 = indices[otherIndex * 3];
  110559. var otherP1 = indices[otherIndex * 3 + 1];
  110560. var otherP2 = indices[otherIndex * 3 + 2];
  110561. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  110562. var otherEdgeIndex = 0;
  110563. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  110564. continue;
  110565. }
  110566. switch (edgeIndex) {
  110567. case 0:
  110568. if (this._checkVerticesInsteadOfIndices) {
  110569. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  110570. }
  110571. else {
  110572. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  110573. }
  110574. break;
  110575. case 1:
  110576. if (this._checkVerticesInsteadOfIndices) {
  110577. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  110578. }
  110579. else {
  110580. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  110581. }
  110582. break;
  110583. case 2:
  110584. if (this._checkVerticesInsteadOfIndices) {
  110585. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  110586. }
  110587. else {
  110588. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  110589. }
  110590. break;
  110591. }
  110592. if (otherEdgeIndex === -1) {
  110593. continue;
  110594. }
  110595. faceAdjacencies.edges[edgeIndex] = otherIndex;
  110596. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  110597. faceAdjacencies.edgesConnectedCount++;
  110598. otherFaceAdjacencies.edgesConnectedCount++;
  110599. if (faceAdjacencies.edgesConnectedCount === 3) {
  110600. break;
  110601. }
  110602. }
  110603. }
  110604. }
  110605. // Create lines
  110606. for (index = 0; index < adjacencies.length; index++) {
  110607. // 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
  110608. var current = adjacencies[index];
  110609. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  110610. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  110611. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  110612. }
  110613. // Merge into a single mesh
  110614. var engine = this._source.getScene().getEngine();
  110615. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  110616. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  110617. this._ib = engine.createIndexBuffer(this._linesIndices);
  110618. this._indicesCount = this._linesIndices.length;
  110619. };
  110620. /**
  110621. * Checks wether or not the edges renderer is ready to render.
  110622. * @return true if ready, otherwise false.
  110623. */
  110624. EdgesRenderer.prototype.isReady = function () {
  110625. return this._lineShader.isReady();
  110626. };
  110627. /**
  110628. * Renders the edges of the attached mesh,
  110629. */
  110630. EdgesRenderer.prototype.render = function () {
  110631. var scene = this._source.getScene();
  110632. if (!this.isReady() || !scene.activeCamera) {
  110633. return;
  110634. }
  110635. var engine = scene.getEngine();
  110636. this._lineShader._preBind();
  110637. if (this._source.edgesColor.a !== 1) {
  110638. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  110639. }
  110640. else {
  110641. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  110642. }
  110643. // VBOs
  110644. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  110645. scene.resetCachedMaterial();
  110646. this._lineShader.setColor4("color", this._source.edgesColor);
  110647. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  110648. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  110649. }
  110650. else {
  110651. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  110652. }
  110653. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  110654. this._lineShader.bind(this._source.getWorldMatrix());
  110655. // Draw order
  110656. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  110657. this._lineShader.unbind();
  110658. };
  110659. return EdgesRenderer;
  110660. }());
  110661. BABYLON.EdgesRenderer = EdgesRenderer;
  110662. })(BABYLON || (BABYLON = {}));
  110663. //# sourceMappingURL=babylon.edgesRenderer.js.map
  110664. var BABYLON;
  110665. (function (BABYLON) {
  110666. /**
  110667. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  110668. */
  110669. var LineEdgesRenderer = /** @class */ (function (_super) {
  110670. __extends(LineEdgesRenderer, _super);
  110671. /**
  110672. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  110673. * @param source LineMesh used to generate edges
  110674. * @param epsilon not important (specified angle for edge detection)
  110675. * @param checkVerticesInsteadOfIndices not important for LineMesh
  110676. */
  110677. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  110678. if (epsilon === void 0) { epsilon = 0.95; }
  110679. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  110680. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  110681. _this._generateEdgesLines();
  110682. return _this;
  110683. }
  110684. /**
  110685. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  110686. */
  110687. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  110688. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110689. var indices = this._source.getIndices();
  110690. if (!indices || !positions) {
  110691. return;
  110692. }
  110693. var p0 = BABYLON.Tmp.Vector3[0];
  110694. var p1 = BABYLON.Tmp.Vector3[1];
  110695. var len = indices.length - 1;
  110696. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  110697. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  110698. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  110699. this.createLine(p0, p1, offset);
  110700. }
  110701. // Merge into a single mesh
  110702. var engine = this._source.getScene().getEngine();
  110703. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  110704. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  110705. this._ib = engine.createIndexBuffer(this._linesIndices);
  110706. this._indicesCount = this._linesIndices.length;
  110707. };
  110708. return LineEdgesRenderer;
  110709. }(BABYLON.EdgesRenderer));
  110710. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  110711. })(BABYLON || (BABYLON = {}));
  110712. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  110713. var BABYLON;
  110714. (function (BABYLON) {
  110715. // Adds the parser to the scene parsers.
  110716. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  110717. if (parsedData.effectLayers) {
  110718. if (!container.effectLayers) {
  110719. container.effectLayers = new Array();
  110720. }
  110721. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  110722. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  110723. container.effectLayers.push(effectLayer);
  110724. }
  110725. }
  110726. });
  110727. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  110728. var index = this.effectLayers.indexOf(toRemove);
  110729. if (index !== -1) {
  110730. this.effectLayers.splice(index, 1);
  110731. }
  110732. return index;
  110733. };
  110734. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  110735. this.effectLayers.push(newEffectLayer);
  110736. };
  110737. /**
  110738. * Defines the layer scene component responsible to manage any effect layers
  110739. * in a given scene.
  110740. */
  110741. var EffectLayerSceneComponent = /** @class */ (function () {
  110742. /**
  110743. * Creates a new instance of the component for the given scene
  110744. * @param scene Defines the scene to register the component in
  110745. */
  110746. function EffectLayerSceneComponent(scene) {
  110747. /**
  110748. * The component name helpfull to identify the component in the list of scene components.
  110749. */
  110750. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  110751. this._renderEffects = false;
  110752. this._needStencil = false;
  110753. this._previousStencilState = false;
  110754. this.scene = scene;
  110755. this._engine = scene.getEngine();
  110756. scene.effectLayers = new Array();
  110757. }
  110758. /**
  110759. * Registers the component in a given scene
  110760. */
  110761. EffectLayerSceneComponent.prototype.register = function () {
  110762. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  110763. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  110764. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  110765. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  110766. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  110767. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  110768. };
  110769. /**
  110770. * Rebuilds the elements related to this component in case of
  110771. * context lost for instance.
  110772. */
  110773. EffectLayerSceneComponent.prototype.rebuild = function () {
  110774. var layers = this.scene.effectLayers;
  110775. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  110776. var effectLayer = layers_1[_i];
  110777. effectLayer._rebuild();
  110778. }
  110779. };
  110780. /**
  110781. * Serializes the component data to the specified json object
  110782. * @param serializationObject The object to serialize to
  110783. */
  110784. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  110785. // Effect layers
  110786. serializationObject.effectLayers = [];
  110787. var layers = this.scene.effectLayers;
  110788. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  110789. var effectLayer = layers_2[_i];
  110790. if (effectLayer.serialize) {
  110791. serializationObject.effectLayers.push(effectLayer.serialize());
  110792. }
  110793. }
  110794. };
  110795. /**
  110796. * Adds all the element from the container to the scene
  110797. * @param container the container holding the elements
  110798. */
  110799. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  110800. var _this = this;
  110801. if (!container.effectLayers) {
  110802. return;
  110803. }
  110804. container.effectLayers.forEach(function (o) {
  110805. _this.scene.addEffectLayer(o);
  110806. });
  110807. };
  110808. /**
  110809. * Removes all the elements in the container from the scene
  110810. * @param container contains the elements to remove
  110811. */
  110812. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  110813. var _this = this;
  110814. if (!container.effectLayers) {
  110815. return;
  110816. }
  110817. container.effectLayers.forEach(function (o) {
  110818. _this.scene.removeEffectLayer(o);
  110819. });
  110820. };
  110821. /**
  110822. * Disposes the component and the associated ressources.
  110823. */
  110824. EffectLayerSceneComponent.prototype.dispose = function () {
  110825. var layers = this.scene.effectLayers;
  110826. while (layers.length) {
  110827. layers[0].dispose();
  110828. }
  110829. };
  110830. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  110831. var layers = this.scene.effectLayers;
  110832. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  110833. var layer = layers_3[_i];
  110834. if (!layer.hasMesh(mesh)) {
  110835. continue;
  110836. }
  110837. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  110838. var subMesh = _b[_a];
  110839. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  110840. return false;
  110841. }
  110842. }
  110843. }
  110844. return true;
  110845. };
  110846. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  110847. this._renderEffects = false;
  110848. this._needStencil = false;
  110849. var layers = this.scene.effectLayers;
  110850. if (layers && layers.length > 0) {
  110851. this._previousStencilState = this._engine.getStencilBuffer();
  110852. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  110853. var effectLayer = layers_4[_i];
  110854. if (effectLayer.shouldRender() &&
  110855. (!effectLayer.camera ||
  110856. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  110857. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  110858. this._renderEffects = true;
  110859. this._needStencil = this._needStencil || effectLayer.needStencil();
  110860. var renderTarget = effectLayer._mainTexture;
  110861. if (renderTarget._shouldRender()) {
  110862. this.scene.incrementRenderId();
  110863. renderTarget.render(false, false);
  110864. }
  110865. }
  110866. }
  110867. this.scene.incrementRenderId();
  110868. }
  110869. };
  110870. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  110871. // Activate effect Layer stencil
  110872. if (this._needStencil) {
  110873. this._engine.setStencilBuffer(true);
  110874. }
  110875. };
  110876. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  110877. // Restore effect Layer stencil
  110878. if (this._needStencil) {
  110879. this._engine.setStencilBuffer(this._previousStencilState);
  110880. }
  110881. };
  110882. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  110883. if (this._renderEffects) {
  110884. this._engine.setDepthBuffer(false);
  110885. var layers = this.scene.effectLayers;
  110886. for (var i = 0; i < layers.length; i++) {
  110887. var effectLayer = layers[i];
  110888. if (effectLayer.renderingGroupId === renderingGroupId) {
  110889. if (effectLayer.shouldRender()) {
  110890. effectLayer.render();
  110891. }
  110892. }
  110893. }
  110894. this._engine.setDepthBuffer(true);
  110895. }
  110896. };
  110897. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  110898. if (this._renderEffects) {
  110899. this._draw(-1);
  110900. }
  110901. };
  110902. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  110903. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  110904. this._draw(index);
  110905. }
  110906. };
  110907. return EffectLayerSceneComponent;
  110908. }());
  110909. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  110910. })(BABYLON || (BABYLON = {}));
  110911. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  110912. var __assign = (this && this.__assign) || function () {
  110913. __assign = Object.assign || function(t) {
  110914. for (var s, i = 1, n = arguments.length; i < n; i++) {
  110915. s = arguments[i];
  110916. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  110917. t[p] = s[p];
  110918. }
  110919. return t;
  110920. };
  110921. return __assign.apply(this, arguments);
  110922. };
  110923. var BABYLON;
  110924. (function (BABYLON) {
  110925. /**
  110926. * The effect layer Helps adding post process effect blended with the main pass.
  110927. *
  110928. * This can be for instance use to generate glow or higlight effects on the scene.
  110929. *
  110930. * The effect layer class can not be used directly and is intented to inherited from to be
  110931. * customized per effects.
  110932. */
  110933. var EffectLayer = /** @class */ (function () {
  110934. /**
  110935. * Instantiates a new effect Layer and references it in the scene.
  110936. * @param name The name of the layer
  110937. * @param scene The scene to use the layer in
  110938. */
  110939. function EffectLayer(
  110940. /** The Friendly of the effect in the scene */
  110941. name, scene) {
  110942. this._vertexBuffers = {};
  110943. this._maxSize = 0;
  110944. this._mainTextureDesiredSize = { width: 0, height: 0 };
  110945. this._shouldRender = true;
  110946. this._postProcesses = [];
  110947. this._textures = [];
  110948. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  110949. /**
  110950. * The clear color of the texture used to generate the glow map.
  110951. */
  110952. this.neutralColor = new BABYLON.Color4();
  110953. /**
  110954. * Specifies wether the highlight layer is enabled or not.
  110955. */
  110956. this.isEnabled = true;
  110957. /**
  110958. * An event triggered when the effect layer has been disposed.
  110959. */
  110960. this.onDisposeObservable = new BABYLON.Observable();
  110961. /**
  110962. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  110963. */
  110964. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  110965. /**
  110966. * An event triggered when the generated texture is being merged in the scene.
  110967. */
  110968. this.onBeforeComposeObservable = new BABYLON.Observable();
  110969. /**
  110970. * An event triggered when the generated texture has been merged in the scene.
  110971. */
  110972. this.onAfterComposeObservable = new BABYLON.Observable();
  110973. /**
  110974. * An event triggered when the efffect layer changes its size.
  110975. */
  110976. this.onSizeChangedObservable = new BABYLON.Observable();
  110977. this.name = name;
  110978. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  110979. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  110980. if (!component) {
  110981. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  110982. this._scene._addComponent(component);
  110983. }
  110984. this._engine = this._scene.getEngine();
  110985. this._maxSize = this._engine.getCaps().maxTextureSize;
  110986. this._scene.effectLayers.push(this);
  110987. // Generate Buffers
  110988. this._generateIndexBuffer();
  110989. this._genrateVertexBuffer();
  110990. }
  110991. Object.defineProperty(EffectLayer.prototype, "camera", {
  110992. /**
  110993. * Gets the camera attached to the layer.
  110994. */
  110995. get: function () {
  110996. return this._effectLayerOptions.camera;
  110997. },
  110998. enumerable: true,
  110999. configurable: true
  111000. });
  111001. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  111002. /**
  111003. * Gets the rendering group id the layer should render in.
  111004. */
  111005. get: function () {
  111006. return this._effectLayerOptions.renderingGroupId;
  111007. },
  111008. enumerable: true,
  111009. configurable: true
  111010. });
  111011. /**
  111012. * Initializes the effect layer with the required options.
  111013. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  111014. */
  111015. EffectLayer.prototype._init = function (options) {
  111016. // Adapt options
  111017. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  111018. this._setMainTextureSize();
  111019. this._createMainTexture();
  111020. this._createTextureAndPostProcesses();
  111021. this._mergeEffect = this._createMergeEffect();
  111022. };
  111023. /**
  111024. * Generates the index buffer of the full screen quad blending to the main canvas.
  111025. */
  111026. EffectLayer.prototype._generateIndexBuffer = function () {
  111027. // Indices
  111028. var indices = [];
  111029. indices.push(0);
  111030. indices.push(1);
  111031. indices.push(2);
  111032. indices.push(0);
  111033. indices.push(2);
  111034. indices.push(3);
  111035. this._indexBuffer = this._engine.createIndexBuffer(indices);
  111036. };
  111037. /**
  111038. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  111039. */
  111040. EffectLayer.prototype._genrateVertexBuffer = function () {
  111041. // VBO
  111042. var vertices = [];
  111043. vertices.push(1, 1);
  111044. vertices.push(-1, 1);
  111045. vertices.push(-1, -1);
  111046. vertices.push(1, -1);
  111047. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  111048. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  111049. };
  111050. /**
  111051. * Sets the main texture desired size which is the closest power of two
  111052. * of the engine canvas size.
  111053. */
  111054. EffectLayer.prototype._setMainTextureSize = function () {
  111055. if (this._effectLayerOptions.mainTextureFixedSize) {
  111056. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  111057. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  111058. }
  111059. else {
  111060. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  111061. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  111062. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  111063. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  111064. }
  111065. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  111066. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  111067. };
  111068. /**
  111069. * Creates the main texture for the effect layer.
  111070. */
  111071. EffectLayer.prototype._createMainTexture = function () {
  111072. var _this = this;
  111073. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  111074. width: this._mainTextureDesiredSize.width,
  111075. height: this._mainTextureDesiredSize.height
  111076. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  111077. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  111078. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111079. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111080. this._mainTexture.anisotropicFilteringLevel = 1;
  111081. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  111082. this._mainTexture.renderParticles = false;
  111083. this._mainTexture.renderList = null;
  111084. this._mainTexture.ignoreCameraViewport = true;
  111085. // Custom render function
  111086. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  111087. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  111088. var index;
  111089. var engine = _this._scene.getEngine();
  111090. if (depthOnlySubMeshes.length) {
  111091. engine.setColorWrite(false);
  111092. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  111093. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  111094. }
  111095. engine.setColorWrite(true);
  111096. }
  111097. for (index = 0; index < opaqueSubMeshes.length; index++) {
  111098. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  111099. }
  111100. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  111101. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  111102. }
  111103. for (index = 0; index < transparentSubMeshes.length; index++) {
  111104. _this._renderSubMesh(transparentSubMeshes.data[index]);
  111105. }
  111106. };
  111107. this._mainTexture.onClearObservable.add(function (engine) {
  111108. engine.clear(_this.neutralColor, true, true, true);
  111109. });
  111110. };
  111111. /**
  111112. * Checks for the readiness of the element composing the layer.
  111113. * @param subMesh the mesh to check for
  111114. * @param useInstances specify wether or not to use instances to render the mesh
  111115. * @param emissiveTexture the associated emissive texture used to generate the glow
  111116. * @return true if ready otherwise, false
  111117. */
  111118. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  111119. var material = subMesh.getMaterial();
  111120. if (!material) {
  111121. return false;
  111122. }
  111123. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  111124. return false;
  111125. }
  111126. var defines = [];
  111127. var attribs = [BABYLON.VertexBuffer.PositionKind];
  111128. var mesh = subMesh.getMesh();
  111129. var uv1 = false;
  111130. var uv2 = false;
  111131. // Alpha test
  111132. if (material && material.needAlphaTesting()) {
  111133. var alphaTexture = material.getAlphaTestTexture();
  111134. if (alphaTexture) {
  111135. defines.push("#define ALPHATEST");
  111136. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111137. alphaTexture.coordinatesIndex === 1) {
  111138. defines.push("#define DIFFUSEUV2");
  111139. uv2 = true;
  111140. }
  111141. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111142. defines.push("#define DIFFUSEUV1");
  111143. uv1 = true;
  111144. }
  111145. }
  111146. }
  111147. // Emissive
  111148. if (emissiveTexture) {
  111149. defines.push("#define EMISSIVE");
  111150. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  111151. emissiveTexture.coordinatesIndex === 1) {
  111152. defines.push("#define EMISSIVEUV2");
  111153. uv2 = true;
  111154. }
  111155. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  111156. defines.push("#define EMISSIVEUV1");
  111157. uv1 = true;
  111158. }
  111159. }
  111160. if (uv1) {
  111161. attribs.push(BABYLON.VertexBuffer.UVKind);
  111162. defines.push("#define UV1");
  111163. }
  111164. if (uv2) {
  111165. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  111166. defines.push("#define UV2");
  111167. }
  111168. // Bones
  111169. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  111170. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  111171. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  111172. if (mesh.numBoneInfluencers > 4) {
  111173. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  111174. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  111175. }
  111176. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  111177. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  111178. }
  111179. else {
  111180. defines.push("#define NUM_BONE_INFLUENCERS 0");
  111181. }
  111182. // Morph targets
  111183. var manager = mesh.morphTargetManager;
  111184. var morphInfluencers = 0;
  111185. if (manager) {
  111186. if (manager.numInfluencers > 0) {
  111187. defines.push("#define MORPHTARGETS");
  111188. morphInfluencers = manager.numInfluencers;
  111189. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  111190. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  111191. }
  111192. }
  111193. // Instances
  111194. if (useInstances) {
  111195. defines.push("#define INSTANCES");
  111196. attribs.push("world0");
  111197. attribs.push("world1");
  111198. attribs.push("world2");
  111199. attribs.push("world3");
  111200. }
  111201. // Get correct effect
  111202. var join = defines.join("\n");
  111203. if (this._cachedDefines !== join) {
  111204. this._cachedDefines = join;
  111205. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  111206. }
  111207. return this._effectLayerMapGenerationEffect.isReady();
  111208. };
  111209. /**
  111210. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  111211. */
  111212. EffectLayer.prototype.render = function () {
  111213. var currentEffect = this._mergeEffect;
  111214. // Check
  111215. if (!currentEffect.isReady()) {
  111216. return;
  111217. }
  111218. for (var i = 0; i < this._postProcesses.length; i++) {
  111219. if (!this._postProcesses[i].isReady()) {
  111220. return;
  111221. }
  111222. }
  111223. var engine = this._scene.getEngine();
  111224. this.onBeforeComposeObservable.notifyObservers(this);
  111225. // Render
  111226. engine.enableEffect(currentEffect);
  111227. engine.setState(false);
  111228. // VBOs
  111229. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  111230. // Cache
  111231. var previousAlphaMode = engine.getAlphaMode();
  111232. // Go Blend.
  111233. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  111234. // Blends the map on the main canvas.
  111235. this._internalRender(currentEffect);
  111236. // Restore Alpha
  111237. engine.setAlphaMode(previousAlphaMode);
  111238. this.onAfterComposeObservable.notifyObservers(this);
  111239. // Handle size changes.
  111240. var size = this._mainTexture.getSize();
  111241. this._setMainTextureSize();
  111242. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  111243. // Recreate RTT and post processes on size change.
  111244. this.onSizeChangedObservable.notifyObservers(this);
  111245. this._disposeTextureAndPostProcesses();
  111246. this._createMainTexture();
  111247. this._createTextureAndPostProcesses();
  111248. }
  111249. };
  111250. /**
  111251. * Determine if a given mesh will be used in the current effect.
  111252. * @param mesh mesh to test
  111253. * @returns true if the mesh will be used
  111254. */
  111255. EffectLayer.prototype.hasMesh = function (mesh) {
  111256. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  111257. return true;
  111258. }
  111259. return false;
  111260. };
  111261. /**
  111262. * Returns true if the layer contains information to display, otherwise false.
  111263. * @returns true if the glow layer should be rendered
  111264. */
  111265. EffectLayer.prototype.shouldRender = function () {
  111266. return this.isEnabled && this._shouldRender;
  111267. };
  111268. /**
  111269. * Returns true if the mesh should render, otherwise false.
  111270. * @param mesh The mesh to render
  111271. * @returns true if it should render otherwise false
  111272. */
  111273. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  111274. return true;
  111275. };
  111276. /**
  111277. * Returns true if the mesh should render, otherwise false.
  111278. * @param mesh The mesh to render
  111279. * @returns true if it should render otherwise false
  111280. */
  111281. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  111282. return true;
  111283. };
  111284. /**
  111285. * Renders the submesh passed in parameter to the generation map.
  111286. */
  111287. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  111288. var _this = this;
  111289. if (!this.shouldRender()) {
  111290. return;
  111291. }
  111292. var material = subMesh.getMaterial();
  111293. var mesh = subMesh.getRenderingMesh();
  111294. var scene = this._scene;
  111295. var engine = scene.getEngine();
  111296. if (!material) {
  111297. return;
  111298. }
  111299. // Do not block in blend mode.
  111300. if (material.needAlphaBlendingForMesh(mesh)) {
  111301. return;
  111302. }
  111303. // Culling
  111304. engine.setState(material.backFaceCulling);
  111305. // Managing instances
  111306. var batch = mesh._getInstancesRenderList(subMesh._id);
  111307. if (batch.mustReturn) {
  111308. return;
  111309. }
  111310. // Early Exit per mesh
  111311. if (!this._shouldRenderMesh(mesh)) {
  111312. return;
  111313. }
  111314. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  111315. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  111316. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  111317. engine.enableEffect(this._effectLayerMapGenerationEffect);
  111318. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  111319. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  111320. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  111321. // Alpha test
  111322. if (material && material.needAlphaTesting()) {
  111323. var alphaTexture = material.getAlphaTestTexture();
  111324. if (alphaTexture) {
  111325. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  111326. var textureMatrix = alphaTexture.getTextureMatrix();
  111327. if (textureMatrix) {
  111328. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  111329. }
  111330. }
  111331. }
  111332. // Glow emissive only
  111333. if (this._emissiveTextureAndColor.texture) {
  111334. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  111335. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  111336. }
  111337. // Bones
  111338. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  111339. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  111340. }
  111341. // Morph targets
  111342. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  111343. // Draw
  111344. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  111345. }
  111346. else {
  111347. // Need to reset refresh rate of the main map
  111348. this._mainTexture.resetRefreshCounter();
  111349. }
  111350. };
  111351. /**
  111352. * Rebuild the required buffers.
  111353. * @hidden Internal use only.
  111354. */
  111355. EffectLayer.prototype._rebuild = function () {
  111356. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111357. if (vb) {
  111358. vb._rebuild();
  111359. }
  111360. this._generateIndexBuffer();
  111361. };
  111362. /**
  111363. * Dispose only the render target textures and post process.
  111364. */
  111365. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  111366. this._mainTexture.dispose();
  111367. for (var i = 0; i < this._postProcesses.length; i++) {
  111368. if (this._postProcesses[i]) {
  111369. this._postProcesses[i].dispose();
  111370. }
  111371. }
  111372. this._postProcesses = [];
  111373. for (var i = 0; i < this._textures.length; i++) {
  111374. if (this._textures[i]) {
  111375. this._textures[i].dispose();
  111376. }
  111377. }
  111378. this._textures = [];
  111379. };
  111380. /**
  111381. * Dispose the highlight layer and free resources.
  111382. */
  111383. EffectLayer.prototype.dispose = function () {
  111384. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  111385. if (vertexBuffer) {
  111386. vertexBuffer.dispose();
  111387. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  111388. }
  111389. if (this._indexBuffer) {
  111390. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  111391. this._indexBuffer = null;
  111392. }
  111393. // Clean textures and post processes
  111394. this._disposeTextureAndPostProcesses();
  111395. // Remove from scene
  111396. var index = this._scene.effectLayers.indexOf(this, 0);
  111397. if (index > -1) {
  111398. this._scene.effectLayers.splice(index, 1);
  111399. }
  111400. // Callback
  111401. this.onDisposeObservable.notifyObservers(this);
  111402. this.onDisposeObservable.clear();
  111403. this.onBeforeRenderMainTextureObservable.clear();
  111404. this.onBeforeComposeObservable.clear();
  111405. this.onAfterComposeObservable.clear();
  111406. this.onSizeChangedObservable.clear();
  111407. };
  111408. /**
  111409. * Gets the class name of the effect layer
  111410. * @returns the string with the class name of the effect layer
  111411. */
  111412. EffectLayer.prototype.getClassName = function () {
  111413. return "EffectLayer";
  111414. };
  111415. /**
  111416. * Creates an effect layer from parsed effect layer data
  111417. * @param parsedEffectLayer defines effect layer data
  111418. * @param scene defines the current scene
  111419. * @param rootUrl defines the root URL containing the effect layer information
  111420. * @returns a parsed effect Layer
  111421. */
  111422. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  111423. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  111424. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  111425. };
  111426. __decorate([
  111427. BABYLON.serialize()
  111428. ], EffectLayer.prototype, "name", void 0);
  111429. __decorate([
  111430. BABYLON.serializeAsColor4()
  111431. ], EffectLayer.prototype, "neutralColor", void 0);
  111432. __decorate([
  111433. BABYLON.serialize()
  111434. ], EffectLayer.prototype, "isEnabled", void 0);
  111435. __decorate([
  111436. BABYLON.serializeAsCameraReference()
  111437. ], EffectLayer.prototype, "camera", null);
  111438. __decorate([
  111439. BABYLON.serialize()
  111440. ], EffectLayer.prototype, "renderingGroupId", null);
  111441. return EffectLayer;
  111442. }());
  111443. BABYLON.EffectLayer = EffectLayer;
  111444. })(BABYLON || (BABYLON = {}));
  111445. //# sourceMappingURL=babylon.effectLayer.js.map
  111446. var BABYLON;
  111447. (function (BABYLON) {
  111448. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  111449. for (var index = 0; index < this.effectLayers.length; index++) {
  111450. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  111451. return this.effectLayers[index];
  111452. }
  111453. }
  111454. return null;
  111455. };
  111456. /**
  111457. * Special Glow Blur post process only blurring the alpha channel
  111458. * It enforces keeping the most luminous color in the color channel.
  111459. */
  111460. var GlowBlurPostProcess = /** @class */ (function (_super) {
  111461. __extends(GlowBlurPostProcess, _super);
  111462. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  111463. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  111464. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  111465. _this.direction = direction;
  111466. _this.kernel = kernel;
  111467. _this.onApplyObservable.add(function (effect) {
  111468. effect.setFloat2("screenSize", _this.width, _this.height);
  111469. effect.setVector2("direction", _this.direction);
  111470. effect.setFloat("blurWidth", _this.kernel);
  111471. });
  111472. return _this;
  111473. }
  111474. return GlowBlurPostProcess;
  111475. }(BABYLON.PostProcess));
  111476. /**
  111477. * The highlight layer Helps adding a glow effect around a mesh.
  111478. *
  111479. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  111480. * glowy meshes to your scene.
  111481. *
  111482. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  111483. */
  111484. var HighlightLayer = /** @class */ (function (_super) {
  111485. __extends(HighlightLayer, _super);
  111486. /**
  111487. * Instantiates a new highlight Layer and references it to the scene..
  111488. * @param name The name of the layer
  111489. * @param scene The scene to use the layer in
  111490. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  111491. */
  111492. function HighlightLayer(name, scene, options) {
  111493. var _this = _super.call(this, name, scene) || this;
  111494. _this.name = name;
  111495. /**
  111496. * Specifies whether or not the inner glow is ACTIVE in the layer.
  111497. */
  111498. _this.innerGlow = true;
  111499. /**
  111500. * Specifies whether or not the outer glow is ACTIVE in the layer.
  111501. */
  111502. _this.outerGlow = true;
  111503. /**
  111504. * An event triggered when the highlight layer is being blurred.
  111505. */
  111506. _this.onBeforeBlurObservable = new BABYLON.Observable();
  111507. /**
  111508. * An event triggered when the highlight layer has been blurred.
  111509. */
  111510. _this.onAfterBlurObservable = new BABYLON.Observable();
  111511. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  111512. _this._meshes = {};
  111513. _this._excludedMeshes = {};
  111514. _this.neutralColor = HighlightLayer.NeutralColor;
  111515. // Warn on stencil
  111516. if (!_this._engine.isStencilEnable) {
  111517. 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 }");
  111518. }
  111519. // Adapt options
  111520. _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);
  111521. // Initialize the layer
  111522. _this._init({
  111523. alphaBlendingMode: _this._options.alphaBlendingMode,
  111524. camera: _this._options.camera,
  111525. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  111526. mainTextureRatio: _this._options.mainTextureRatio,
  111527. renderingGroupId: _this._options.renderingGroupId
  111528. });
  111529. // Do not render as long as no meshes have been added
  111530. _this._shouldRender = false;
  111531. return _this;
  111532. }
  111533. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  111534. /**
  111535. * Gets the horizontal size of the blur.
  111536. */
  111537. get: function () {
  111538. return this._horizontalBlurPostprocess.kernel;
  111539. },
  111540. /**
  111541. * Specifies the horizontal size of the blur.
  111542. */
  111543. set: function (value) {
  111544. this._horizontalBlurPostprocess.kernel = value;
  111545. },
  111546. enumerable: true,
  111547. configurable: true
  111548. });
  111549. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  111550. /**
  111551. * Gets the vertical size of the blur.
  111552. */
  111553. get: function () {
  111554. return this._verticalBlurPostprocess.kernel;
  111555. },
  111556. /**
  111557. * Specifies the vertical size of the blur.
  111558. */
  111559. set: function (value) {
  111560. this._verticalBlurPostprocess.kernel = value;
  111561. },
  111562. enumerable: true,
  111563. configurable: true
  111564. });
  111565. /**
  111566. * Get the effect name of the layer.
  111567. * @return The effect name
  111568. */
  111569. HighlightLayer.prototype.getEffectName = function () {
  111570. return HighlightLayer.EffectName;
  111571. };
  111572. /**
  111573. * Create the merge effect. This is the shader use to blit the information back
  111574. * to the main canvas at the end of the scene rendering.
  111575. */
  111576. HighlightLayer.prototype._createMergeEffect = function () {
  111577. // Effect
  111578. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  111579. };
  111580. /**
  111581. * Creates the render target textures and post processes used in the highlight layer.
  111582. */
  111583. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  111584. var _this = this;
  111585. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  111586. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  111587. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  111588. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  111589. var textureType = 0;
  111590. if (this._engine.getCaps().textureHalfFloatRender) {
  111591. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  111592. }
  111593. else {
  111594. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  111595. }
  111596. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  111597. width: blurTextureWidth,
  111598. height: blurTextureHeight
  111599. }, this._scene, false, true, textureType);
  111600. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111601. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  111602. this._blurTexture.anisotropicFilteringLevel = 16;
  111603. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  111604. this._blurTexture.renderParticles = false;
  111605. this._blurTexture.ignoreCameraViewport = true;
  111606. this._textures = [this._blurTexture];
  111607. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  111608. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  111609. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  111610. effect.setTexture("textureSampler", _this._mainTexture);
  111611. });
  111612. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  111613. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  111614. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  111615. });
  111616. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  111617. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  111618. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  111619. });
  111620. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  111621. }
  111622. else {
  111623. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  111624. width: blurTextureWidth,
  111625. height: blurTextureHeight
  111626. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111627. this._horizontalBlurPostprocess.width = blurTextureWidth;
  111628. this._horizontalBlurPostprocess.height = blurTextureHeight;
  111629. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  111630. effect.setTexture("textureSampler", _this._mainTexture);
  111631. });
  111632. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  111633. width: blurTextureWidth,
  111634. height: blurTextureHeight
  111635. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  111636. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  111637. }
  111638. this._mainTexture.onAfterUnbindObservable.add(function () {
  111639. _this.onBeforeBlurObservable.notifyObservers(_this);
  111640. var internalTexture = _this._blurTexture.getInternalTexture();
  111641. if (internalTexture) {
  111642. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  111643. }
  111644. _this.onAfterBlurObservable.notifyObservers(_this);
  111645. });
  111646. // Prevent autoClear.
  111647. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  111648. };
  111649. /**
  111650. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  111651. */
  111652. HighlightLayer.prototype.needStencil = function () {
  111653. return true;
  111654. };
  111655. /**
  111656. * Checks for the readiness of the element composing the layer.
  111657. * @param subMesh the mesh to check for
  111658. * @param useInstances specify wether or not to use instances to render the mesh
  111659. * @param emissiveTexture the associated emissive texture used to generate the glow
  111660. * @return true if ready otherwise, false
  111661. */
  111662. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  111663. var material = subMesh.getMaterial();
  111664. var mesh = subMesh.getRenderingMesh();
  111665. if (!material || !mesh || !this._meshes) {
  111666. return false;
  111667. }
  111668. var emissiveTexture = null;
  111669. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111670. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111671. emissiveTexture = material.emissiveTexture;
  111672. }
  111673. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  111674. };
  111675. /**
  111676. * Implementation specific of rendering the generating effect on the main canvas.
  111677. * @param effect The effect used to render through
  111678. */
  111679. HighlightLayer.prototype._internalRender = function (effect) {
  111680. // Texture
  111681. effect.setTexture("textureSampler", this._blurTexture);
  111682. // Cache
  111683. var engine = this._engine;
  111684. var previousStencilBuffer = engine.getStencilBuffer();
  111685. var previousStencilFunction = engine.getStencilFunction();
  111686. var previousStencilMask = engine.getStencilMask();
  111687. var previousStencilOperationPass = engine.getStencilOperationPass();
  111688. var previousStencilOperationFail = engine.getStencilOperationFail();
  111689. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  111690. var previousStencilReference = engine.getStencilFunctionReference();
  111691. // Stencil operations
  111692. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  111693. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  111694. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  111695. // Draw order
  111696. engine.setStencilMask(0x00);
  111697. engine.setStencilBuffer(true);
  111698. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  111699. // 2 passes inner outer
  111700. if (this.outerGlow) {
  111701. effect.setFloat("offset", 0);
  111702. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  111703. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111704. }
  111705. if (this.innerGlow) {
  111706. effect.setFloat("offset", 1);
  111707. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  111708. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  111709. }
  111710. // Restore Cache
  111711. engine.setStencilFunction(previousStencilFunction);
  111712. engine.setStencilMask(previousStencilMask);
  111713. engine.setStencilBuffer(previousStencilBuffer);
  111714. engine.setStencilOperationPass(previousStencilOperationPass);
  111715. engine.setStencilOperationFail(previousStencilOperationFail);
  111716. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  111717. engine.setStencilFunctionReference(previousStencilReference);
  111718. };
  111719. /**
  111720. * Returns true if the layer contains information to display, otherwise false.
  111721. */
  111722. HighlightLayer.prototype.shouldRender = function () {
  111723. if (_super.prototype.shouldRender.call(this)) {
  111724. return this._meshes ? true : false;
  111725. }
  111726. return false;
  111727. };
  111728. /**
  111729. * Returns true if the mesh should render, otherwise false.
  111730. * @param mesh The mesh to render
  111731. * @returns true if it should render otherwise false
  111732. */
  111733. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  111734. // Excluded Mesh
  111735. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  111736. return false;
  111737. }
  111738. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111739. return false;
  111740. }
  111741. return true;
  111742. };
  111743. /**
  111744. * Sets the required values for both the emissive texture and and the main color.
  111745. */
  111746. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  111747. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  111748. if (highlightLayerMesh) {
  111749. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  111750. }
  111751. else {
  111752. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  111753. }
  111754. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  111755. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  111756. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  111757. }
  111758. else {
  111759. this._emissiveTextureAndColor.texture = null;
  111760. }
  111761. };
  111762. /**
  111763. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  111764. * @param mesh The mesh to exclude from the highlight layer
  111765. */
  111766. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  111767. if (!this._excludedMeshes) {
  111768. return;
  111769. }
  111770. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111771. if (!meshExcluded) {
  111772. this._excludedMeshes[mesh.uniqueId] = {
  111773. mesh: mesh,
  111774. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  111775. mesh.getEngine().setStencilBuffer(false);
  111776. }),
  111777. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  111778. mesh.getEngine().setStencilBuffer(true);
  111779. }),
  111780. };
  111781. }
  111782. };
  111783. /**
  111784. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  111785. * @param mesh The mesh to highlight
  111786. */
  111787. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  111788. if (!this._excludedMeshes) {
  111789. return;
  111790. }
  111791. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  111792. if (meshExcluded) {
  111793. if (meshExcluded.beforeRender) {
  111794. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  111795. }
  111796. if (meshExcluded.afterRender) {
  111797. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  111798. }
  111799. }
  111800. this._excludedMeshes[mesh.uniqueId] = null;
  111801. };
  111802. /**
  111803. * Determine if a given mesh will be highlighted by the current HighlightLayer
  111804. * @param mesh mesh to test
  111805. * @returns true if the mesh will be highlighted by the current HighlightLayer
  111806. */
  111807. HighlightLayer.prototype.hasMesh = function (mesh) {
  111808. if (!this._meshes) {
  111809. return false;
  111810. }
  111811. if (!_super.prototype.hasMesh.call(this, mesh)) {
  111812. return false;
  111813. }
  111814. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  111815. };
  111816. /**
  111817. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  111818. * @param mesh The mesh to highlight
  111819. * @param color The color of the highlight
  111820. * @param glowEmissiveOnly Extract the glow from the emissive texture
  111821. */
  111822. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  111823. var _this = this;
  111824. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  111825. if (!this._meshes) {
  111826. return;
  111827. }
  111828. var meshHighlight = this._meshes[mesh.uniqueId];
  111829. if (meshHighlight) {
  111830. meshHighlight.color = color;
  111831. }
  111832. else {
  111833. this._meshes[mesh.uniqueId] = {
  111834. mesh: mesh,
  111835. color: color,
  111836. // Lambda required for capture due to Observable this context
  111837. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  111838. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  111839. _this._defaultStencilReference(mesh);
  111840. }
  111841. else {
  111842. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  111843. }
  111844. }),
  111845. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  111846. glowEmissiveOnly: glowEmissiveOnly
  111847. };
  111848. mesh.onDisposeObservable.add(function () {
  111849. _this._disposeMesh(mesh);
  111850. });
  111851. }
  111852. this._shouldRender = true;
  111853. };
  111854. /**
  111855. * Remove a mesh from the highlight layer in order to make it stop glowing.
  111856. * @param mesh The mesh to highlight
  111857. */
  111858. HighlightLayer.prototype.removeMesh = function (mesh) {
  111859. if (!this._meshes) {
  111860. return;
  111861. }
  111862. var meshHighlight = this._meshes[mesh.uniqueId];
  111863. if (meshHighlight) {
  111864. if (meshHighlight.observerHighlight) {
  111865. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111866. }
  111867. if (meshHighlight.observerDefault) {
  111868. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111869. }
  111870. delete this._meshes[mesh.uniqueId];
  111871. }
  111872. this._shouldRender = false;
  111873. for (var meshHighlightToCheck in this._meshes) {
  111874. if (this._meshes[meshHighlightToCheck]) {
  111875. this._shouldRender = true;
  111876. break;
  111877. }
  111878. }
  111879. };
  111880. /**
  111881. * Force the stencil to the normal expected value for none glowing parts
  111882. */
  111883. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  111884. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  111885. };
  111886. /**
  111887. * Free any resources and references associated to a mesh.
  111888. * Internal use
  111889. * @param mesh The mesh to free.
  111890. * @hidden
  111891. */
  111892. HighlightLayer.prototype._disposeMesh = function (mesh) {
  111893. this.removeMesh(mesh);
  111894. this.removeExcludedMesh(mesh);
  111895. };
  111896. /**
  111897. * Dispose the highlight layer and free resources.
  111898. */
  111899. HighlightLayer.prototype.dispose = function () {
  111900. if (this._meshes) {
  111901. // Clean mesh references
  111902. for (var id in this._meshes) {
  111903. var meshHighlight = this._meshes[id];
  111904. if (meshHighlight && meshHighlight.mesh) {
  111905. if (meshHighlight.observerHighlight) {
  111906. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  111907. }
  111908. if (meshHighlight.observerDefault) {
  111909. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  111910. }
  111911. }
  111912. }
  111913. this._meshes = null;
  111914. }
  111915. if (this._excludedMeshes) {
  111916. for (var id in this._excludedMeshes) {
  111917. var meshHighlight = this._excludedMeshes[id];
  111918. if (meshHighlight) {
  111919. if (meshHighlight.beforeRender) {
  111920. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  111921. }
  111922. if (meshHighlight.afterRender) {
  111923. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  111924. }
  111925. }
  111926. }
  111927. this._excludedMeshes = null;
  111928. }
  111929. _super.prototype.dispose.call(this);
  111930. };
  111931. /**
  111932. * Gets the class name of the effect layer
  111933. * @returns the string with the class name of the effect layer
  111934. */
  111935. HighlightLayer.prototype.getClassName = function () {
  111936. return "HighlightLayer";
  111937. };
  111938. /**
  111939. * Serializes this Highlight layer
  111940. * @returns a serialized Highlight layer object
  111941. */
  111942. HighlightLayer.prototype.serialize = function () {
  111943. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  111944. serializationObject.customType = "BABYLON.HighlightLayer";
  111945. // Highlighted meshes
  111946. serializationObject.meshes = [];
  111947. if (this._meshes) {
  111948. for (var m in this._meshes) {
  111949. var mesh = this._meshes[m];
  111950. if (mesh) {
  111951. serializationObject.meshes.push({
  111952. glowEmissiveOnly: mesh.glowEmissiveOnly,
  111953. color: mesh.color.asArray(),
  111954. meshId: mesh.mesh.id
  111955. });
  111956. }
  111957. }
  111958. }
  111959. // Excluded meshes
  111960. serializationObject.excludedMeshes = [];
  111961. if (this._excludedMeshes) {
  111962. for (var e in this._excludedMeshes) {
  111963. var excludedMesh = this._excludedMeshes[e];
  111964. if (excludedMesh) {
  111965. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  111966. }
  111967. }
  111968. }
  111969. return serializationObject;
  111970. };
  111971. /**
  111972. * Creates a Highlight layer from parsed Highlight layer data
  111973. * @param parsedHightlightLayer defines the Highlight layer data
  111974. * @param scene defines the current scene
  111975. * @param rootUrl defines the root URL containing the Highlight layer information
  111976. * @returns a parsed Highlight layer
  111977. */
  111978. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  111979. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  111980. var index;
  111981. // Excluded meshes
  111982. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  111983. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  111984. if (mesh) {
  111985. hl.addExcludedMesh(mesh);
  111986. }
  111987. }
  111988. // Included meshes
  111989. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  111990. var highlightedMesh = parsedHightlightLayer.meshes[index];
  111991. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  111992. if (mesh) {
  111993. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  111994. }
  111995. }
  111996. return hl;
  111997. };
  111998. /**
  111999. * Effect Name of the highlight layer.
  112000. */
  112001. HighlightLayer.EffectName = "HighlightLayer";
  112002. /**
  112003. * The neutral color used during the preparation of the glow effect.
  112004. * This is black by default as the blend operation is a blend operation.
  112005. */
  112006. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  112007. /**
  112008. * Stencil value used for glowing meshes.
  112009. */
  112010. HighlightLayer.GlowingMeshStencilReference = 0x02;
  112011. /**
  112012. * Stencil value used for the other meshes in the scene.
  112013. */
  112014. HighlightLayer.NormalMeshStencilReference = 0x01;
  112015. __decorate([
  112016. BABYLON.serialize()
  112017. ], HighlightLayer.prototype, "innerGlow", void 0);
  112018. __decorate([
  112019. BABYLON.serialize()
  112020. ], HighlightLayer.prototype, "outerGlow", void 0);
  112021. __decorate([
  112022. BABYLON.serialize()
  112023. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  112024. __decorate([
  112025. BABYLON.serialize()
  112026. ], HighlightLayer.prototype, "blurVerticalSize", null);
  112027. __decorate([
  112028. BABYLON.serialize("options")
  112029. ], HighlightLayer.prototype, "_options", void 0);
  112030. return HighlightLayer;
  112031. }(BABYLON.EffectLayer));
  112032. BABYLON.HighlightLayer = HighlightLayer;
  112033. })(BABYLON || (BABYLON = {}));
  112034. //# sourceMappingURL=babylon.highlightLayer.js.map
  112035. var BABYLON;
  112036. (function (BABYLON) {
  112037. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  112038. for (var index = 0; index < this.effectLayers.length; index++) {
  112039. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  112040. return this.effectLayers[index];
  112041. }
  112042. }
  112043. return null;
  112044. };
  112045. /**
  112046. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  112047. *
  112048. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  112049. * glowy meshes to your scene.
  112050. *
  112051. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  112052. */
  112053. var GlowLayer = /** @class */ (function (_super) {
  112054. __extends(GlowLayer, _super);
  112055. /**
  112056. * Instantiates a new glow Layer and references it to the scene.
  112057. * @param name The name of the layer
  112058. * @param scene The scene to use the layer in
  112059. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  112060. */
  112061. function GlowLayer(name, scene, options) {
  112062. var _this = _super.call(this, name, scene) || this;
  112063. _this._intensity = 1.0;
  112064. _this._includedOnlyMeshes = [];
  112065. _this._excludedMeshes = [];
  112066. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  112067. // Adapt options
  112068. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  112069. // Initialize the layer
  112070. _this._init({
  112071. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  112072. camera: _this._options.camera,
  112073. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  112074. mainTextureRatio: _this._options.mainTextureRatio,
  112075. renderingGroupId: _this._options.renderingGroupId
  112076. });
  112077. return _this;
  112078. }
  112079. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  112080. /**
  112081. * Gets the kernel size of the blur.
  112082. */
  112083. get: function () {
  112084. return this._horizontalBlurPostprocess1.kernel;
  112085. },
  112086. /**
  112087. * Sets the kernel size of the blur.
  112088. */
  112089. set: function (value) {
  112090. this._horizontalBlurPostprocess1.kernel = value;
  112091. this._verticalBlurPostprocess1.kernel = value;
  112092. this._horizontalBlurPostprocess2.kernel = value;
  112093. this._verticalBlurPostprocess2.kernel = value;
  112094. },
  112095. enumerable: true,
  112096. configurable: true
  112097. });
  112098. Object.defineProperty(GlowLayer.prototype, "intensity", {
  112099. /**
  112100. * Gets the glow intensity.
  112101. */
  112102. get: function () {
  112103. return this._intensity;
  112104. },
  112105. /**
  112106. * Sets the glow intensity.
  112107. */
  112108. set: function (value) {
  112109. this._intensity = value;
  112110. },
  112111. enumerable: true,
  112112. configurable: true
  112113. });
  112114. /**
  112115. * Get the effect name of the layer.
  112116. * @return The effect name
  112117. */
  112118. GlowLayer.prototype.getEffectName = function () {
  112119. return GlowLayer.EffectName;
  112120. };
  112121. /**
  112122. * Create the merge effect. This is the shader use to blit the information back
  112123. * to the main canvas at the end of the scene rendering.
  112124. */
  112125. GlowLayer.prototype._createMergeEffect = function () {
  112126. // Effect
  112127. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  112128. };
  112129. /**
  112130. * Creates the render target textures and post processes used in the glow layer.
  112131. */
  112132. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  112133. var _this = this;
  112134. var blurTextureWidth = this._mainTextureDesiredSize.width;
  112135. var blurTextureHeight = this._mainTextureDesiredSize.height;
  112136. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  112137. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  112138. var textureType = 0;
  112139. if (this._engine.getCaps().textureHalfFloatRender) {
  112140. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  112141. }
  112142. else {
  112143. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  112144. }
  112145. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  112146. width: blurTextureWidth,
  112147. height: blurTextureHeight
  112148. }, this._scene, false, true, textureType);
  112149. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112150. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112151. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112152. this._blurTexture1.renderParticles = false;
  112153. this._blurTexture1.ignoreCameraViewport = true;
  112154. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  112155. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  112156. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  112157. width: blurTextureWidth2,
  112158. height: blurTextureHeight2
  112159. }, this._scene, false, true, textureType);
  112160. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112161. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  112162. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  112163. this._blurTexture2.renderParticles = false;
  112164. this._blurTexture2.ignoreCameraViewport = true;
  112165. this._textures = [this._blurTexture1, this._blurTexture2];
  112166. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112167. width: blurTextureWidth,
  112168. height: blurTextureHeight
  112169. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112170. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  112171. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  112172. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  112173. effect.setTexture("textureSampler", _this._mainTexture);
  112174. });
  112175. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112176. width: blurTextureWidth,
  112177. height: blurTextureHeight
  112178. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112179. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  112180. width: blurTextureWidth2,
  112181. height: blurTextureHeight2
  112182. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112183. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  112184. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  112185. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  112186. effect.setTexture("textureSampler", _this._blurTexture1);
  112187. });
  112188. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  112189. width: blurTextureWidth2,
  112190. height: blurTextureHeight2
  112191. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  112192. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112193. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  112194. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  112195. this._mainTexture.samples = this._options.mainTextureSamples;
  112196. this._mainTexture.onAfterUnbindObservable.add(function () {
  112197. var internalTexture = _this._blurTexture1.getInternalTexture();
  112198. if (internalTexture) {
  112199. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  112200. internalTexture = _this._blurTexture2.getInternalTexture();
  112201. if (internalTexture) {
  112202. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  112203. }
  112204. }
  112205. });
  112206. // Prevent autoClear.
  112207. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  112208. };
  112209. /**
  112210. * Checks for the readiness of the element composing the layer.
  112211. * @param subMesh the mesh to check for
  112212. * @param useInstances specify wether or not to use instances to render the mesh
  112213. * @param emissiveTexture the associated emissive texture used to generate the glow
  112214. * @return true if ready otherwise, false
  112215. */
  112216. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  112217. var material = subMesh.getMaterial();
  112218. var mesh = subMesh.getRenderingMesh();
  112219. if (!material || !mesh) {
  112220. return false;
  112221. }
  112222. var emissiveTexture = material.emissiveTexture;
  112223. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  112224. };
  112225. /**
  112226. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  112227. */
  112228. GlowLayer.prototype.needStencil = function () {
  112229. return false;
  112230. };
  112231. /**
  112232. * Implementation specific of rendering the generating effect on the main canvas.
  112233. * @param effect The effect used to render through
  112234. */
  112235. GlowLayer.prototype._internalRender = function (effect) {
  112236. // Texture
  112237. effect.setTexture("textureSampler", this._blurTexture1);
  112238. effect.setTexture("textureSampler2", this._blurTexture2);
  112239. effect.setFloat("offset", this._intensity);
  112240. // Cache
  112241. var engine = this._engine;
  112242. var previousStencilBuffer = engine.getStencilBuffer();
  112243. // Draw order
  112244. engine.setStencilBuffer(false);
  112245. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  112246. // Draw order
  112247. engine.setStencilBuffer(previousStencilBuffer);
  112248. };
  112249. /**
  112250. * Sets the required values for both the emissive texture and and the main color.
  112251. */
  112252. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  112253. var textureLevel = 1.0;
  112254. if (this.customEmissiveTextureSelector) {
  112255. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  112256. }
  112257. else {
  112258. if (material) {
  112259. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  112260. if (this._emissiveTextureAndColor.texture) {
  112261. textureLevel = this._emissiveTextureAndColor.texture.level;
  112262. }
  112263. }
  112264. else {
  112265. this._emissiveTextureAndColor.texture = null;
  112266. }
  112267. }
  112268. if (this.customEmissiveColorSelector) {
  112269. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  112270. }
  112271. else {
  112272. if (material.emissiveColor) {
  112273. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  112274. }
  112275. else {
  112276. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  112277. }
  112278. }
  112279. };
  112280. /**
  112281. * Returns true if the mesh should render, otherwise false.
  112282. * @param mesh The mesh to render
  112283. * @returns true if it should render otherwise false
  112284. */
  112285. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  112286. return this.hasMesh(mesh);
  112287. };
  112288. /**
  112289. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  112290. * @param mesh The mesh to exclude from the glow layer
  112291. */
  112292. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  112293. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  112294. this._excludedMeshes.push(mesh.uniqueId);
  112295. }
  112296. };
  112297. /**
  112298. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  112299. * @param mesh The mesh to remove
  112300. */
  112301. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  112302. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  112303. if (index !== -1) {
  112304. this._excludedMeshes.splice(index, 1);
  112305. }
  112306. };
  112307. /**
  112308. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  112309. * @param mesh The mesh to include in the glow layer
  112310. */
  112311. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  112312. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  112313. this._includedOnlyMeshes.push(mesh.uniqueId);
  112314. }
  112315. };
  112316. /**
  112317. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  112318. * @param mesh The mesh to remove
  112319. */
  112320. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  112321. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  112322. if (index !== -1) {
  112323. this._includedOnlyMeshes.splice(index, 1);
  112324. }
  112325. };
  112326. /**
  112327. * Determine if a given mesh will be used in the glow layer
  112328. * @param mesh The mesh to test
  112329. * @returns true if the mesh will be highlighted by the current glow layer
  112330. */
  112331. GlowLayer.prototype.hasMesh = function (mesh) {
  112332. if (!_super.prototype.hasMesh.call(this, mesh)) {
  112333. return false;
  112334. }
  112335. // Included Mesh
  112336. if (this._includedOnlyMeshes.length) {
  112337. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  112338. }
  112339. // Excluded Mesh
  112340. if (this._excludedMeshes.length) {
  112341. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  112342. }
  112343. return true;
  112344. };
  112345. /**
  112346. * Free any resources and references associated to a mesh.
  112347. * Internal use
  112348. * @param mesh The mesh to free.
  112349. * @hidden
  112350. */
  112351. GlowLayer.prototype._disposeMesh = function (mesh) {
  112352. this.removeIncludedOnlyMesh(mesh);
  112353. this.removeExcludedMesh(mesh);
  112354. };
  112355. /**
  112356. * Gets the class name of the effect layer
  112357. * @returns the string with the class name of the effect layer
  112358. */
  112359. GlowLayer.prototype.getClassName = function () {
  112360. return "GlowLayer";
  112361. };
  112362. /**
  112363. * Serializes this glow layer
  112364. * @returns a serialized glow layer object
  112365. */
  112366. GlowLayer.prototype.serialize = function () {
  112367. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  112368. serializationObject.customType = "BABYLON.GlowLayer";
  112369. var index;
  112370. // Included meshes
  112371. serializationObject.includedMeshes = [];
  112372. if (this._includedOnlyMeshes.length) {
  112373. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  112374. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  112375. if (mesh) {
  112376. serializationObject.includedMeshes.push(mesh.id);
  112377. }
  112378. }
  112379. }
  112380. // Excluded meshes
  112381. serializationObject.excludedMeshes = [];
  112382. if (this._excludedMeshes.length) {
  112383. for (index = 0; index < this._excludedMeshes.length; index++) {
  112384. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  112385. if (mesh) {
  112386. serializationObject.excludedMeshes.push(mesh.id);
  112387. }
  112388. }
  112389. }
  112390. return serializationObject;
  112391. };
  112392. /**
  112393. * Creates a Glow Layer from parsed glow layer data
  112394. * @param parsedGlowLayer defines glow layer data
  112395. * @param scene defines the current scene
  112396. * @param rootUrl defines the root URL containing the glow layer information
  112397. * @returns a parsed Glow Layer
  112398. */
  112399. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  112400. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  112401. var index;
  112402. // Excluded meshes
  112403. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  112404. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  112405. if (mesh) {
  112406. gl.addExcludedMesh(mesh);
  112407. }
  112408. }
  112409. // Included meshes
  112410. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  112411. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  112412. if (mesh) {
  112413. gl.addIncludedOnlyMesh(mesh);
  112414. }
  112415. }
  112416. return gl;
  112417. };
  112418. /**
  112419. * Effect Name of the layer.
  112420. */
  112421. GlowLayer.EffectName = "GlowLayer";
  112422. /**
  112423. * The default blur kernel size used for the glow.
  112424. */
  112425. GlowLayer.DefaultBlurKernelSize = 32;
  112426. /**
  112427. * The default texture size ratio used for the glow.
  112428. */
  112429. GlowLayer.DefaultTextureRatio = 0.5;
  112430. __decorate([
  112431. BABYLON.serialize()
  112432. ], GlowLayer.prototype, "blurKernelSize", null);
  112433. __decorate([
  112434. BABYLON.serialize()
  112435. ], GlowLayer.prototype, "intensity", null);
  112436. __decorate([
  112437. BABYLON.serialize("options")
  112438. ], GlowLayer.prototype, "_options", void 0);
  112439. return GlowLayer;
  112440. }(BABYLON.EffectLayer));
  112441. BABYLON.GlowLayer = GlowLayer;
  112442. })(BABYLON || (BABYLON = {}));
  112443. //# sourceMappingURL=babylon.glowLayer.js.map
  112444. var BABYLON;
  112445. (function (BABYLON) {
  112446. /**
  112447. * Defines the list of states available for a task inside a AssetsManager
  112448. */
  112449. var AssetTaskState;
  112450. (function (AssetTaskState) {
  112451. /**
  112452. * Initialization
  112453. */
  112454. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  112455. /**
  112456. * Running
  112457. */
  112458. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  112459. /**
  112460. * Done
  112461. */
  112462. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  112463. /**
  112464. * Error
  112465. */
  112466. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  112467. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  112468. /**
  112469. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  112470. */
  112471. var AbstractAssetTask = /** @class */ (function () {
  112472. /**
  112473. * Creates a new AssetsManager
  112474. * @param name defines the name of the task
  112475. */
  112476. function AbstractAssetTask(
  112477. /**
  112478. * Task name
  112479. */ name) {
  112480. this.name = name;
  112481. this._isCompleted = false;
  112482. this._taskState = AssetTaskState.INIT;
  112483. }
  112484. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  112485. /**
  112486. * Get if the task is completed
  112487. */
  112488. get: function () {
  112489. return this._isCompleted;
  112490. },
  112491. enumerable: true,
  112492. configurable: true
  112493. });
  112494. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  112495. /**
  112496. * Gets the current state of the task
  112497. */
  112498. get: function () {
  112499. return this._taskState;
  112500. },
  112501. enumerable: true,
  112502. configurable: true
  112503. });
  112504. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  112505. /**
  112506. * Gets the current error object (if task is in error)
  112507. */
  112508. get: function () {
  112509. return this._errorObject;
  112510. },
  112511. enumerable: true,
  112512. configurable: true
  112513. });
  112514. /**
  112515. * Internal only
  112516. * @hidden
  112517. */
  112518. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  112519. if (this._errorObject) {
  112520. return;
  112521. }
  112522. this._errorObject = {
  112523. message: message,
  112524. exception: exception
  112525. };
  112526. };
  112527. /**
  112528. * Execute the current task
  112529. * @param scene defines the scene where you want your assets to be loaded
  112530. * @param onSuccess is a callback called when the task is successfully executed
  112531. * @param onError is a callback called if an error occurs
  112532. */
  112533. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112534. var _this = this;
  112535. this._taskState = AssetTaskState.RUNNING;
  112536. this.runTask(scene, function () {
  112537. _this.onDoneCallback(onSuccess, onError);
  112538. }, function (msg, exception) {
  112539. _this.onErrorCallback(onError, msg, exception);
  112540. });
  112541. };
  112542. /**
  112543. * Execute the current task
  112544. * @param scene defines the scene where you want your assets to be loaded
  112545. * @param onSuccess is a callback called when the task is successfully executed
  112546. * @param onError is a callback called if an error occurs
  112547. */
  112548. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112549. throw new Error("runTask is not implemented");
  112550. };
  112551. /**
  112552. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  112553. * This can be used with failed tasks that have the reason for failure fixed.
  112554. */
  112555. AbstractAssetTask.prototype.reset = function () {
  112556. this._taskState = AssetTaskState.INIT;
  112557. };
  112558. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  112559. this._taskState = AssetTaskState.ERROR;
  112560. this._errorObject = {
  112561. message: message,
  112562. exception: exception
  112563. };
  112564. if (this.onError) {
  112565. this.onError(this, message, exception);
  112566. }
  112567. onError();
  112568. };
  112569. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  112570. try {
  112571. this._taskState = AssetTaskState.DONE;
  112572. this._isCompleted = true;
  112573. if (this.onSuccess) {
  112574. this.onSuccess(this);
  112575. }
  112576. onSuccess();
  112577. }
  112578. catch (e) {
  112579. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  112580. }
  112581. };
  112582. return AbstractAssetTask;
  112583. }());
  112584. BABYLON.AbstractAssetTask = AbstractAssetTask;
  112585. /**
  112586. * Class used to share progress information about assets loading
  112587. */
  112588. var AssetsProgressEvent = /** @class */ (function () {
  112589. /**
  112590. * Creates a AssetsProgressEvent
  112591. * @param remainingCount defines the number of remaining tasks to process
  112592. * @param totalCount defines the total number of tasks
  112593. * @param task defines the task that was just processed
  112594. */
  112595. function AssetsProgressEvent(remainingCount, totalCount, task) {
  112596. this.remainingCount = remainingCount;
  112597. this.totalCount = totalCount;
  112598. this.task = task;
  112599. }
  112600. return AssetsProgressEvent;
  112601. }());
  112602. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  112603. /**
  112604. * Define a task used by AssetsManager to load meshes
  112605. */
  112606. var MeshAssetTask = /** @class */ (function (_super) {
  112607. __extends(MeshAssetTask, _super);
  112608. /**
  112609. * Creates a new MeshAssetTask
  112610. * @param name defines the name of the task
  112611. * @param meshesNames defines the list of mesh's names you want to load
  112612. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  112613. * @param sceneFilename defines the filename of the scene to load from
  112614. */
  112615. function MeshAssetTask(
  112616. /**
  112617. * Defines the name of the task
  112618. */
  112619. name,
  112620. /**
  112621. * Defines the list of mesh's names you want to load
  112622. */
  112623. meshesNames,
  112624. /**
  112625. * Defines the root url to use as a base to load your meshes and associated resources
  112626. */
  112627. rootUrl,
  112628. /**
  112629. * Defines the filename of the scene to load from
  112630. */
  112631. sceneFilename) {
  112632. var _this = _super.call(this, name) || this;
  112633. _this.name = name;
  112634. _this.meshesNames = meshesNames;
  112635. _this.rootUrl = rootUrl;
  112636. _this.sceneFilename = sceneFilename;
  112637. return _this;
  112638. }
  112639. /**
  112640. * Execute the current task
  112641. * @param scene defines the scene where you want your assets to be loaded
  112642. * @param onSuccess is a callback called when the task is successfully executed
  112643. * @param onError is a callback called if an error occurs
  112644. */
  112645. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112646. var _this = this;
  112647. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  112648. _this.loadedMeshes = meshes;
  112649. _this.loadedParticleSystems = particleSystems;
  112650. _this.loadedSkeletons = skeletons;
  112651. onSuccess();
  112652. }, null, function (scene, message, exception) {
  112653. onError(message, exception);
  112654. });
  112655. };
  112656. return MeshAssetTask;
  112657. }(AbstractAssetTask));
  112658. BABYLON.MeshAssetTask = MeshAssetTask;
  112659. /**
  112660. * Define a task used by AssetsManager to load text content
  112661. */
  112662. var TextFileAssetTask = /** @class */ (function (_super) {
  112663. __extends(TextFileAssetTask, _super);
  112664. /**
  112665. * Creates a new TextFileAssetTask object
  112666. * @param name defines the name of the task
  112667. * @param url defines the location of the file to load
  112668. */
  112669. function TextFileAssetTask(
  112670. /**
  112671. * Defines the name of the task
  112672. */
  112673. name,
  112674. /**
  112675. * Defines the location of the file to load
  112676. */
  112677. url) {
  112678. var _this = _super.call(this, name) || this;
  112679. _this.name = name;
  112680. _this.url = url;
  112681. return _this;
  112682. }
  112683. /**
  112684. * Execute the current task
  112685. * @param scene defines the scene where you want your assets to be loaded
  112686. * @param onSuccess is a callback called when the task is successfully executed
  112687. * @param onError is a callback called if an error occurs
  112688. */
  112689. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112690. var _this = this;
  112691. scene._loadFile(this.url, function (data) {
  112692. _this.text = data;
  112693. onSuccess();
  112694. }, undefined, false, false, function (request, exception) {
  112695. if (request) {
  112696. onError(request.status + " " + request.statusText, exception);
  112697. }
  112698. });
  112699. };
  112700. return TextFileAssetTask;
  112701. }(AbstractAssetTask));
  112702. BABYLON.TextFileAssetTask = TextFileAssetTask;
  112703. /**
  112704. * Define a task used by AssetsManager to load binary data
  112705. */
  112706. var BinaryFileAssetTask = /** @class */ (function (_super) {
  112707. __extends(BinaryFileAssetTask, _super);
  112708. /**
  112709. * Creates a new BinaryFileAssetTask object
  112710. * @param name defines the name of the new task
  112711. * @param url defines the location of the file to load
  112712. */
  112713. function BinaryFileAssetTask(
  112714. /**
  112715. * Defines the name of the task
  112716. */
  112717. name,
  112718. /**
  112719. * Defines the location of the file to load
  112720. */
  112721. url) {
  112722. var _this = _super.call(this, name) || this;
  112723. _this.name = name;
  112724. _this.url = url;
  112725. return _this;
  112726. }
  112727. /**
  112728. * Execute the current task
  112729. * @param scene defines the scene where you want your assets to be loaded
  112730. * @param onSuccess is a callback called when the task is successfully executed
  112731. * @param onError is a callback called if an error occurs
  112732. */
  112733. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112734. var _this = this;
  112735. scene._loadFile(this.url, function (data) {
  112736. _this.data = data;
  112737. onSuccess();
  112738. }, undefined, true, true, function (request, exception) {
  112739. if (request) {
  112740. onError(request.status + " " + request.statusText, exception);
  112741. }
  112742. });
  112743. };
  112744. return BinaryFileAssetTask;
  112745. }(AbstractAssetTask));
  112746. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  112747. /**
  112748. * Define a task used by AssetsManager to load images
  112749. */
  112750. var ImageAssetTask = /** @class */ (function (_super) {
  112751. __extends(ImageAssetTask, _super);
  112752. /**
  112753. * Creates a new ImageAssetTask
  112754. * @param name defines the name of the task
  112755. * @param url defines the location of the image to load
  112756. */
  112757. function ImageAssetTask(
  112758. /**
  112759. * Defines the name of the task
  112760. */
  112761. name,
  112762. /**
  112763. * Defines the location of the image to load
  112764. */
  112765. url) {
  112766. var _this = _super.call(this, name) || this;
  112767. _this.name = name;
  112768. _this.url = url;
  112769. return _this;
  112770. }
  112771. /**
  112772. * Execute the current task
  112773. * @param scene defines the scene where you want your assets to be loaded
  112774. * @param onSuccess is a callback called when the task is successfully executed
  112775. * @param onError is a callback called if an error occurs
  112776. */
  112777. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112778. var _this = this;
  112779. var img = new Image();
  112780. BABYLON.Tools.SetCorsBehavior(this.url, img);
  112781. img.onload = function () {
  112782. _this.image = img;
  112783. onSuccess();
  112784. };
  112785. img.onerror = function (err) {
  112786. onError("Error loading image", err);
  112787. };
  112788. img.src = this.url;
  112789. };
  112790. return ImageAssetTask;
  112791. }(AbstractAssetTask));
  112792. BABYLON.ImageAssetTask = ImageAssetTask;
  112793. /**
  112794. * Define a task used by AssetsManager to load 2D textures
  112795. */
  112796. var TextureAssetTask = /** @class */ (function (_super) {
  112797. __extends(TextureAssetTask, _super);
  112798. /**
  112799. * Creates a new TextureAssetTask object
  112800. * @param name defines the name of the task
  112801. * @param url defines the location of the file to load
  112802. * @param noMipmap defines if mipmap should not be generated (default is false)
  112803. * @param invertY defines if texture must be inverted on Y axis (default is false)
  112804. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112805. */
  112806. function TextureAssetTask(
  112807. /**
  112808. * Defines the name of the task
  112809. */
  112810. name,
  112811. /**
  112812. * Defines the location of the file to load
  112813. */
  112814. url,
  112815. /**
  112816. * Defines if mipmap should not be generated (default is false)
  112817. */
  112818. noMipmap,
  112819. /**
  112820. * Defines if texture must be inverted on Y axis (default is false)
  112821. */
  112822. invertY,
  112823. /**
  112824. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  112825. */
  112826. samplingMode) {
  112827. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  112828. var _this = _super.call(this, name) || this;
  112829. _this.name = name;
  112830. _this.url = url;
  112831. _this.noMipmap = noMipmap;
  112832. _this.invertY = invertY;
  112833. _this.samplingMode = samplingMode;
  112834. return _this;
  112835. }
  112836. /**
  112837. * Execute the current task
  112838. * @param scene defines the scene where you want your assets to be loaded
  112839. * @param onSuccess is a callback called when the task is successfully executed
  112840. * @param onError is a callback called if an error occurs
  112841. */
  112842. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112843. var onload = function () {
  112844. onSuccess();
  112845. };
  112846. var onerror = function (message, exception) {
  112847. onError(message, exception);
  112848. };
  112849. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  112850. };
  112851. return TextureAssetTask;
  112852. }(AbstractAssetTask));
  112853. BABYLON.TextureAssetTask = TextureAssetTask;
  112854. /**
  112855. * Define a task used by AssetsManager to load cube textures
  112856. */
  112857. var CubeTextureAssetTask = /** @class */ (function (_super) {
  112858. __extends(CubeTextureAssetTask, _super);
  112859. /**
  112860. * Creates a new CubeTextureAssetTask
  112861. * @param name defines the name of the task
  112862. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112863. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112864. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112865. * @param files defines the explicit list of files (undefined by default)
  112866. */
  112867. function CubeTextureAssetTask(
  112868. /**
  112869. * Defines the name of the task
  112870. */
  112871. name,
  112872. /**
  112873. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  112874. */
  112875. url,
  112876. /**
  112877. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  112878. */
  112879. extensions,
  112880. /**
  112881. * Defines if mipmaps should not be generated (default is false)
  112882. */
  112883. noMipmap,
  112884. /**
  112885. * Defines the explicit list of files (undefined by default)
  112886. */
  112887. files) {
  112888. var _this = _super.call(this, name) || this;
  112889. _this.name = name;
  112890. _this.url = url;
  112891. _this.extensions = extensions;
  112892. _this.noMipmap = noMipmap;
  112893. _this.files = files;
  112894. return _this;
  112895. }
  112896. /**
  112897. * Execute the current task
  112898. * @param scene defines the scene where you want your assets to be loaded
  112899. * @param onSuccess is a callback called when the task is successfully executed
  112900. * @param onError is a callback called if an error occurs
  112901. */
  112902. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  112903. var onload = function () {
  112904. onSuccess();
  112905. };
  112906. var onerror = function (message, exception) {
  112907. onError(message, exception);
  112908. };
  112909. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  112910. };
  112911. return CubeTextureAssetTask;
  112912. }(AbstractAssetTask));
  112913. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  112914. /**
  112915. * Define a task used by AssetsManager to load HDR cube textures
  112916. */
  112917. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  112918. __extends(HDRCubeTextureAssetTask, _super);
  112919. /**
  112920. * Creates a new HDRCubeTextureAssetTask object
  112921. * @param name defines the name of the task
  112922. * @param url defines the location of the file to load
  112923. * @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.
  112924. * @param noMipmap defines if mipmaps should not be generated (default is false)
  112925. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112926. * @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)
  112927. * @param reserved Internal use only
  112928. */
  112929. function HDRCubeTextureAssetTask(
  112930. /**
  112931. * Defines the name of the task
  112932. */
  112933. name,
  112934. /**
  112935. * Defines the location of the file to load
  112936. */
  112937. url,
  112938. /**
  112939. * Defines the desired size (the more it increases the longer the generation will be)
  112940. */
  112941. size,
  112942. /**
  112943. * Defines if mipmaps should not be generated (default is false)
  112944. */
  112945. noMipmap,
  112946. /**
  112947. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  112948. */
  112949. generateHarmonics,
  112950. /**
  112951. * 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)
  112952. */
  112953. gammaSpace,
  112954. /**
  112955. * Internal Use Only
  112956. */
  112957. reserved) {
  112958. if (noMipmap === void 0) { noMipmap = false; }
  112959. if (generateHarmonics === void 0) { generateHarmonics = true; }
  112960. if (gammaSpace === void 0) { gammaSpace = false; }
  112961. if (reserved === void 0) { reserved = false; }
  112962. var _this = _super.call(this, name) || this;
  112963. _this.name = name;
  112964. _this.url = url;
  112965. _this.size = size;
  112966. _this.noMipmap = noMipmap;
  112967. _this.generateHarmonics = generateHarmonics;
  112968. _this.gammaSpace = gammaSpace;
  112969. _this.reserved = reserved;
  112970. return _this;
  112971. }
  112972. /**
  112973. * Execute the current task
  112974. * @param scene defines the scene where you want your assets to be loaded
  112975. * @param onSuccess is a callback called when the task is successfully executed
  112976. * @param onError is a callback called if an error occurs
  112977. */
  112978. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  112979. var onload = function () {
  112980. onSuccess();
  112981. };
  112982. var onerror = function (message, exception) {
  112983. onError(message, exception);
  112984. };
  112985. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  112986. };
  112987. return HDRCubeTextureAssetTask;
  112988. }(AbstractAssetTask));
  112989. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  112990. /**
  112991. * This class can be used to easily import assets into a scene
  112992. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  112993. */
  112994. var AssetsManager = /** @class */ (function () {
  112995. /**
  112996. * Creates a new AssetsManager
  112997. * @param scene defines the scene to work on
  112998. */
  112999. function AssetsManager(scene) {
  113000. this._isLoading = false;
  113001. this._tasks = new Array();
  113002. this._waitingTasksCount = 0;
  113003. this._totalTasksCount = 0;
  113004. /**
  113005. * Observable called when all tasks are processed
  113006. */
  113007. this.onTaskSuccessObservable = new BABYLON.Observable();
  113008. /**
  113009. * Observable called when a task had an error
  113010. */
  113011. this.onTaskErrorObservable = new BABYLON.Observable();
  113012. /**
  113013. * Observable called when a task is successful
  113014. */
  113015. this.onTasksDoneObservable = new BABYLON.Observable();
  113016. /**
  113017. * Observable called when a task is done (whatever the result is)
  113018. */
  113019. this.onProgressObservable = new BABYLON.Observable();
  113020. /**
  113021. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  113022. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  113023. */
  113024. this.useDefaultLoadingScreen = true;
  113025. this._scene = scene;
  113026. }
  113027. /**
  113028. * Add a MeshAssetTask to the list of active tasks
  113029. * @param taskName defines the name of the new task
  113030. * @param meshesNames defines the name of meshes to load
  113031. * @param rootUrl defines the root url to use to locate files
  113032. * @param sceneFilename defines the filename of the scene file
  113033. * @returns a new MeshAssetTask object
  113034. */
  113035. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  113036. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  113037. this._tasks.push(task);
  113038. return task;
  113039. };
  113040. /**
  113041. * Add a TextFileAssetTask to the list of active tasks
  113042. * @param taskName defines the name of the new task
  113043. * @param url defines the url of the file to load
  113044. * @returns a new TextFileAssetTask object
  113045. */
  113046. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  113047. var task = new TextFileAssetTask(taskName, url);
  113048. this._tasks.push(task);
  113049. return task;
  113050. };
  113051. /**
  113052. * Add a BinaryFileAssetTask to the list of active tasks
  113053. * @param taskName defines the name of the new task
  113054. * @param url defines the url of the file to load
  113055. * @returns a new BinaryFileAssetTask object
  113056. */
  113057. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  113058. var task = new BinaryFileAssetTask(taskName, url);
  113059. this._tasks.push(task);
  113060. return task;
  113061. };
  113062. /**
  113063. * Add a ImageAssetTask to the list of active tasks
  113064. * @param taskName defines the name of the new task
  113065. * @param url defines the url of the file to load
  113066. * @returns a new ImageAssetTask object
  113067. */
  113068. AssetsManager.prototype.addImageTask = function (taskName, url) {
  113069. var task = new ImageAssetTask(taskName, url);
  113070. this._tasks.push(task);
  113071. return task;
  113072. };
  113073. /**
  113074. * Add a TextureAssetTask to the list of active tasks
  113075. * @param taskName defines the name of the new task
  113076. * @param url defines the url of the file to load
  113077. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113078. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  113079. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  113080. * @returns a new TextureAssetTask object
  113081. */
  113082. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  113083. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  113084. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  113085. this._tasks.push(task);
  113086. return task;
  113087. };
  113088. /**
  113089. * Add a CubeTextureAssetTask to the list of active tasks
  113090. * @param taskName defines the name of the new task
  113091. * @param url defines the url of the file to load
  113092. * @param extensions defines the extension to use to load the cube map (can be null)
  113093. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113094. * @param files defines the list of files to load (can be null)
  113095. * @returns a new CubeTextureAssetTask object
  113096. */
  113097. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  113098. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  113099. this._tasks.push(task);
  113100. return task;
  113101. };
  113102. /**
  113103. *
  113104. * Add a HDRCubeTextureAssetTask to the list of active tasks
  113105. * @param taskName defines the name of the new task
  113106. * @param url defines the url of the file to load
  113107. * @param size defines the size you want for the cubemap (can be null)
  113108. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  113109. * @param generateHarmonics defines if you want to automatically generate (true by default)
  113110. * @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)
  113111. * @param reserved Internal use only
  113112. * @returns a new HDRCubeTextureAssetTask object
  113113. */
  113114. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  113115. if (noMipmap === void 0) { noMipmap = false; }
  113116. if (generateHarmonics === void 0) { generateHarmonics = true; }
  113117. if (gammaSpace === void 0) { gammaSpace = false; }
  113118. if (reserved === void 0) { reserved = false; }
  113119. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  113120. this._tasks.push(task);
  113121. return task;
  113122. };
  113123. /**
  113124. * Remove a task from the assets manager.
  113125. * @param task the task to remove
  113126. */
  113127. AssetsManager.prototype.removeTask = function (task) {
  113128. var index = this._tasks.indexOf(task);
  113129. if (index > -1) {
  113130. this._tasks.splice(index, 1);
  113131. }
  113132. };
  113133. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  113134. this._waitingTasksCount--;
  113135. try {
  113136. if (this.onProgress) {
  113137. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  113138. }
  113139. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  113140. }
  113141. catch (e) {
  113142. BABYLON.Tools.Error("Error running progress callbacks.");
  113143. console.log(e);
  113144. }
  113145. if (this._waitingTasksCount === 0) {
  113146. try {
  113147. if (this.onFinish) {
  113148. this.onFinish(this._tasks);
  113149. }
  113150. // Let's remove successfull tasks
  113151. var currentTasks = this._tasks.slice();
  113152. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  113153. var task = currentTasks_1[_i];
  113154. if (task.taskState === AssetTaskState.DONE) {
  113155. var index = this._tasks.indexOf(task);
  113156. if (index > -1) {
  113157. this._tasks.splice(index, 1);
  113158. }
  113159. }
  113160. }
  113161. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113162. }
  113163. catch (e) {
  113164. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  113165. console.log(e);
  113166. }
  113167. this._isLoading = false;
  113168. this._scene.getEngine().hideLoadingUI();
  113169. }
  113170. };
  113171. AssetsManager.prototype._runTask = function (task) {
  113172. var _this = this;
  113173. var done = function () {
  113174. try {
  113175. if (_this.onTaskSuccess) {
  113176. _this.onTaskSuccess(task);
  113177. }
  113178. _this.onTaskSuccessObservable.notifyObservers(task);
  113179. _this._decreaseWaitingTasksCount(task);
  113180. }
  113181. catch (e) {
  113182. error("Error executing task success callbacks", e);
  113183. }
  113184. };
  113185. var error = function (message, exception) {
  113186. task._setErrorObject(message, exception);
  113187. if (_this.onTaskError) {
  113188. _this.onTaskError(task);
  113189. }
  113190. _this.onTaskErrorObservable.notifyObservers(task);
  113191. _this._decreaseWaitingTasksCount(task);
  113192. };
  113193. task.run(this._scene, done, error);
  113194. };
  113195. /**
  113196. * Reset the AssetsManager and remove all tasks
  113197. * @return the current instance of the AssetsManager
  113198. */
  113199. AssetsManager.prototype.reset = function () {
  113200. this._isLoading = false;
  113201. this._tasks = new Array();
  113202. return this;
  113203. };
  113204. /**
  113205. * Start the loading process
  113206. * @return the current instance of the AssetsManager
  113207. */
  113208. AssetsManager.prototype.load = function () {
  113209. if (this._isLoading) {
  113210. return this;
  113211. }
  113212. this._isLoading = true;
  113213. this._waitingTasksCount = this._tasks.length;
  113214. this._totalTasksCount = this._tasks.length;
  113215. if (this._waitingTasksCount === 0) {
  113216. this._isLoading = false;
  113217. if (this.onFinish) {
  113218. this.onFinish(this._tasks);
  113219. }
  113220. this.onTasksDoneObservable.notifyObservers(this._tasks);
  113221. return this;
  113222. }
  113223. if (this.useDefaultLoadingScreen) {
  113224. this._scene.getEngine().displayLoadingUI();
  113225. }
  113226. for (var index = 0; index < this._tasks.length; index++) {
  113227. var task = this._tasks[index];
  113228. if (task.taskState === AssetTaskState.INIT) {
  113229. this._runTask(task);
  113230. }
  113231. }
  113232. return this;
  113233. };
  113234. return AssetsManager;
  113235. }());
  113236. BABYLON.AssetsManager = AssetsManager;
  113237. })(BABYLON || (BABYLON = {}));
  113238. //# sourceMappingURL=babylon.assetsManager.js.map
  113239. var BABYLON;
  113240. (function (BABYLON) {
  113241. var serializedGeometries = [];
  113242. var serializeGeometry = function (geometry, serializationGeometries) {
  113243. if (serializedGeometries[geometry.id]) {
  113244. return;
  113245. }
  113246. if (geometry.doNotSerialize) {
  113247. return;
  113248. }
  113249. if (geometry instanceof BABYLON.BoxGeometry) {
  113250. serializationGeometries.boxes.push(geometry.serialize());
  113251. }
  113252. else if (geometry instanceof BABYLON.SphereGeometry) {
  113253. serializationGeometries.spheres.push(geometry.serialize());
  113254. }
  113255. else if (geometry instanceof BABYLON.CylinderGeometry) {
  113256. serializationGeometries.cylinders.push(geometry.serialize());
  113257. }
  113258. else if (geometry instanceof BABYLON.TorusGeometry) {
  113259. serializationGeometries.toruses.push(geometry.serialize());
  113260. }
  113261. else if (geometry instanceof BABYLON.GroundGeometry) {
  113262. serializationGeometries.grounds.push(geometry.serialize());
  113263. }
  113264. else if (geometry instanceof BABYLON.Plane) {
  113265. serializationGeometries.planes.push(geometry.serialize());
  113266. }
  113267. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  113268. serializationGeometries.torusKnots.push(geometry.serialize());
  113269. }
  113270. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  113271. throw new Error("Unknown primitive type");
  113272. }
  113273. else {
  113274. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  113275. }
  113276. serializedGeometries[geometry.id] = true;
  113277. };
  113278. var serializeMesh = function (mesh, serializationScene) {
  113279. var serializationObject = {};
  113280. // Geometry
  113281. var geometry = mesh._geometry;
  113282. if (geometry) {
  113283. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  113284. // 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
  113285. serializeGeometry(geometry, serializationScene.geometries);
  113286. }
  113287. }
  113288. // Custom
  113289. if (mesh.serialize) {
  113290. mesh.serialize(serializationObject);
  113291. }
  113292. return serializationObject;
  113293. };
  113294. var finalizeSingleMesh = function (mesh, serializationObject) {
  113295. //only works if the mesh is already loaded
  113296. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113297. //serialize material
  113298. if (mesh.material) {
  113299. if (mesh.material instanceof BABYLON.MultiMaterial) {
  113300. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  113301. serializationObject.materials = serializationObject.materials || [];
  113302. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113303. serializationObject.multiMaterials.push(mesh.material.serialize());
  113304. var _loop_1 = function (submaterial) {
  113305. if (submaterial) {
  113306. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  113307. serializationObject.materials.push(submaterial.serialize());
  113308. }
  113309. }
  113310. };
  113311. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  113312. var submaterial = _a[_i];
  113313. _loop_1(submaterial);
  113314. }
  113315. }
  113316. }
  113317. else {
  113318. serializationObject.materials = serializationObject.materials || [];
  113319. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  113320. serializationObject.materials.push(mesh.material.serialize());
  113321. }
  113322. }
  113323. }
  113324. //serialize geometry
  113325. var geometry = mesh._geometry;
  113326. if (geometry) {
  113327. if (!serializationObject.geometries) {
  113328. serializationObject.geometries = {};
  113329. serializationObject.geometries.boxes = [];
  113330. serializationObject.geometries.spheres = [];
  113331. serializationObject.geometries.cylinders = [];
  113332. serializationObject.geometries.toruses = [];
  113333. serializationObject.geometries.grounds = [];
  113334. serializationObject.geometries.planes = [];
  113335. serializationObject.geometries.torusKnots = [];
  113336. serializationObject.geometries.vertexData = [];
  113337. }
  113338. serializeGeometry(geometry, serializationObject.geometries);
  113339. }
  113340. // Skeletons
  113341. if (mesh.skeleton) {
  113342. serializationObject.skeletons = serializationObject.skeletons || [];
  113343. serializationObject.skeletons.push(mesh.skeleton.serialize());
  113344. }
  113345. //serialize the actual mesh
  113346. serializationObject.meshes = serializationObject.meshes || [];
  113347. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113348. }
  113349. };
  113350. /**
  113351. * Class used to serialize a scene into a string
  113352. */
  113353. var SceneSerializer = /** @class */ (function () {
  113354. function SceneSerializer() {
  113355. }
  113356. /**
  113357. * Clear cache used by a previous serialization
  113358. */
  113359. SceneSerializer.ClearCache = function () {
  113360. serializedGeometries = [];
  113361. };
  113362. /**
  113363. * Serialize a scene into a JSON compatible object
  113364. * @param scene defines the scene to serialize
  113365. * @returns a JSON compatible object
  113366. */
  113367. SceneSerializer.Serialize = function (scene) {
  113368. var serializationObject = {};
  113369. SceneSerializer.ClearCache();
  113370. // Scene
  113371. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  113372. serializationObject.autoClear = scene.autoClear;
  113373. serializationObject.clearColor = scene.clearColor.asArray();
  113374. serializationObject.ambientColor = scene.ambientColor.asArray();
  113375. serializationObject.gravity = scene.gravity.asArray();
  113376. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  113377. serializationObject.workerCollisions = scene.workerCollisions;
  113378. // Fog
  113379. if (scene.fogMode && scene.fogMode !== 0) {
  113380. serializationObject.fogMode = scene.fogMode;
  113381. serializationObject.fogColor = scene.fogColor.asArray();
  113382. serializationObject.fogStart = scene.fogStart;
  113383. serializationObject.fogEnd = scene.fogEnd;
  113384. serializationObject.fogDensity = scene.fogDensity;
  113385. }
  113386. //Physics
  113387. if (scene.isPhysicsEnabled()) {
  113388. var physicEngine = scene.getPhysicsEngine();
  113389. if (physicEngine) {
  113390. serializationObject.physicsEnabled = true;
  113391. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  113392. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  113393. }
  113394. }
  113395. // Metadata
  113396. if (scene.metadata) {
  113397. serializationObject.metadata = scene.metadata;
  113398. }
  113399. // Morph targets
  113400. serializationObject.morphTargetManagers = [];
  113401. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  113402. var abstractMesh = _a[_i];
  113403. var manager = abstractMesh.morphTargetManager;
  113404. if (manager) {
  113405. serializationObject.morphTargetManagers.push(manager.serialize());
  113406. }
  113407. }
  113408. // Lights
  113409. serializationObject.lights = [];
  113410. var index;
  113411. var light;
  113412. for (index = 0; index < scene.lights.length; index++) {
  113413. light = scene.lights[index];
  113414. if (!light.doNotSerialize) {
  113415. serializationObject.lights.push(light.serialize());
  113416. }
  113417. }
  113418. // Cameras
  113419. serializationObject.cameras = [];
  113420. for (index = 0; index < scene.cameras.length; index++) {
  113421. var camera = scene.cameras[index];
  113422. if (!camera.doNotSerialize) {
  113423. serializationObject.cameras.push(camera.serialize());
  113424. }
  113425. }
  113426. if (scene.activeCamera) {
  113427. serializationObject.activeCameraID = scene.activeCamera.id;
  113428. }
  113429. // Animations
  113430. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  113431. // Materials
  113432. serializationObject.materials = [];
  113433. serializationObject.multiMaterials = [];
  113434. var material;
  113435. for (index = 0; index < scene.materials.length; index++) {
  113436. material = scene.materials[index];
  113437. if (!material.doNotSerialize) {
  113438. serializationObject.materials.push(material.serialize());
  113439. }
  113440. }
  113441. // MultiMaterials
  113442. serializationObject.multiMaterials = [];
  113443. for (index = 0; index < scene.multiMaterials.length; index++) {
  113444. var multiMaterial = scene.multiMaterials[index];
  113445. serializationObject.multiMaterials.push(multiMaterial.serialize());
  113446. }
  113447. // Environment texture
  113448. if (scene.environmentTexture) {
  113449. serializationObject.environmentTexture = scene.environmentTexture.name;
  113450. }
  113451. // Skeletons
  113452. serializationObject.skeletons = [];
  113453. for (index = 0; index < scene.skeletons.length; index++) {
  113454. var skeleton = scene.skeletons[index];
  113455. if (!skeleton.doNotSerialize) {
  113456. serializationObject.skeletons.push(skeleton.serialize());
  113457. }
  113458. }
  113459. // Transform nodes
  113460. serializationObject.transformNodes = [];
  113461. for (index = 0; index < scene.transformNodes.length; index++) {
  113462. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  113463. }
  113464. // Geometries
  113465. serializationObject.geometries = {};
  113466. serializationObject.geometries.boxes = [];
  113467. serializationObject.geometries.spheres = [];
  113468. serializationObject.geometries.cylinders = [];
  113469. serializationObject.geometries.toruses = [];
  113470. serializationObject.geometries.grounds = [];
  113471. serializationObject.geometries.planes = [];
  113472. serializationObject.geometries.torusKnots = [];
  113473. serializationObject.geometries.vertexData = [];
  113474. serializedGeometries = [];
  113475. var geometries = scene.getGeometries();
  113476. for (index = 0; index < geometries.length; index++) {
  113477. var geometry = geometries[index];
  113478. if (geometry.isReady()) {
  113479. serializeGeometry(geometry, serializationObject.geometries);
  113480. }
  113481. }
  113482. // Meshes
  113483. serializationObject.meshes = [];
  113484. for (index = 0; index < scene.meshes.length; index++) {
  113485. var abstractMesh = scene.meshes[index];
  113486. if (abstractMesh instanceof BABYLON.Mesh) {
  113487. var mesh = abstractMesh;
  113488. if (!mesh.doNotSerialize) {
  113489. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  113490. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  113491. }
  113492. }
  113493. }
  113494. }
  113495. // Particles Systems
  113496. serializationObject.particleSystems = [];
  113497. for (index = 0; index < scene.particleSystems.length; index++) {
  113498. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  113499. }
  113500. // Action Manager
  113501. if (scene.actionManager) {
  113502. serializationObject.actions = scene.actionManager.serialize("scene");
  113503. }
  113504. // Components
  113505. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  113506. var component = _c[_b];
  113507. component.serialize(serializationObject);
  113508. }
  113509. return serializationObject;
  113510. };
  113511. /**
  113512. * Serialize a mesh into a JSON compatible object
  113513. * @param toSerialize defines the mesh to serialize
  113514. * @param withParents defines if parents must be serialized as well
  113515. * @param withChildren defines if children must be serialized as well
  113516. * @returns a JSON compatible object
  113517. */
  113518. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  113519. if (withParents === void 0) { withParents = false; }
  113520. if (withChildren === void 0) { withChildren = false; }
  113521. var serializationObject = {};
  113522. SceneSerializer.ClearCache();
  113523. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  113524. if (withParents || withChildren) {
  113525. //deliberate for loop! not for each, appended should be processed as well.
  113526. for (var i = 0; i < toSerialize.length; ++i) {
  113527. if (withChildren) {
  113528. toSerialize[i].getDescendants().forEach(function (node) {
  113529. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  113530. toSerialize.push(node);
  113531. }
  113532. });
  113533. }
  113534. //make sure the array doesn't contain the object already
  113535. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  113536. toSerialize.push(toSerialize[i].parent);
  113537. }
  113538. }
  113539. }
  113540. toSerialize.forEach(function (mesh) {
  113541. finalizeSingleMesh(mesh, serializationObject);
  113542. });
  113543. return serializationObject;
  113544. };
  113545. return SceneSerializer;
  113546. }());
  113547. BABYLON.SceneSerializer = SceneSerializer;
  113548. })(BABYLON || (BABYLON = {}));
  113549. //# sourceMappingURL=babylon.sceneSerializer.js.map
  113550. var BABYLON;
  113551. (function (BABYLON) {
  113552. /**
  113553. * Class used to generate realtime reflection / refraction cube textures
  113554. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  113555. */
  113556. var ReflectionProbe = /** @class */ (function () {
  113557. /**
  113558. * Creates a new reflection probe
  113559. * @param name defines the name of the probe
  113560. * @param size defines the texture resolution (for each face)
  113561. * @param scene defines the hosting scene
  113562. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  113563. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  113564. */
  113565. function ReflectionProbe(
  113566. /** defines the name of the probe */
  113567. name, size, scene, generateMipMaps, useFloat) {
  113568. if (generateMipMaps === void 0) { generateMipMaps = true; }
  113569. if (useFloat === void 0) { useFloat = false; }
  113570. var _this = this;
  113571. this.name = name;
  113572. this._viewMatrix = BABYLON.Matrix.Identity();
  113573. this._target = BABYLON.Vector3.Zero();
  113574. this._add = BABYLON.Vector3.Zero();
  113575. this._invertYAxis = false;
  113576. /** Gets or sets probe position (center of the cube map) */
  113577. this.position = BABYLON.Vector3.Zero();
  113578. this._scene = scene;
  113579. // Create the scene field if not exist.
  113580. if (!this._scene.reflectionProbes) {
  113581. this._scene.reflectionProbes = new Array();
  113582. }
  113583. this._scene.reflectionProbes.push(this);
  113584. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  113585. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  113586. switch (faceIndex) {
  113587. case 0:
  113588. _this._add.copyFromFloats(1, 0, 0);
  113589. break;
  113590. case 1:
  113591. _this._add.copyFromFloats(-1, 0, 0);
  113592. break;
  113593. case 2:
  113594. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  113595. break;
  113596. case 3:
  113597. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  113598. break;
  113599. case 4:
  113600. _this._add.copyFromFloats(0, 0, 1);
  113601. break;
  113602. case 5:
  113603. _this._add.copyFromFloats(0, 0, -1);
  113604. break;
  113605. }
  113606. if (_this._attachedMesh) {
  113607. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  113608. }
  113609. _this.position.addToRef(_this._add, _this._target);
  113610. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  113611. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  113612. scene._forcedViewPosition = _this.position;
  113613. });
  113614. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  113615. scene._forcedViewPosition = null;
  113616. scene.updateTransformMatrix(true);
  113617. });
  113618. if (scene.activeCamera) {
  113619. this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  113620. }
  113621. }
  113622. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  113623. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  113624. get: function () {
  113625. return this._renderTargetTexture.samples;
  113626. },
  113627. set: function (value) {
  113628. this._renderTargetTexture.samples = value;
  113629. },
  113630. enumerable: true,
  113631. configurable: true
  113632. });
  113633. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  113634. /** Gets or sets the refresh rate to use (on every frame by default) */
  113635. get: function () {
  113636. return this._renderTargetTexture.refreshRate;
  113637. },
  113638. set: function (value) {
  113639. this._renderTargetTexture.refreshRate = value;
  113640. },
  113641. enumerable: true,
  113642. configurable: true
  113643. });
  113644. /**
  113645. * Gets the hosting scene
  113646. * @returns a Scene
  113647. */
  113648. ReflectionProbe.prototype.getScene = function () {
  113649. return this._scene;
  113650. };
  113651. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  113652. /** Gets the internal CubeTexture used to render to */
  113653. get: function () {
  113654. return this._renderTargetTexture;
  113655. },
  113656. enumerable: true,
  113657. configurable: true
  113658. });
  113659. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  113660. /** Gets the list of meshes to render */
  113661. get: function () {
  113662. return this._renderTargetTexture.renderList;
  113663. },
  113664. enumerable: true,
  113665. configurable: true
  113666. });
  113667. /**
  113668. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  113669. * @param mesh defines the mesh to attach to
  113670. */
  113671. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  113672. this._attachedMesh = mesh;
  113673. };
  113674. /**
  113675. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  113676. * @param renderingGroupId The rendering group id corresponding to its index
  113677. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  113678. */
  113679. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  113680. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  113681. };
  113682. /**
  113683. * Clean all associated resources
  113684. */
  113685. ReflectionProbe.prototype.dispose = function () {
  113686. var index = this._scene.reflectionProbes.indexOf(this);
  113687. if (index !== -1) {
  113688. // Remove from the scene if found
  113689. this._scene.reflectionProbes.splice(index, 1);
  113690. }
  113691. if (this._renderTargetTexture) {
  113692. this._renderTargetTexture.dispose();
  113693. this._renderTargetTexture = null;
  113694. }
  113695. };
  113696. return ReflectionProbe;
  113697. }());
  113698. BABYLON.ReflectionProbe = ReflectionProbe;
  113699. })(BABYLON || (BABYLON = {}));
  113700. //# sourceMappingURL=babylon.reflectionProbe.js.map
  113701. var BABYLON;
  113702. (function (BABYLON) {
  113703. /**
  113704. * Defines the layer scene component responsible to manage any layers
  113705. * in a given scene.
  113706. */
  113707. var LayerSceneComponent = /** @class */ (function () {
  113708. /**
  113709. * Creates a new instance of the component for the given scene
  113710. * @param scene Defines the scene to register the component in
  113711. */
  113712. function LayerSceneComponent(scene) {
  113713. /**
  113714. * The component name helpfull to identify the component in the list of scene components.
  113715. */
  113716. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  113717. this.scene = scene;
  113718. this._engine = scene.getEngine();
  113719. scene.layers = new Array();
  113720. }
  113721. /**
  113722. * Registers the component in a given scene
  113723. */
  113724. LayerSceneComponent.prototype.register = function () {
  113725. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawBackground);
  113726. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawForeground);
  113727. };
  113728. /**
  113729. * Rebuilds the elements related to this component in case of
  113730. * context lost for instance.
  113731. */
  113732. LayerSceneComponent.prototype.rebuild = function () {
  113733. var layers = this.scene.layers;
  113734. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  113735. var layer = layers_1[_i];
  113736. layer._rebuild();
  113737. }
  113738. };
  113739. /**
  113740. * Disposes the component and the associated ressources.
  113741. */
  113742. LayerSceneComponent.prototype.dispose = function () {
  113743. var layers = this.scene.layers;
  113744. while (layers.length) {
  113745. layers[0].dispose();
  113746. }
  113747. };
  113748. LayerSceneComponent.prototype._draw = function (camera, isBackground) {
  113749. var layers = this.scene.layers;
  113750. if (layers.length) {
  113751. this._engine.setDepthBuffer(false);
  113752. var cameraLayerMask = camera.layerMask;
  113753. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  113754. var layer = layers_2[_i];
  113755. if (layer.isBackground === isBackground && ((layer.layerMask & cameraLayerMask) !== 0)) {
  113756. layer.render();
  113757. }
  113758. }
  113759. this._engine.setDepthBuffer(true);
  113760. }
  113761. };
  113762. LayerSceneComponent.prototype._drawBackground = function (camera) {
  113763. this._draw(camera, true);
  113764. };
  113765. LayerSceneComponent.prototype._drawForeground = function (camera) {
  113766. this._draw(camera, false);
  113767. };
  113768. return LayerSceneComponent;
  113769. }());
  113770. BABYLON.LayerSceneComponent = LayerSceneComponent;
  113771. })(BABYLON || (BABYLON = {}));
  113772. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  113773. var BABYLON;
  113774. (function (BABYLON) {
  113775. /**
  113776. * This represents a full screen 2d layer.
  113777. * This can be usefull to display a picture in the background of your scene for instance.
  113778. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113779. */
  113780. var Layer = /** @class */ (function () {
  113781. /**
  113782. * Instantiates a new layer.
  113783. * This represents a full screen 2d layer.
  113784. * This can be usefull to display a picture in the background of your scene for instance.
  113785. * @see https://www.babylonjs-playground.com/#08A2BS#1
  113786. * @param name Define the name of the layer in the scene
  113787. * @param imgUrl Define the url of the texture to display in the layer
  113788. * @param scene Define the scene the layer belongs to
  113789. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  113790. * @param color Defines a color for the layer
  113791. */
  113792. function Layer(
  113793. /**
  113794. * Define the name of the layer.
  113795. */
  113796. name, imgUrl, scene, isBackground, color) {
  113797. this.name = name;
  113798. /**
  113799. * Define the scale of the layer in order to zoom in out of the texture.
  113800. */
  113801. this.scale = new BABYLON.Vector2(1, 1);
  113802. /**
  113803. * Define an offset for the layer in order to shift the texture.
  113804. */
  113805. this.offset = new BABYLON.Vector2(0, 0);
  113806. /**
  113807. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  113808. */
  113809. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  113810. /**
  113811. * Define a mask to restrict the layer to only some of the scene cameras.
  113812. */
  113813. this.layerMask = 0x0FFFFFFF;
  113814. this._vertexBuffers = {};
  113815. /**
  113816. * An event triggered when the layer is disposed.
  113817. */
  113818. this.onDisposeObservable = new BABYLON.Observable();
  113819. /**
  113820. * An event triggered before rendering the scene
  113821. */
  113822. this.onBeforeRenderObservable = new BABYLON.Observable();
  113823. /**
  113824. * An event triggered after rendering the scene
  113825. */
  113826. this.onAfterRenderObservable = new BABYLON.Observable();
  113827. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  113828. this.isBackground = isBackground === undefined ? true : isBackground;
  113829. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  113830. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  113831. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  113832. if (!layerComponent) {
  113833. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  113834. this._scene._addComponent(layerComponent);
  113835. }
  113836. this._scene.layers.push(this);
  113837. var engine = this._scene.getEngine();
  113838. // VBO
  113839. var vertices = [];
  113840. vertices.push(1, 1);
  113841. vertices.push(-1, 1);
  113842. vertices.push(-1, -1);
  113843. vertices.push(1, -1);
  113844. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113845. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113846. this._createIndexBuffer();
  113847. // Effects
  113848. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  113849. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  113850. }
  113851. Object.defineProperty(Layer.prototype, "onDispose", {
  113852. /**
  113853. * Back compatibility with callback before the onDisposeObservable existed.
  113854. * The set callback will be triggered when the layer has been disposed.
  113855. */
  113856. set: function (callback) {
  113857. if (this._onDisposeObserver) {
  113858. this.onDisposeObservable.remove(this._onDisposeObserver);
  113859. }
  113860. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  113861. },
  113862. enumerable: true,
  113863. configurable: true
  113864. });
  113865. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  113866. /**
  113867. * Back compatibility with callback before the onBeforeRenderObservable existed.
  113868. * The set callback will be triggered just before rendering the layer.
  113869. */
  113870. set: function (callback) {
  113871. if (this._onBeforeRenderObserver) {
  113872. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  113873. }
  113874. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  113875. },
  113876. enumerable: true,
  113877. configurable: true
  113878. });
  113879. Object.defineProperty(Layer.prototype, "onAfterRender", {
  113880. /**
  113881. * Back compatibility with callback before the onAfterRenderObservable existed.
  113882. * The set callback will be triggered just after rendering the layer.
  113883. */
  113884. set: function (callback) {
  113885. if (this._onAfterRenderObserver) {
  113886. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  113887. }
  113888. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  113889. },
  113890. enumerable: true,
  113891. configurable: true
  113892. });
  113893. Layer.prototype._createIndexBuffer = function () {
  113894. var engine = this._scene.getEngine();
  113895. // Indices
  113896. var indices = [];
  113897. indices.push(0);
  113898. indices.push(1);
  113899. indices.push(2);
  113900. indices.push(0);
  113901. indices.push(2);
  113902. indices.push(3);
  113903. this._indexBuffer = engine.createIndexBuffer(indices);
  113904. };
  113905. /** @hidden */
  113906. Layer.prototype._rebuild = function () {
  113907. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113908. if (vb) {
  113909. vb._rebuild();
  113910. }
  113911. this._createIndexBuffer();
  113912. };
  113913. /**
  113914. * Renders the layer in the scene.
  113915. */
  113916. Layer.prototype.render = function () {
  113917. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  113918. // Check
  113919. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  113920. return;
  113921. }
  113922. var engine = this._scene.getEngine();
  113923. this.onBeforeRenderObservable.notifyObservers(this);
  113924. // Render
  113925. engine.enableEffect(currentEffect);
  113926. engine.setState(false);
  113927. // Texture
  113928. currentEffect.setTexture("textureSampler", this.texture);
  113929. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  113930. // Color
  113931. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  113932. // Scale / offset
  113933. currentEffect.setVector2("offset", this.offset);
  113934. currentEffect.setVector2("scale", this.scale);
  113935. // VBOs
  113936. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113937. // Draw order
  113938. if (!this.alphaTest) {
  113939. engine.setAlphaMode(this.alphaBlendingMode);
  113940. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113941. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  113942. }
  113943. else {
  113944. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113945. }
  113946. this.onAfterRenderObservable.notifyObservers(this);
  113947. };
  113948. /**
  113949. * Disposes and releases the associated ressources.
  113950. */
  113951. Layer.prototype.dispose = function () {
  113952. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113953. if (vertexBuffer) {
  113954. vertexBuffer.dispose();
  113955. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113956. }
  113957. if (this._indexBuffer) {
  113958. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113959. this._indexBuffer = null;
  113960. }
  113961. if (this.texture) {
  113962. this.texture.dispose();
  113963. this.texture = null;
  113964. }
  113965. // Remove from scene
  113966. var index = this._scene.layers.indexOf(this);
  113967. this._scene.layers.splice(index, 1);
  113968. // Callback
  113969. this.onDisposeObservable.notifyObservers(this);
  113970. this.onDisposeObservable.clear();
  113971. this.onAfterRenderObservable.clear();
  113972. this.onBeforeRenderObservable.clear();
  113973. };
  113974. return Layer;
  113975. }());
  113976. BABYLON.Layer = Layer;
  113977. })(BABYLON || (BABYLON = {}));
  113978. //# sourceMappingURL=babylon.layer.js.map
  113979. var BABYLON;
  113980. (function (BABYLON) {
  113981. /**
  113982. * Class used to host texture specific utilities
  113983. */
  113984. var TextureTools = /** @class */ (function () {
  113985. function TextureTools() {
  113986. }
  113987. /**
  113988. * Uses the GPU to create a copy texture rescaled at a given size
  113989. * @param texture Texture to copy from
  113990. * @param width defines the desired width
  113991. * @param height defines the desired height
  113992. * @param useBilinearMode defines if bilinear mode has to be used
  113993. * @return the generated texture
  113994. */
  113995. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  113996. if (useBilinearMode === void 0) { useBilinearMode = true; }
  113997. var scene = texture.getScene();
  113998. var engine = scene.getEngine();
  113999. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  114000. rtt.wrapU = texture.wrapU;
  114001. rtt.wrapV = texture.wrapV;
  114002. rtt.uOffset = texture.uOffset;
  114003. rtt.vOffset = texture.vOffset;
  114004. rtt.uScale = texture.uScale;
  114005. rtt.vScale = texture.vScale;
  114006. rtt.uAng = texture.uAng;
  114007. rtt.vAng = texture.vAng;
  114008. rtt.wAng = texture.wAng;
  114009. rtt.coordinatesIndex = texture.coordinatesIndex;
  114010. rtt.level = texture.level;
  114011. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  114012. rtt._texture.isReady = false;
  114013. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114014. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114015. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  114016. passPostProcess.getEffect().executeWhenCompiled(function () {
  114017. passPostProcess.onApply = function (effect) {
  114018. effect.setTexture("textureSampler", texture);
  114019. };
  114020. var internalTexture = rtt.getInternalTexture();
  114021. if (internalTexture) {
  114022. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  114023. engine.unBindFramebuffer(internalTexture);
  114024. rtt.disposeFramebufferObjects();
  114025. passPostProcess.dispose();
  114026. internalTexture.isReady = true;
  114027. }
  114028. });
  114029. return rtt;
  114030. };
  114031. /**
  114032. * Gets an environment BRDF texture for a given scene
  114033. * @param scene defines the hosting scene
  114034. * @returns the environment BRDF texture
  114035. */
  114036. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  114037. if (!scene._environmentBRDFTexture) {
  114038. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114039. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114040. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114041. scene._environmentBRDFTexture = texture;
  114042. }
  114043. return scene._environmentBRDFTexture;
  114044. };
  114045. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,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";
  114046. return TextureTools;
  114047. }());
  114048. BABYLON.TextureTools = TextureTools;
  114049. })(BABYLON || (BABYLON = {}));
  114050. //# sourceMappingURL=babylon.textureTools.js.map
  114051. var BABYLON;
  114052. (function (BABYLON) {
  114053. /**
  114054. * 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.
  114055. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  114056. */
  114057. var FramingBehavior = /** @class */ (function () {
  114058. function FramingBehavior() {
  114059. this._mode = FramingBehavior.FitFrustumSidesMode;
  114060. this._radiusScale = 1.0;
  114061. this._positionScale = 0.5;
  114062. this._defaultElevation = 0.3;
  114063. this._elevationReturnTime = 1500;
  114064. this._elevationReturnWaitTime = 1000;
  114065. this._zoomStopsAnimation = false;
  114066. this._framingTime = 1500;
  114067. /**
  114068. * Define if the behavior should automatically change the configured
  114069. * camera limits and sensibilities.
  114070. */
  114071. this.autoCorrectCameraLimitsAndSensibility = true;
  114072. this._isPointerDown = false;
  114073. this._lastInteractionTime = -Infinity;
  114074. // Framing control
  114075. this._animatables = new Array();
  114076. this._betaIsAnimating = false;
  114077. }
  114078. Object.defineProperty(FramingBehavior.prototype, "name", {
  114079. /**
  114080. * Gets the name of the behavior.
  114081. */
  114082. get: function () {
  114083. return "Framing";
  114084. },
  114085. enumerable: true,
  114086. configurable: true
  114087. });
  114088. Object.defineProperty(FramingBehavior.prototype, "mode", {
  114089. /**
  114090. * Gets current mode used by the behavior.
  114091. */
  114092. get: function () {
  114093. return this._mode;
  114094. },
  114095. /**
  114096. * Sets the current mode used by the behavior
  114097. */
  114098. set: function (mode) {
  114099. this._mode = mode;
  114100. },
  114101. enumerable: true,
  114102. configurable: true
  114103. });
  114104. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  114105. /**
  114106. * Gets the scale applied to the radius
  114107. */
  114108. get: function () {
  114109. return this._radiusScale;
  114110. },
  114111. /**
  114112. * Sets the scale applied to the radius (1 by default)
  114113. */
  114114. set: function (radius) {
  114115. this._radiusScale = radius;
  114116. },
  114117. enumerable: true,
  114118. configurable: true
  114119. });
  114120. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  114121. /**
  114122. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114123. */
  114124. get: function () {
  114125. return this._positionScale;
  114126. },
  114127. /**
  114128. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  114129. */
  114130. set: function (scale) {
  114131. this._positionScale = scale;
  114132. },
  114133. enumerable: true,
  114134. configurable: true
  114135. });
  114136. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  114137. /**
  114138. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114139. * behaviour is triggered, in radians.
  114140. */
  114141. get: function () {
  114142. return this._defaultElevation;
  114143. },
  114144. /**
  114145. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  114146. * behaviour is triggered, in radians.
  114147. */
  114148. set: function (elevation) {
  114149. this._defaultElevation = elevation;
  114150. },
  114151. enumerable: true,
  114152. configurable: true
  114153. });
  114154. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  114155. /**
  114156. * Gets the time (in milliseconds) taken to return to the default beta position.
  114157. * Negative value indicates camera should not return to default.
  114158. */
  114159. get: function () {
  114160. return this._elevationReturnTime;
  114161. },
  114162. /**
  114163. * Sets the time (in milliseconds) taken to return to the default beta position.
  114164. * Negative value indicates camera should not return to default.
  114165. */
  114166. set: function (speed) {
  114167. this._elevationReturnTime = speed;
  114168. },
  114169. enumerable: true,
  114170. configurable: true
  114171. });
  114172. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  114173. /**
  114174. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114175. */
  114176. get: function () {
  114177. return this._elevationReturnWaitTime;
  114178. },
  114179. /**
  114180. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  114181. */
  114182. set: function (time) {
  114183. this._elevationReturnWaitTime = time;
  114184. },
  114185. enumerable: true,
  114186. configurable: true
  114187. });
  114188. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  114189. /**
  114190. * Gets the flag that indicates if user zooming should stop animation.
  114191. */
  114192. get: function () {
  114193. return this._zoomStopsAnimation;
  114194. },
  114195. /**
  114196. * Sets the flag that indicates if user zooming should stop animation.
  114197. */
  114198. set: function (flag) {
  114199. this._zoomStopsAnimation = flag;
  114200. },
  114201. enumerable: true,
  114202. configurable: true
  114203. });
  114204. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  114205. /**
  114206. * Gets the transition time when framing the mesh, in milliseconds
  114207. */
  114208. get: function () {
  114209. return this._framingTime;
  114210. },
  114211. /**
  114212. * Sets the transition time when framing the mesh, in milliseconds
  114213. */
  114214. set: function (time) {
  114215. this._framingTime = time;
  114216. },
  114217. enumerable: true,
  114218. configurable: true
  114219. });
  114220. /**
  114221. * Initializes the behavior.
  114222. */
  114223. FramingBehavior.prototype.init = function () {
  114224. // Do notihng
  114225. };
  114226. /**
  114227. * Attaches the behavior to its arc rotate camera.
  114228. * @param camera Defines the camera to attach the behavior to
  114229. */
  114230. FramingBehavior.prototype.attach = function (camera) {
  114231. var _this = this;
  114232. this._attachedCamera = camera;
  114233. var scene = this._attachedCamera.getScene();
  114234. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  114235. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114236. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114237. _this._isPointerDown = true;
  114238. return;
  114239. }
  114240. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114241. _this._isPointerDown = false;
  114242. }
  114243. });
  114244. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  114245. if (mesh) {
  114246. _this.zoomOnMesh(mesh);
  114247. }
  114248. });
  114249. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114250. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114251. _this._applyUserInteraction();
  114252. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  114253. // back to the default position after a given timeout
  114254. _this._maintainCameraAboveGround();
  114255. });
  114256. };
  114257. /**
  114258. * Detaches the behavior from its current arc rotate camera.
  114259. */
  114260. FramingBehavior.prototype.detach = function () {
  114261. if (!this._attachedCamera) {
  114262. return;
  114263. }
  114264. var scene = this._attachedCamera.getScene();
  114265. if (this._onPrePointerObservableObserver) {
  114266. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114267. }
  114268. if (this._onAfterCheckInputsObserver) {
  114269. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114270. }
  114271. if (this._onMeshTargetChangedObserver) {
  114272. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114273. }
  114274. this._attachedCamera = null;
  114275. };
  114276. /**
  114277. * Targets the given mesh and updates zoom level accordingly.
  114278. * @param mesh The mesh to target.
  114279. * @param radius Optional. If a cached radius position already exists, overrides default.
  114280. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114281. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114282. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114283. */
  114284. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114285. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114286. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114287. mesh.computeWorldMatrix(true);
  114288. var boundingBox = mesh.getBoundingInfo().boundingBox;
  114289. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  114290. };
  114291. /**
  114292. * Targets the given mesh with its children and updates zoom level accordingly.
  114293. * @param mesh The mesh to target.
  114294. * @param radius Optional. If a cached radius position already exists, overrides default.
  114295. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114296. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114297. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114298. */
  114299. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  114300. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114301. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114302. mesh.computeWorldMatrix(true);
  114303. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  114304. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  114305. };
  114306. /**
  114307. * Targets the given meshes with their children and updates zoom level accordingly.
  114308. * @param meshes The mesh to target.
  114309. * @param radius Optional. If a cached radius position already exists, overrides default.
  114310. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  114311. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114312. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114313. */
  114314. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  114315. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114316. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114317. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  114318. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  114319. for (var i = 0; i < meshes.length; i++) {
  114320. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  114321. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  114322. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  114323. }
  114324. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  114325. };
  114326. /**
  114327. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  114328. * @param minimumWorld Determines the smaller position of the bounding box extend
  114329. * @param maximumWorld Determines the bigger position of the bounding box extend
  114330. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  114331. * @param onAnimationEnd Callback triggered at the end of the framing animation
  114332. */
  114333. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  114334. var _this = this;
  114335. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  114336. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  114337. var zoomTarget;
  114338. if (!this._attachedCamera) {
  114339. return;
  114340. }
  114341. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  114342. var bottom = minimumWorld.y;
  114343. var top = maximumWorld.y;
  114344. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  114345. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  114346. if (focusOnOriginXZ) {
  114347. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  114348. }
  114349. else {
  114350. var centerWorld = minimumWorld.add(radiusWorld);
  114351. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  114352. }
  114353. if (!this._vectorTransition) {
  114354. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  114355. }
  114356. this._betaIsAnimating = true;
  114357. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  114358. if (animatable) {
  114359. this._animatables.push(animatable);
  114360. }
  114361. // sets the radius and lower radius bounds
  114362. // Small delta ensures camera is not always at lower zoom limit.
  114363. var radius = 0;
  114364. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  114365. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114366. if (this.autoCorrectCameraLimitsAndSensibility) {
  114367. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  114368. }
  114369. radius = position;
  114370. }
  114371. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114372. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  114373. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  114374. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  114375. }
  114376. }
  114377. // Set sensibilities
  114378. if (this.autoCorrectCameraLimitsAndSensibility) {
  114379. var extend = maximumWorld.subtract(minimumWorld).length();
  114380. this._attachedCamera.panningSensibility = 5000 / extend;
  114381. this._attachedCamera.wheelPrecision = 100 / radius;
  114382. }
  114383. // transition to new radius
  114384. if (!this._radiusTransition) {
  114385. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114386. }
  114387. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  114388. _this.stopAllAnimations();
  114389. if (onAnimationEnd) {
  114390. onAnimationEnd();
  114391. }
  114392. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  114393. _this._attachedCamera.storeState();
  114394. }
  114395. });
  114396. if (animatable) {
  114397. this._animatables.push(animatable);
  114398. }
  114399. };
  114400. /**
  114401. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  114402. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  114403. * frustum width.
  114404. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  114405. * to fully enclose the mesh in the viewing frustum.
  114406. */
  114407. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  114408. var size = maximumWorld.subtract(minimumWorld);
  114409. var boxVectorGlobalDiagonal = size.length();
  114410. var frustumSlope = this._getFrustumSlope();
  114411. // Formula for setting distance
  114412. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  114413. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  114414. // Horizon distance
  114415. var radius = radiusWithoutFraming * this._radiusScale;
  114416. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  114417. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  114418. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  114419. var camera = this._attachedCamera;
  114420. if (!camera) {
  114421. return 0;
  114422. }
  114423. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  114424. // Don't exceed the requested limit
  114425. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  114426. }
  114427. // Don't exceed the upper radius limit
  114428. if (camera.upperRadiusLimit) {
  114429. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  114430. }
  114431. return distance;
  114432. };
  114433. /**
  114434. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  114435. * is automatically returned to its default position (expected to be above ground plane).
  114436. */
  114437. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  114438. var _this = this;
  114439. if (this._elevationReturnTime < 0) {
  114440. return;
  114441. }
  114442. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  114443. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  114444. var limitBeta = Math.PI * 0.5;
  114445. // Bring the camera back up if below the ground plane
  114446. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  114447. this._betaIsAnimating = true;
  114448. //Transition to new position
  114449. this.stopAllAnimations();
  114450. if (!this._betaTransition) {
  114451. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  114452. }
  114453. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  114454. _this._clearAnimationLocks();
  114455. _this.stopAllAnimations();
  114456. });
  114457. if (animatabe) {
  114458. this._animatables.push(animatabe);
  114459. }
  114460. }
  114461. };
  114462. /**
  114463. * Returns the frustum slope based on the canvas ratio and camera FOV
  114464. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  114465. */
  114466. FramingBehavior.prototype._getFrustumSlope = function () {
  114467. // Calculate the viewport ratio
  114468. // Aspect Ratio is Height/Width.
  114469. var camera = this._attachedCamera;
  114470. if (!camera) {
  114471. return BABYLON.Vector2.Zero();
  114472. }
  114473. var engine = camera.getScene().getEngine();
  114474. var aspectRatio = engine.getAspectRatio(camera);
  114475. // Camera FOV is the vertical field of view (top-bottom) in radians.
  114476. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  114477. var frustumSlopeY = Math.tan(camera.fov / 2);
  114478. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  114479. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  114480. // along the forward vector.
  114481. var frustumSlopeX = frustumSlopeY * aspectRatio;
  114482. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  114483. };
  114484. /**
  114485. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  114486. */
  114487. FramingBehavior.prototype._clearAnimationLocks = function () {
  114488. this._betaIsAnimating = false;
  114489. };
  114490. /**
  114491. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114492. */
  114493. FramingBehavior.prototype._applyUserInteraction = function () {
  114494. if (this.isUserIsMoving) {
  114495. this._lastInteractionTime = BABYLON.Tools.Now;
  114496. this.stopAllAnimations();
  114497. this._clearAnimationLocks();
  114498. }
  114499. };
  114500. /**
  114501. * Stops and removes all animations that have been applied to the camera
  114502. */
  114503. FramingBehavior.prototype.stopAllAnimations = function () {
  114504. if (this._attachedCamera) {
  114505. this._attachedCamera.animations = [];
  114506. }
  114507. while (this._animatables.length) {
  114508. if (this._animatables[0]) {
  114509. this._animatables[0].onAnimationEnd = null;
  114510. this._animatables[0].stop();
  114511. }
  114512. this._animatables.shift();
  114513. }
  114514. };
  114515. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  114516. /**
  114517. * Gets a value indicating if the user is moving the camera
  114518. */
  114519. get: function () {
  114520. if (!this._attachedCamera) {
  114521. return false;
  114522. }
  114523. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114524. this._attachedCamera.inertialBetaOffset !== 0 ||
  114525. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114526. this._attachedCamera.inertialPanningX !== 0 ||
  114527. this._attachedCamera.inertialPanningY !== 0 ||
  114528. this._isPointerDown;
  114529. },
  114530. enumerable: true,
  114531. configurable: true
  114532. });
  114533. /**
  114534. * The easing function used by animations
  114535. */
  114536. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  114537. /**
  114538. * The easing mode used by animations
  114539. */
  114540. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  114541. // Statics
  114542. /**
  114543. * The camera can move all the way towards the mesh.
  114544. */
  114545. FramingBehavior.IgnoreBoundsSizeMode = 0;
  114546. /**
  114547. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  114548. */
  114549. FramingBehavior.FitFrustumSidesMode = 1;
  114550. return FramingBehavior;
  114551. }());
  114552. BABYLON.FramingBehavior = FramingBehavior;
  114553. })(BABYLON || (BABYLON = {}));
  114554. //# sourceMappingURL=babylon.framingBehavior.js.map
  114555. var BABYLON;
  114556. (function (BABYLON) {
  114557. /**
  114558. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  114559. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  114560. */
  114561. var BouncingBehavior = /** @class */ (function () {
  114562. function BouncingBehavior() {
  114563. /**
  114564. * The duration of the animation, in milliseconds
  114565. */
  114566. this.transitionDuration = 450;
  114567. /**
  114568. * Length of the distance animated by the transition when lower radius is reached
  114569. */
  114570. this.lowerRadiusTransitionRange = 2;
  114571. /**
  114572. * Length of the distance animated by the transition when upper radius is reached
  114573. */
  114574. this.upperRadiusTransitionRange = -2;
  114575. this._autoTransitionRange = false;
  114576. // Animations
  114577. this._radiusIsAnimating = false;
  114578. this._radiusBounceTransition = null;
  114579. this._animatables = new Array();
  114580. }
  114581. Object.defineProperty(BouncingBehavior.prototype, "name", {
  114582. /**
  114583. * Gets the name of the behavior.
  114584. */
  114585. get: function () {
  114586. return "Bouncing";
  114587. },
  114588. enumerable: true,
  114589. configurable: true
  114590. });
  114591. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  114592. /**
  114593. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  114594. */
  114595. get: function () {
  114596. return this._autoTransitionRange;
  114597. },
  114598. /**
  114599. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  114600. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  114601. */
  114602. set: function (value) {
  114603. var _this = this;
  114604. if (this._autoTransitionRange === value) {
  114605. return;
  114606. }
  114607. this._autoTransitionRange = value;
  114608. var camera = this._attachedCamera;
  114609. if (!camera) {
  114610. return;
  114611. }
  114612. if (value) {
  114613. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  114614. if (!mesh) {
  114615. return;
  114616. }
  114617. mesh.computeWorldMatrix(true);
  114618. var diagonal = mesh.getBoundingInfo().diagonalLength;
  114619. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  114620. _this.upperRadiusTransitionRange = diagonal * 0.05;
  114621. });
  114622. }
  114623. else if (this._onMeshTargetChangedObserver) {
  114624. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114625. }
  114626. },
  114627. enumerable: true,
  114628. configurable: true
  114629. });
  114630. /**
  114631. * Initializes the behavior.
  114632. */
  114633. BouncingBehavior.prototype.init = function () {
  114634. // Do notihng
  114635. };
  114636. /**
  114637. * Attaches the behavior to its arc rotate camera.
  114638. * @param camera Defines the camera to attach the behavior to
  114639. */
  114640. BouncingBehavior.prototype.attach = function (camera) {
  114641. var _this = this;
  114642. this._attachedCamera = camera;
  114643. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114644. if (!_this._attachedCamera) {
  114645. return;
  114646. }
  114647. // Add the bounce animation to the lower radius limit
  114648. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  114649. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  114650. }
  114651. // Add the bounce animation to the upper radius limit
  114652. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  114653. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  114654. }
  114655. });
  114656. };
  114657. /**
  114658. * Detaches the behavior from its current arc rotate camera.
  114659. */
  114660. BouncingBehavior.prototype.detach = function () {
  114661. if (!this._attachedCamera) {
  114662. return;
  114663. }
  114664. if (this._onAfterCheckInputsObserver) {
  114665. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114666. }
  114667. if (this._onMeshTargetChangedObserver) {
  114668. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  114669. }
  114670. this._attachedCamera = null;
  114671. };
  114672. /**
  114673. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  114674. * @param radiusLimit The limit to check against.
  114675. * @return Bool to indicate if at limit.
  114676. */
  114677. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  114678. if (!this._attachedCamera) {
  114679. return false;
  114680. }
  114681. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  114682. return true;
  114683. }
  114684. return false;
  114685. };
  114686. /**
  114687. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  114688. * @param radiusDelta The delta by which to animate to. Can be negative.
  114689. */
  114690. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  114691. var _this = this;
  114692. if (!this._attachedCamera) {
  114693. return;
  114694. }
  114695. if (!this._radiusBounceTransition) {
  114696. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  114697. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  114698. }
  114699. // Prevent zoom until bounce has completed
  114700. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  114701. this._attachedCamera.wheelPrecision = Infinity;
  114702. this._attachedCamera.inertialRadiusOffset = 0;
  114703. // Animate to the radius limit
  114704. this.stopAllAnimations();
  114705. this._radiusIsAnimating = true;
  114706. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  114707. if (animatable) {
  114708. this._animatables.push(animatable);
  114709. }
  114710. };
  114711. /**
  114712. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  114713. */
  114714. BouncingBehavior.prototype._clearAnimationLocks = function () {
  114715. this._radiusIsAnimating = false;
  114716. if (this._attachedCamera) {
  114717. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  114718. }
  114719. };
  114720. /**
  114721. * Stops and removes all animations that have been applied to the camera
  114722. */
  114723. BouncingBehavior.prototype.stopAllAnimations = function () {
  114724. if (this._attachedCamera) {
  114725. this._attachedCamera.animations = [];
  114726. }
  114727. while (this._animatables.length) {
  114728. this._animatables[0].onAnimationEnd = null;
  114729. this._animatables[0].stop();
  114730. this._animatables.shift();
  114731. }
  114732. };
  114733. /**
  114734. * The easing function used by animations
  114735. */
  114736. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  114737. /**
  114738. * The easing mode used by animations
  114739. */
  114740. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  114741. return BouncingBehavior;
  114742. }());
  114743. BABYLON.BouncingBehavior = BouncingBehavior;
  114744. })(BABYLON || (BABYLON = {}));
  114745. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  114746. var BABYLON;
  114747. (function (BABYLON) {
  114748. /**
  114749. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  114750. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  114751. */
  114752. var AutoRotationBehavior = /** @class */ (function () {
  114753. function AutoRotationBehavior() {
  114754. this._zoomStopsAnimation = false;
  114755. this._idleRotationSpeed = 0.05;
  114756. this._idleRotationWaitTime = 2000;
  114757. this._idleRotationSpinupTime = 2000;
  114758. this._isPointerDown = false;
  114759. this._lastFrameTime = null;
  114760. this._lastInteractionTime = -Infinity;
  114761. this._cameraRotationSpeed = 0;
  114762. this._lastFrameRadius = 0;
  114763. }
  114764. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  114765. /**
  114766. * Gets the name of the behavior.
  114767. */
  114768. get: function () {
  114769. return "AutoRotation";
  114770. },
  114771. enumerable: true,
  114772. configurable: true
  114773. });
  114774. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  114775. /**
  114776. * Gets the flag that indicates if user zooming should stop animation.
  114777. */
  114778. get: function () {
  114779. return this._zoomStopsAnimation;
  114780. },
  114781. /**
  114782. * Sets the flag that indicates if user zooming should stop animation.
  114783. */
  114784. set: function (flag) {
  114785. this._zoomStopsAnimation = flag;
  114786. },
  114787. enumerable: true,
  114788. configurable: true
  114789. });
  114790. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  114791. /**
  114792. * Gets the default speed at which the camera rotates around the model.
  114793. */
  114794. get: function () {
  114795. return this._idleRotationSpeed;
  114796. },
  114797. /**
  114798. * Sets the default speed at which the camera rotates around the model.
  114799. */
  114800. set: function (speed) {
  114801. this._idleRotationSpeed = speed;
  114802. },
  114803. enumerable: true,
  114804. configurable: true
  114805. });
  114806. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  114807. /**
  114808. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  114809. */
  114810. get: function () {
  114811. return this._idleRotationWaitTime;
  114812. },
  114813. /**
  114814. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  114815. */
  114816. set: function (time) {
  114817. this._idleRotationWaitTime = time;
  114818. },
  114819. enumerable: true,
  114820. configurable: true
  114821. });
  114822. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  114823. /**
  114824. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114825. */
  114826. get: function () {
  114827. return this._idleRotationSpinupTime;
  114828. },
  114829. /**
  114830. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  114831. */
  114832. set: function (time) {
  114833. this._idleRotationSpinupTime = time;
  114834. },
  114835. enumerable: true,
  114836. configurable: true
  114837. });
  114838. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  114839. /**
  114840. * Gets a value indicating if the camera is currently rotating because of this behavior
  114841. */
  114842. get: function () {
  114843. return Math.abs(this._cameraRotationSpeed) > 0;
  114844. },
  114845. enumerable: true,
  114846. configurable: true
  114847. });
  114848. /**
  114849. * Initializes the behavior.
  114850. */
  114851. AutoRotationBehavior.prototype.init = function () {
  114852. // Do notihng
  114853. };
  114854. /**
  114855. * Attaches the behavior to its arc rotate camera.
  114856. * @param camera Defines the camera to attach the behavior to
  114857. */
  114858. AutoRotationBehavior.prototype.attach = function (camera) {
  114859. var _this = this;
  114860. this._attachedCamera = camera;
  114861. var scene = this._attachedCamera.getScene();
  114862. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  114863. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  114864. _this._isPointerDown = true;
  114865. return;
  114866. }
  114867. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  114868. _this._isPointerDown = false;
  114869. }
  114870. });
  114871. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  114872. var now = BABYLON.Tools.Now;
  114873. var dt = 0;
  114874. if (_this._lastFrameTime != null) {
  114875. dt = now - _this._lastFrameTime;
  114876. }
  114877. _this._lastFrameTime = now;
  114878. // Stop the animation if there is user interaction and the animation should stop for this interaction
  114879. _this._applyUserInteraction();
  114880. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  114881. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  114882. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  114883. // Step camera rotation by rotation speed
  114884. if (_this._attachedCamera) {
  114885. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  114886. }
  114887. });
  114888. };
  114889. /**
  114890. * Detaches the behavior from its current arc rotate camera.
  114891. */
  114892. AutoRotationBehavior.prototype.detach = function () {
  114893. if (!this._attachedCamera) {
  114894. return;
  114895. }
  114896. var scene = this._attachedCamera.getScene();
  114897. if (this._onPrePointerObservableObserver) {
  114898. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  114899. }
  114900. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  114901. this._attachedCamera = null;
  114902. };
  114903. /**
  114904. * Returns true if user is scrolling.
  114905. * @return true if user is scrolling.
  114906. */
  114907. AutoRotationBehavior.prototype._userIsZooming = function () {
  114908. if (!this._attachedCamera) {
  114909. return false;
  114910. }
  114911. return this._attachedCamera.inertialRadiusOffset !== 0;
  114912. };
  114913. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  114914. if (!this._attachedCamera) {
  114915. return false;
  114916. }
  114917. var zoomHasHitLimit = false;
  114918. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  114919. zoomHasHitLimit = true;
  114920. }
  114921. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  114922. this._lastFrameRadius = this._attachedCamera.radius;
  114923. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  114924. };
  114925. /**
  114926. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  114927. */
  114928. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  114929. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  114930. this._lastInteractionTime = BABYLON.Tools.Now;
  114931. }
  114932. };
  114933. // Tools
  114934. AutoRotationBehavior.prototype._userIsMoving = function () {
  114935. if (!this._attachedCamera) {
  114936. return false;
  114937. }
  114938. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  114939. this._attachedCamera.inertialBetaOffset !== 0 ||
  114940. this._attachedCamera.inertialRadiusOffset !== 0 ||
  114941. this._attachedCamera.inertialPanningX !== 0 ||
  114942. this._attachedCamera.inertialPanningY !== 0 ||
  114943. this._isPointerDown;
  114944. };
  114945. return AutoRotationBehavior;
  114946. }());
  114947. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  114948. })(BABYLON || (BABYLON = {}));
  114949. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  114950. var BABYLON;
  114951. (function (BABYLON) {
  114952. /**
  114953. * Options to create the null engine
  114954. */
  114955. var NullEngineOptions = /** @class */ (function () {
  114956. function NullEngineOptions() {
  114957. /**
  114958. * Render width (Default: 512)
  114959. */
  114960. this.renderWidth = 512;
  114961. /**
  114962. * Render height (Default: 256)
  114963. */
  114964. this.renderHeight = 256;
  114965. /**
  114966. * Texture size (Default: 512)
  114967. */
  114968. this.textureSize = 512;
  114969. /**
  114970. * If delta time between frames should be constant
  114971. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114972. */
  114973. this.deterministicLockstep = false;
  114974. /**
  114975. * Maximum about of steps between frames (Default: 4)
  114976. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  114977. */
  114978. this.lockstepMaxSteps = 4;
  114979. }
  114980. return NullEngineOptions;
  114981. }());
  114982. BABYLON.NullEngineOptions = NullEngineOptions;
  114983. /**
  114984. * The null engine class provides support for headless version of babylon.js.
  114985. * This can be used in server side scenario or for testing purposes
  114986. */
  114987. var NullEngine = /** @class */ (function (_super) {
  114988. __extends(NullEngine, _super);
  114989. function NullEngine(options) {
  114990. if (options === void 0) { options = new NullEngineOptions(); }
  114991. var _this = _super.call(this, null) || this;
  114992. if (options.deterministicLockstep === undefined) {
  114993. options.deterministicLockstep = false;
  114994. }
  114995. if (options.lockstepMaxSteps === undefined) {
  114996. options.lockstepMaxSteps = 4;
  114997. }
  114998. _this._options = options;
  114999. // Init caps
  115000. // We consider we are on a webgl1 capable device
  115001. _this._caps = new BABYLON.EngineCapabilities();
  115002. _this._caps.maxTexturesImageUnits = 16;
  115003. _this._caps.maxVertexTextureImageUnits = 16;
  115004. _this._caps.maxTextureSize = 512;
  115005. _this._caps.maxCubemapTextureSize = 512;
  115006. _this._caps.maxRenderTextureSize = 512;
  115007. _this._caps.maxVertexAttribs = 16;
  115008. _this._caps.maxVaryingVectors = 16;
  115009. _this._caps.maxFragmentUniformVectors = 16;
  115010. _this._caps.maxVertexUniformVectors = 16;
  115011. // Extensions
  115012. _this._caps.standardDerivatives = false;
  115013. _this._caps.astc = null;
  115014. _this._caps.s3tc = null;
  115015. _this._caps.pvrtc = null;
  115016. _this._caps.etc1 = null;
  115017. _this._caps.etc2 = null;
  115018. _this._caps.textureAnisotropicFilterExtension = null;
  115019. _this._caps.maxAnisotropy = 0;
  115020. _this._caps.uintIndices = false;
  115021. _this._caps.fragmentDepthSupported = false;
  115022. _this._caps.highPrecisionShaderSupported = true;
  115023. _this._caps.colorBufferFloat = false;
  115024. _this._caps.textureFloat = false;
  115025. _this._caps.textureFloatLinearFiltering = false;
  115026. _this._caps.textureFloatRender = false;
  115027. _this._caps.textureHalfFloat = false;
  115028. _this._caps.textureHalfFloatLinearFiltering = false;
  115029. _this._caps.textureHalfFloatRender = false;
  115030. _this._caps.textureLOD = false;
  115031. _this._caps.drawBuffersExtension = false;
  115032. _this._caps.depthTextureExtension = false;
  115033. _this._caps.vertexArrayObject = false;
  115034. _this._caps.instancedArrays = false;
  115035. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  115036. // Wrappers
  115037. if (typeof URL === "undefined") {
  115038. URL = {
  115039. createObjectURL: function () { },
  115040. revokeObjectURL: function () { }
  115041. };
  115042. }
  115043. if (typeof Blob === "undefined") {
  115044. Blob = function () { };
  115045. }
  115046. return _this;
  115047. }
  115048. /**
  115049. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  115050. */
  115051. NullEngine.prototype.isDeterministicLockStep = function () {
  115052. return this._options.deterministicLockstep;
  115053. };
  115054. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  115055. NullEngine.prototype.getLockstepMaxSteps = function () {
  115056. return this._options.lockstepMaxSteps;
  115057. };
  115058. /**
  115059. * Sets hardware scaling, used to save performance if needed
  115060. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  115061. */
  115062. NullEngine.prototype.getHardwareScalingLevel = function () {
  115063. return 1.0;
  115064. };
  115065. NullEngine.prototype.createVertexBuffer = function (vertices) {
  115066. return {
  115067. capacity: 0,
  115068. references: 1,
  115069. is32Bits: false
  115070. };
  115071. };
  115072. NullEngine.prototype.createIndexBuffer = function (indices) {
  115073. return {
  115074. capacity: 0,
  115075. references: 1,
  115076. is32Bits: false
  115077. };
  115078. };
  115079. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  115080. if (stencil === void 0) { stencil = false; }
  115081. };
  115082. NullEngine.prototype.getRenderWidth = function (useScreen) {
  115083. if (useScreen === void 0) { useScreen = false; }
  115084. if (!useScreen && this._currentRenderTarget) {
  115085. return this._currentRenderTarget.width;
  115086. }
  115087. return this._options.renderWidth;
  115088. };
  115089. NullEngine.prototype.getRenderHeight = function (useScreen) {
  115090. if (useScreen === void 0) { useScreen = false; }
  115091. if (!useScreen && this._currentRenderTarget) {
  115092. return this._currentRenderTarget.height;
  115093. }
  115094. return this._options.renderHeight;
  115095. };
  115096. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  115097. this._cachedViewport = viewport;
  115098. };
  115099. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  115100. return {
  115101. transformFeedback: null,
  115102. __SPECTOR_rebuildProgram: null,
  115103. isParallelCompiled: false
  115104. };
  115105. };
  115106. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  115107. return [];
  115108. };
  115109. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  115110. return [];
  115111. };
  115112. NullEngine.prototype.bindSamplers = function (effect) {
  115113. this._currentEffect = null;
  115114. };
  115115. NullEngine.prototype.enableEffect = function (effect) {
  115116. this._currentEffect = effect;
  115117. if (effect.onBind) {
  115118. effect.onBind(effect);
  115119. }
  115120. if (effect._onBindObservable) {
  115121. effect._onBindObservable.notifyObservers(effect);
  115122. }
  115123. };
  115124. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  115125. if (zOffset === void 0) { zOffset = 0; }
  115126. if (reverseSide === void 0) { reverseSide = false; }
  115127. };
  115128. NullEngine.prototype.setIntArray = function (uniform, array) {
  115129. };
  115130. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  115131. };
  115132. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  115133. };
  115134. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  115135. };
  115136. NullEngine.prototype.setFloatArray = function (uniform, array) {
  115137. };
  115138. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  115139. };
  115140. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  115141. };
  115142. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  115143. };
  115144. NullEngine.prototype.setArray = function (uniform, array) {
  115145. };
  115146. NullEngine.prototype.setArray2 = function (uniform, array) {
  115147. };
  115148. NullEngine.prototype.setArray3 = function (uniform, array) {
  115149. };
  115150. NullEngine.prototype.setArray4 = function (uniform, array) {
  115151. };
  115152. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  115153. };
  115154. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  115155. };
  115156. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  115157. };
  115158. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  115159. };
  115160. NullEngine.prototype.setFloat = function (uniform, value) {
  115161. };
  115162. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  115163. };
  115164. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  115165. };
  115166. NullEngine.prototype.setBool = function (uniform, bool) {
  115167. };
  115168. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  115169. };
  115170. NullEngine.prototype.setColor3 = function (uniform, color3) {
  115171. };
  115172. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  115173. };
  115174. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  115175. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  115176. if (this._alphaMode === mode) {
  115177. return;
  115178. }
  115179. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  115180. if (!noDepthWriteChange) {
  115181. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  115182. }
  115183. this._alphaMode = mode;
  115184. };
  115185. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  115186. };
  115187. NullEngine.prototype.wipeCaches = function (bruteForce) {
  115188. if (this.preventCacheWipeBetweenFrames) {
  115189. return;
  115190. }
  115191. this.resetTextureCache();
  115192. this._currentEffect = null;
  115193. if (bruteForce) {
  115194. this._currentProgram = null;
  115195. this._stencilState.reset();
  115196. this._depthCullingState.reset();
  115197. this._alphaState.reset();
  115198. }
  115199. this._cachedVertexBuffers = null;
  115200. this._cachedIndexBuffer = null;
  115201. this._cachedEffectForVertexBuffers = null;
  115202. };
  115203. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  115204. };
  115205. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  115206. };
  115207. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  115208. };
  115209. /** @hidden */
  115210. NullEngine.prototype._createTexture = function () {
  115211. return {};
  115212. };
  115213. /** @hidden */
  115214. NullEngine.prototype._releaseTexture = function (texture) {
  115215. };
  115216. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  115217. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115218. if (onLoad === void 0) { onLoad = null; }
  115219. if (onError === void 0) { onError = null; }
  115220. if (buffer === void 0) { buffer = null; }
  115221. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  115222. var url = String(urlArg);
  115223. texture.url = url;
  115224. texture.generateMipMaps = !noMipmap;
  115225. texture.samplingMode = samplingMode;
  115226. texture.invertY = invertY;
  115227. texture.baseWidth = this._options.textureSize;
  115228. texture.baseHeight = this._options.textureSize;
  115229. texture.width = this._options.textureSize;
  115230. texture.height = this._options.textureSize;
  115231. if (format) {
  115232. texture.format = format;
  115233. }
  115234. texture.isReady = true;
  115235. if (onLoad) {
  115236. onLoad();
  115237. }
  115238. this._internalTexturesCache.push(texture);
  115239. return texture;
  115240. };
  115241. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  115242. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  115243. if (options !== undefined && typeof options === "object") {
  115244. fullOptions.generateMipMaps = options.generateMipMaps;
  115245. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  115246. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  115247. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  115248. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  115249. }
  115250. else {
  115251. fullOptions.generateMipMaps = options;
  115252. fullOptions.generateDepthBuffer = true;
  115253. fullOptions.generateStencilBuffer = false;
  115254. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  115255. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  115256. }
  115257. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  115258. var width = size.width || size;
  115259. var height = size.height || size;
  115260. texture._depthStencilBuffer = {};
  115261. texture._framebuffer = {};
  115262. texture.baseWidth = width;
  115263. texture.baseHeight = height;
  115264. texture.width = width;
  115265. texture.height = height;
  115266. texture.isReady = true;
  115267. texture.samples = 1;
  115268. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  115269. texture.samplingMode = fullOptions.samplingMode;
  115270. texture.type = fullOptions.type;
  115271. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  115272. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  115273. this._internalTexturesCache.push(texture);
  115274. return texture;
  115275. };
  115276. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  115277. texture.samplingMode = samplingMode;
  115278. };
  115279. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  115280. if (this._currentRenderTarget) {
  115281. this.unBindFramebuffer(this._currentRenderTarget);
  115282. }
  115283. this._currentRenderTarget = texture;
  115284. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  115285. if (this._cachedViewport && !forceFullscreenViewport) {
  115286. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  115287. }
  115288. };
  115289. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  115290. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  115291. this._currentRenderTarget = null;
  115292. if (onBeforeUnbind) {
  115293. if (texture._MSAAFramebuffer) {
  115294. this._currentFramebuffer = texture._framebuffer;
  115295. }
  115296. onBeforeUnbind();
  115297. }
  115298. this._currentFramebuffer = null;
  115299. };
  115300. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  115301. var vbo = {
  115302. capacity: 1,
  115303. references: 1,
  115304. is32Bits: false
  115305. };
  115306. return vbo;
  115307. };
  115308. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  115309. if (premulAlpha === void 0) { premulAlpha = false; }
  115310. };
  115311. NullEngine.prototype.areAllEffectsReady = function () {
  115312. return true;
  115313. };
  115314. /**
  115315. * @hidden
  115316. * Get the current error code of the webGL context
  115317. * @returns the error code
  115318. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  115319. */
  115320. NullEngine.prototype.getError = function () {
  115321. return 0;
  115322. };
  115323. /** @hidden */
  115324. NullEngine.prototype._getUnpackAlignement = function () {
  115325. return 1;
  115326. };
  115327. /** @hidden */
  115328. NullEngine.prototype._unpackFlipY = function (value) {
  115329. };
  115330. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  115331. if (offset === void 0) { offset = 0; }
  115332. };
  115333. /**
  115334. * Updates a dynamic vertex buffer.
  115335. * @param vertexBuffer the vertex buffer to update
  115336. * @param data the data used to update the vertex buffer
  115337. * @param byteOffset the byte offset of the data (optional)
  115338. * @param byteLength the byte length of the data (optional)
  115339. */
  115340. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  115341. };
  115342. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  115343. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  115344. this._boundTexturesCache[this._activeChannel] = texture;
  115345. return true;
  115346. }
  115347. return false;
  115348. };
  115349. /** @hidden */
  115350. NullEngine.prototype._bindTexture = function (channel, texture) {
  115351. if (channel < 0) {
  115352. return;
  115353. }
  115354. this._bindTextureDirectly(0, texture);
  115355. };
  115356. /** @hidden */
  115357. NullEngine.prototype._releaseBuffer = function (buffer) {
  115358. buffer.references--;
  115359. if (buffer.references === 0) {
  115360. return true;
  115361. }
  115362. return false;
  115363. };
  115364. NullEngine.prototype.releaseEffects = function () {
  115365. };
  115366. NullEngine.prototype.displayLoadingUI = function () {
  115367. };
  115368. NullEngine.prototype.hideLoadingUI = function () {
  115369. };
  115370. /** @hidden */
  115371. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  115372. if (faceIndex === void 0) { faceIndex = 0; }
  115373. if (lod === void 0) { lod = 0; }
  115374. };
  115375. /** @hidden */
  115376. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  115377. if (faceIndex === void 0) { faceIndex = 0; }
  115378. if (lod === void 0) { lod = 0; }
  115379. };
  115380. /** @hidden */
  115381. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  115382. if (faceIndex === void 0) { faceIndex = 0; }
  115383. if (lod === void 0) { lod = 0; }
  115384. };
  115385. /** @hidden */
  115386. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  115387. if (faceIndex === void 0) { faceIndex = 0; }
  115388. if (lod === void 0) { lod = 0; }
  115389. };
  115390. return NullEngine;
  115391. }(BABYLON.Engine));
  115392. BABYLON.NullEngine = NullEngine;
  115393. })(BABYLON || (BABYLON = {}));
  115394. //# sourceMappingURL=babylon.nullEngine.js.map
  115395. var BABYLON;
  115396. (function (BABYLON) {
  115397. /**
  115398. * This class can be used to get instrumentation data from a Babylon engine
  115399. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115400. */
  115401. var EngineInstrumentation = /** @class */ (function () {
  115402. /**
  115403. * Instantiates a new engine instrumentation.
  115404. * This class can be used to get instrumentation data from a Babylon engine
  115405. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  115406. * @param engine Defines the engine to instrument
  115407. */
  115408. function EngineInstrumentation(
  115409. /**
  115410. * Define the instrumented engine.
  115411. */
  115412. engine) {
  115413. this.engine = engine;
  115414. this._captureGPUFrameTime = false;
  115415. this._gpuFrameTime = new BABYLON.PerfCounter();
  115416. this._captureShaderCompilationTime = false;
  115417. this._shaderCompilationTime = new BABYLON.PerfCounter();
  115418. // Observers
  115419. this._onBeginFrameObserver = null;
  115420. this._onEndFrameObserver = null;
  115421. this._onBeforeShaderCompilationObserver = null;
  115422. this._onAfterShaderCompilationObserver = null;
  115423. }
  115424. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  115425. // Properties
  115426. /**
  115427. * Gets the perf counter used for GPU frame time
  115428. */
  115429. get: function () {
  115430. return this._gpuFrameTime;
  115431. },
  115432. enumerable: true,
  115433. configurable: true
  115434. });
  115435. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  115436. /**
  115437. * Gets the GPU frame time capture status
  115438. */
  115439. get: function () {
  115440. return this._captureGPUFrameTime;
  115441. },
  115442. /**
  115443. * Enable or disable the GPU frame time capture
  115444. */
  115445. set: function (value) {
  115446. var _this = this;
  115447. if (value === this._captureGPUFrameTime) {
  115448. return;
  115449. }
  115450. this._captureGPUFrameTime = value;
  115451. if (value) {
  115452. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  115453. if (!_this._gpuFrameTimeToken) {
  115454. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  115455. }
  115456. });
  115457. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  115458. if (!_this._gpuFrameTimeToken) {
  115459. return;
  115460. }
  115461. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  115462. if (time > -1) {
  115463. _this._gpuFrameTimeToken = null;
  115464. _this._gpuFrameTime.fetchNewFrame();
  115465. _this._gpuFrameTime.addCount(time, true);
  115466. }
  115467. });
  115468. }
  115469. else {
  115470. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  115471. this._onBeginFrameObserver = null;
  115472. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  115473. this._onEndFrameObserver = null;
  115474. }
  115475. },
  115476. enumerable: true,
  115477. configurable: true
  115478. });
  115479. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  115480. /**
  115481. * Gets the perf counter used for shader compilation time
  115482. */
  115483. get: function () {
  115484. return this._shaderCompilationTime;
  115485. },
  115486. enumerable: true,
  115487. configurable: true
  115488. });
  115489. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  115490. /**
  115491. * Gets the shader compilation time capture status
  115492. */
  115493. get: function () {
  115494. return this._captureShaderCompilationTime;
  115495. },
  115496. /**
  115497. * Enable or disable the shader compilation time capture
  115498. */
  115499. set: function (value) {
  115500. var _this = this;
  115501. if (value === this._captureShaderCompilationTime) {
  115502. return;
  115503. }
  115504. this._captureShaderCompilationTime = value;
  115505. if (value) {
  115506. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  115507. _this._shaderCompilationTime.fetchNewFrame();
  115508. _this._shaderCompilationTime.beginMonitoring();
  115509. });
  115510. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  115511. _this._shaderCompilationTime.endMonitoring();
  115512. });
  115513. }
  115514. else {
  115515. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  115516. this._onBeforeShaderCompilationObserver = null;
  115517. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  115518. this._onAfterShaderCompilationObserver = null;
  115519. }
  115520. },
  115521. enumerable: true,
  115522. configurable: true
  115523. });
  115524. /**
  115525. * Dispose and release associated resources.
  115526. */
  115527. EngineInstrumentation.prototype.dispose = function () {
  115528. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  115529. this._onBeginFrameObserver = null;
  115530. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  115531. this._onEndFrameObserver = null;
  115532. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  115533. this._onBeforeShaderCompilationObserver = null;
  115534. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  115535. this._onAfterShaderCompilationObserver = null;
  115536. this.engine = null;
  115537. };
  115538. return EngineInstrumentation;
  115539. }());
  115540. BABYLON.EngineInstrumentation = EngineInstrumentation;
  115541. })(BABYLON || (BABYLON = {}));
  115542. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  115543. var BABYLON;
  115544. (function (BABYLON) {
  115545. /**
  115546. * This class can be used to get instrumentation data from a Babylon engine
  115547. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  115548. */
  115549. var SceneInstrumentation = /** @class */ (function () {
  115550. /**
  115551. * Instantiates a new scene instrumentation.
  115552. * This class can be used to get instrumentation data from a Babylon engine
  115553. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  115554. * @param scene Defines the scene to instrument
  115555. */
  115556. function SceneInstrumentation(
  115557. /**
  115558. * Defines the scene to instrument
  115559. */
  115560. scene) {
  115561. var _this = this;
  115562. this.scene = scene;
  115563. this._captureActiveMeshesEvaluationTime = false;
  115564. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  115565. this._captureRenderTargetsRenderTime = false;
  115566. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  115567. this._captureFrameTime = false;
  115568. this._frameTime = new BABYLON.PerfCounter();
  115569. this._captureRenderTime = false;
  115570. this._renderTime = new BABYLON.PerfCounter();
  115571. this._captureInterFrameTime = false;
  115572. this._interFrameTime = new BABYLON.PerfCounter();
  115573. this._captureParticlesRenderTime = false;
  115574. this._particlesRenderTime = new BABYLON.PerfCounter();
  115575. this._captureSpritesRenderTime = false;
  115576. this._spritesRenderTime = new BABYLON.PerfCounter();
  115577. this._capturePhysicsTime = false;
  115578. this._physicsTime = new BABYLON.PerfCounter();
  115579. this._captureAnimationsTime = false;
  115580. this._animationsTime = new BABYLON.PerfCounter();
  115581. this._captureCameraRenderTime = false;
  115582. this._cameraRenderTime = new BABYLON.PerfCounter();
  115583. // Observers
  115584. this._onBeforeActiveMeshesEvaluationObserver = null;
  115585. this._onAfterActiveMeshesEvaluationObserver = null;
  115586. this._onBeforeRenderTargetsRenderObserver = null;
  115587. this._onAfterRenderTargetsRenderObserver = null;
  115588. this._onAfterRenderObserver = null;
  115589. this._onBeforeDrawPhaseObserver = null;
  115590. this._onAfterDrawPhaseObserver = null;
  115591. this._onBeforeAnimationsObserver = null;
  115592. this._onBeforeParticlesRenderingObserver = null;
  115593. this._onAfterParticlesRenderingObserver = null;
  115594. this._onBeforeSpritesRenderingObserver = null;
  115595. this._onAfterSpritesRenderingObserver = null;
  115596. this._onBeforePhysicsObserver = null;
  115597. this._onAfterPhysicsObserver = null;
  115598. this._onAfterAnimationsObserver = null;
  115599. this._onBeforeCameraRenderObserver = null;
  115600. this._onAfterCameraRenderObserver = null;
  115601. // Before render
  115602. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  115603. if (_this._captureActiveMeshesEvaluationTime) {
  115604. _this._activeMeshesEvaluationTime.fetchNewFrame();
  115605. }
  115606. if (_this._captureRenderTargetsRenderTime) {
  115607. _this._renderTargetsRenderTime.fetchNewFrame();
  115608. }
  115609. if (_this._captureFrameTime) {
  115610. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  115611. _this._frameTime.beginMonitoring();
  115612. }
  115613. if (_this._captureInterFrameTime) {
  115614. _this._interFrameTime.endMonitoring();
  115615. }
  115616. if (_this._captureParticlesRenderTime) {
  115617. _this._particlesRenderTime.fetchNewFrame();
  115618. }
  115619. if (_this._captureSpritesRenderTime) {
  115620. _this._spritesRenderTime.fetchNewFrame();
  115621. }
  115622. if (_this._captureAnimationsTime) {
  115623. _this._animationsTime.beginMonitoring();
  115624. }
  115625. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  115626. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  115627. });
  115628. // After render
  115629. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  115630. if (_this._captureFrameTime) {
  115631. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  115632. _this._frameTime.endMonitoring();
  115633. }
  115634. if (_this._captureRenderTime) {
  115635. _this._renderTime.endMonitoring(false);
  115636. }
  115637. if (_this._captureInterFrameTime) {
  115638. _this._interFrameTime.beginMonitoring();
  115639. }
  115640. });
  115641. }
  115642. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  115643. // Properties
  115644. /**
  115645. * Gets the perf counter used for active meshes evaluation time
  115646. */
  115647. get: function () {
  115648. return this._activeMeshesEvaluationTime;
  115649. },
  115650. enumerable: true,
  115651. configurable: true
  115652. });
  115653. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  115654. /**
  115655. * Gets the active meshes evaluation time capture status
  115656. */
  115657. get: function () {
  115658. return this._captureActiveMeshesEvaluationTime;
  115659. },
  115660. /**
  115661. * Enable or disable the active meshes evaluation time capture
  115662. */
  115663. set: function (value) {
  115664. var _this = this;
  115665. if (value === this._captureActiveMeshesEvaluationTime) {
  115666. return;
  115667. }
  115668. this._captureActiveMeshesEvaluationTime = value;
  115669. if (value) {
  115670. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  115671. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  115672. _this._activeMeshesEvaluationTime.beginMonitoring();
  115673. });
  115674. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  115675. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  115676. _this._activeMeshesEvaluationTime.endMonitoring();
  115677. });
  115678. }
  115679. else {
  115680. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  115681. this._onBeforeActiveMeshesEvaluationObserver = null;
  115682. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  115683. this._onAfterActiveMeshesEvaluationObserver = null;
  115684. }
  115685. },
  115686. enumerable: true,
  115687. configurable: true
  115688. });
  115689. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  115690. /**
  115691. * Gets the perf counter used for render targets render time
  115692. */
  115693. get: function () {
  115694. return this._renderTargetsRenderTime;
  115695. },
  115696. enumerable: true,
  115697. configurable: true
  115698. });
  115699. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  115700. /**
  115701. * Gets the render targets render time capture status
  115702. */
  115703. get: function () {
  115704. return this._captureRenderTargetsRenderTime;
  115705. },
  115706. /**
  115707. * Enable or disable the render targets render time capture
  115708. */
  115709. set: function (value) {
  115710. var _this = this;
  115711. if (value === this._captureRenderTargetsRenderTime) {
  115712. return;
  115713. }
  115714. this._captureRenderTargetsRenderTime = value;
  115715. if (value) {
  115716. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  115717. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  115718. _this._renderTargetsRenderTime.beginMonitoring();
  115719. });
  115720. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  115721. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  115722. _this._renderTargetsRenderTime.endMonitoring(false);
  115723. });
  115724. }
  115725. else {
  115726. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  115727. this._onBeforeRenderTargetsRenderObserver = null;
  115728. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  115729. this._onAfterRenderTargetsRenderObserver = null;
  115730. }
  115731. },
  115732. enumerable: true,
  115733. configurable: true
  115734. });
  115735. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  115736. /**
  115737. * Gets the perf counter used for particles render time
  115738. */
  115739. get: function () {
  115740. return this._particlesRenderTime;
  115741. },
  115742. enumerable: true,
  115743. configurable: true
  115744. });
  115745. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  115746. /**
  115747. * Gets the particles render time capture status
  115748. */
  115749. get: function () {
  115750. return this._captureParticlesRenderTime;
  115751. },
  115752. /**
  115753. * Enable or disable the particles render time capture
  115754. */
  115755. set: function (value) {
  115756. var _this = this;
  115757. if (value === this._captureParticlesRenderTime) {
  115758. return;
  115759. }
  115760. this._captureParticlesRenderTime = value;
  115761. if (value) {
  115762. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  115763. BABYLON.Tools.StartPerformanceCounter("Particles");
  115764. _this._particlesRenderTime.beginMonitoring();
  115765. });
  115766. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  115767. BABYLON.Tools.EndPerformanceCounter("Particles");
  115768. _this._particlesRenderTime.endMonitoring(false);
  115769. });
  115770. }
  115771. else {
  115772. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  115773. this._onBeforeParticlesRenderingObserver = null;
  115774. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  115775. this._onAfterParticlesRenderingObserver = null;
  115776. }
  115777. },
  115778. enumerable: true,
  115779. configurable: true
  115780. });
  115781. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  115782. /**
  115783. * Gets the perf counter used for sprites render time
  115784. */
  115785. get: function () {
  115786. return this._spritesRenderTime;
  115787. },
  115788. enumerable: true,
  115789. configurable: true
  115790. });
  115791. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  115792. /**
  115793. * Gets the sprites render time capture status
  115794. */
  115795. get: function () {
  115796. return this._captureSpritesRenderTime;
  115797. },
  115798. /**
  115799. * Enable or disable the sprites render time capture
  115800. */
  115801. set: function (value) {
  115802. var _this = this;
  115803. if (value === this._captureSpritesRenderTime) {
  115804. return;
  115805. }
  115806. this._captureSpritesRenderTime = value;
  115807. if (!this.scene.spriteManagers) {
  115808. return;
  115809. }
  115810. if (value) {
  115811. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  115812. BABYLON.Tools.StartPerformanceCounter("Sprites");
  115813. _this._spritesRenderTime.beginMonitoring();
  115814. });
  115815. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  115816. BABYLON.Tools.EndPerformanceCounter("Sprites");
  115817. _this._spritesRenderTime.endMonitoring(false);
  115818. });
  115819. }
  115820. else {
  115821. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  115822. this._onBeforeSpritesRenderingObserver = null;
  115823. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  115824. this._onAfterSpritesRenderingObserver = null;
  115825. }
  115826. },
  115827. enumerable: true,
  115828. configurable: true
  115829. });
  115830. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  115831. /**
  115832. * Gets the perf counter used for physics time
  115833. */
  115834. get: function () {
  115835. return this._physicsTime;
  115836. },
  115837. enumerable: true,
  115838. configurable: true
  115839. });
  115840. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  115841. /**
  115842. * Gets the physics time capture status
  115843. */
  115844. get: function () {
  115845. return this._capturePhysicsTime;
  115846. },
  115847. /**
  115848. * Enable or disable the physics time capture
  115849. */
  115850. set: function (value) {
  115851. var _this = this;
  115852. if (value === this._capturePhysicsTime) {
  115853. return;
  115854. }
  115855. if (!this.scene.onBeforePhysicsObservable) {
  115856. return;
  115857. }
  115858. this._capturePhysicsTime = value;
  115859. if (value) {
  115860. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  115861. BABYLON.Tools.StartPerformanceCounter("Physics");
  115862. _this._physicsTime.beginMonitoring();
  115863. });
  115864. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  115865. BABYLON.Tools.EndPerformanceCounter("Physics");
  115866. _this._physicsTime.endMonitoring();
  115867. });
  115868. }
  115869. else {
  115870. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  115871. this._onBeforePhysicsObserver = null;
  115872. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  115873. this._onAfterPhysicsObserver = null;
  115874. }
  115875. },
  115876. enumerable: true,
  115877. configurable: true
  115878. });
  115879. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  115880. /**
  115881. * Gets the perf counter used for animations time
  115882. */
  115883. get: function () {
  115884. return this._animationsTime;
  115885. },
  115886. enumerable: true,
  115887. configurable: true
  115888. });
  115889. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  115890. /**
  115891. * Gets the animations time capture status
  115892. */
  115893. get: function () {
  115894. return this._captureAnimationsTime;
  115895. },
  115896. /**
  115897. * Enable or disable the animations time capture
  115898. */
  115899. set: function (value) {
  115900. var _this = this;
  115901. if (value === this._captureAnimationsTime) {
  115902. return;
  115903. }
  115904. this._captureAnimationsTime = value;
  115905. if (value) {
  115906. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  115907. _this._animationsTime.endMonitoring();
  115908. });
  115909. }
  115910. else {
  115911. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  115912. this._onAfterAnimationsObserver = null;
  115913. }
  115914. },
  115915. enumerable: true,
  115916. configurable: true
  115917. });
  115918. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  115919. /**
  115920. * Gets the perf counter used for frame time capture
  115921. */
  115922. get: function () {
  115923. return this._frameTime;
  115924. },
  115925. enumerable: true,
  115926. configurable: true
  115927. });
  115928. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  115929. /**
  115930. * Gets the frame time capture status
  115931. */
  115932. get: function () {
  115933. return this._captureFrameTime;
  115934. },
  115935. /**
  115936. * Enable or disable the frame time capture
  115937. */
  115938. set: function (value) {
  115939. this._captureFrameTime = value;
  115940. },
  115941. enumerable: true,
  115942. configurable: true
  115943. });
  115944. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  115945. /**
  115946. * Gets the perf counter used for inter-frames time capture
  115947. */
  115948. get: function () {
  115949. return this._interFrameTime;
  115950. },
  115951. enumerable: true,
  115952. configurable: true
  115953. });
  115954. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  115955. /**
  115956. * Gets the inter-frames time capture status
  115957. */
  115958. get: function () {
  115959. return this._captureInterFrameTime;
  115960. },
  115961. /**
  115962. * Enable or disable the inter-frames time capture
  115963. */
  115964. set: function (value) {
  115965. this._captureInterFrameTime = value;
  115966. },
  115967. enumerable: true,
  115968. configurable: true
  115969. });
  115970. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  115971. /**
  115972. * Gets the perf counter used for render time capture
  115973. */
  115974. get: function () {
  115975. return this._renderTime;
  115976. },
  115977. enumerable: true,
  115978. configurable: true
  115979. });
  115980. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  115981. /**
  115982. * Gets the render time capture status
  115983. */
  115984. get: function () {
  115985. return this._captureRenderTime;
  115986. },
  115987. /**
  115988. * Enable or disable the render time capture
  115989. */
  115990. set: function (value) {
  115991. var _this = this;
  115992. if (value === this._captureRenderTime) {
  115993. return;
  115994. }
  115995. this._captureRenderTime = value;
  115996. if (value) {
  115997. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  115998. _this._renderTime.beginMonitoring();
  115999. BABYLON.Tools.StartPerformanceCounter("Main render");
  116000. });
  116001. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  116002. _this._renderTime.endMonitoring(false);
  116003. BABYLON.Tools.EndPerformanceCounter("Main render");
  116004. });
  116005. }
  116006. else {
  116007. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116008. this._onBeforeDrawPhaseObserver = null;
  116009. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116010. this._onAfterDrawPhaseObserver = null;
  116011. }
  116012. },
  116013. enumerable: true,
  116014. configurable: true
  116015. });
  116016. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  116017. /**
  116018. * Gets the perf counter used for camera render time capture
  116019. */
  116020. get: function () {
  116021. return this._cameraRenderTime;
  116022. },
  116023. enumerable: true,
  116024. configurable: true
  116025. });
  116026. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  116027. /**
  116028. * Gets the camera render time capture status
  116029. */
  116030. get: function () {
  116031. return this._captureCameraRenderTime;
  116032. },
  116033. /**
  116034. * Enable or disable the camera render time capture
  116035. */
  116036. set: function (value) {
  116037. var _this = this;
  116038. if (value === this._captureCameraRenderTime) {
  116039. return;
  116040. }
  116041. this._captureCameraRenderTime = value;
  116042. if (value) {
  116043. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  116044. _this._cameraRenderTime.beginMonitoring();
  116045. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  116046. });
  116047. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  116048. _this._cameraRenderTime.endMonitoring(false);
  116049. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  116050. });
  116051. }
  116052. else {
  116053. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116054. this._onBeforeCameraRenderObserver = null;
  116055. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116056. this._onAfterCameraRenderObserver = null;
  116057. }
  116058. },
  116059. enumerable: true,
  116060. configurable: true
  116061. });
  116062. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  116063. /**
  116064. * Gets the perf counter used for draw calls
  116065. */
  116066. get: function () {
  116067. return this.scene.getEngine()._drawCalls;
  116068. },
  116069. enumerable: true,
  116070. configurable: true
  116071. });
  116072. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  116073. /**
  116074. * Gets the perf counter used for texture collisions
  116075. */
  116076. get: function () {
  116077. return this.scene.getEngine()._textureCollisions;
  116078. },
  116079. enumerable: true,
  116080. configurable: true
  116081. });
  116082. /**
  116083. * Dispose and release associated resources.
  116084. */
  116085. SceneInstrumentation.prototype.dispose = function () {
  116086. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116087. this._onAfterRenderObserver = null;
  116088. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  116089. this._onBeforeActiveMeshesEvaluationObserver = null;
  116090. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  116091. this._onAfterActiveMeshesEvaluationObserver = null;
  116092. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  116093. this._onBeforeRenderTargetsRenderObserver = null;
  116094. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  116095. this._onAfterRenderTargetsRenderObserver = null;
  116096. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  116097. this._onBeforeAnimationsObserver = null;
  116098. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  116099. this._onBeforeParticlesRenderingObserver = null;
  116100. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  116101. this._onAfterParticlesRenderingObserver = null;
  116102. if (this._onBeforeSpritesRenderingObserver) {
  116103. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  116104. this._onBeforeSpritesRenderingObserver = null;
  116105. }
  116106. if (this._onAfterSpritesRenderingObserver) {
  116107. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  116108. this._onAfterSpritesRenderingObserver = null;
  116109. }
  116110. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  116111. this._onBeforeDrawPhaseObserver = null;
  116112. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  116113. this._onAfterDrawPhaseObserver = null;
  116114. if (this._onBeforePhysicsObserver) {
  116115. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  116116. this._onBeforePhysicsObserver = null;
  116117. }
  116118. if (this._onAfterPhysicsObserver) {
  116119. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  116120. this._onAfterPhysicsObserver = null;
  116121. }
  116122. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  116123. this._onAfterAnimationsObserver = null;
  116124. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  116125. this._onBeforeCameraRenderObserver = null;
  116126. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  116127. this._onAfterCameraRenderObserver = null;
  116128. this.scene = null;
  116129. };
  116130. return SceneInstrumentation;
  116131. }());
  116132. BABYLON.SceneInstrumentation = SceneInstrumentation;
  116133. })(BABYLON || (BABYLON = {}));
  116134. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  116135. var BABYLON;
  116136. (function (BABYLON) {
  116137. /**
  116138. * @hidden
  116139. **/
  116140. var _TimeToken = /** @class */ (function () {
  116141. function _TimeToken() {
  116142. this._timeElapsedQueryEnded = false;
  116143. }
  116144. return _TimeToken;
  116145. }());
  116146. BABYLON._TimeToken = _TimeToken;
  116147. })(BABYLON || (BABYLON = {}));
  116148. //# sourceMappingURL=babylon.timeToken.js.map
  116149. var BABYLON;
  116150. (function (BABYLON) {
  116151. /**
  116152. * Background material defines definition.
  116153. * @hidden Mainly internal Use
  116154. */
  116155. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  116156. __extends(BackgroundMaterialDefines, _super);
  116157. /**
  116158. * Constructor of the defines.
  116159. */
  116160. function BackgroundMaterialDefines() {
  116161. var _this = _super.call(this) || this;
  116162. /**
  116163. * True if the diffuse texture is in use.
  116164. */
  116165. _this.DIFFUSE = false;
  116166. /**
  116167. * The direct UV channel to use.
  116168. */
  116169. _this.DIFFUSEDIRECTUV = 0;
  116170. /**
  116171. * True if the diffuse texture is in gamma space.
  116172. */
  116173. _this.GAMMADIFFUSE = false;
  116174. /**
  116175. * True if the diffuse texture has opacity in the alpha channel.
  116176. */
  116177. _this.DIFFUSEHASALPHA = false;
  116178. /**
  116179. * True if you want the material to fade to transparent at grazing angle.
  116180. */
  116181. _this.OPACITYFRESNEL = false;
  116182. /**
  116183. * True if an extra blur needs to be added in the reflection.
  116184. */
  116185. _this.REFLECTIONBLUR = false;
  116186. /**
  116187. * True if you want the material to fade to reflection at grazing angle.
  116188. */
  116189. _this.REFLECTIONFRESNEL = false;
  116190. /**
  116191. * True if you want the material to falloff as far as you move away from the scene center.
  116192. */
  116193. _this.REFLECTIONFALLOFF = false;
  116194. /**
  116195. * False if the current Webgl implementation does not support the texture lod extension.
  116196. */
  116197. _this.TEXTURELODSUPPORT = false;
  116198. /**
  116199. * True to ensure the data are premultiplied.
  116200. */
  116201. _this.PREMULTIPLYALPHA = false;
  116202. /**
  116203. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  116204. */
  116205. _this.USERGBCOLOR = false;
  116206. /**
  116207. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  116208. * stays aligned with the desired configuration.
  116209. */
  116210. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  116211. /**
  116212. * True to add noise in order to reduce the banding effect.
  116213. */
  116214. _this.NOISE = false;
  116215. /**
  116216. * is the reflection texture in BGR color scheme?
  116217. * Mainly used to solve a bug in ios10 video tag
  116218. */
  116219. _this.REFLECTIONBGR = false;
  116220. _this.IMAGEPROCESSING = false;
  116221. _this.VIGNETTE = false;
  116222. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  116223. _this.VIGNETTEBLENDMODEOPAQUE = false;
  116224. _this.TONEMAPPING = false;
  116225. _this.TONEMAPPING_ACES = false;
  116226. _this.CONTRAST = false;
  116227. _this.COLORCURVES = false;
  116228. _this.COLORGRADING = false;
  116229. _this.COLORGRADING3D = false;
  116230. _this.SAMPLER3DGREENDEPTH = false;
  116231. _this.SAMPLER3DBGRMAP = false;
  116232. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  116233. _this.EXPOSURE = false;
  116234. // Reflection.
  116235. _this.REFLECTION = false;
  116236. _this.REFLECTIONMAP_3D = false;
  116237. _this.REFLECTIONMAP_SPHERICAL = false;
  116238. _this.REFLECTIONMAP_PLANAR = false;
  116239. _this.REFLECTIONMAP_CUBIC = false;
  116240. _this.REFLECTIONMAP_PROJECTION = false;
  116241. _this.REFLECTIONMAP_SKYBOX = false;
  116242. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116243. _this.REFLECTIONMAP_EXPLICIT = false;
  116244. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116245. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116246. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116247. _this.INVERTCUBICMAP = false;
  116248. _this.REFLECTIONMAP_OPPOSITEZ = false;
  116249. _this.LODINREFLECTIONALPHA = false;
  116250. _this.GAMMAREFLECTION = false;
  116251. _this.RGBDREFLECTION = false;
  116252. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  116253. // Default BJS.
  116254. _this.MAINUV1 = false;
  116255. _this.MAINUV2 = false;
  116256. _this.UV1 = false;
  116257. _this.UV2 = false;
  116258. _this.CLIPPLANE = false;
  116259. _this.CLIPPLANE2 = false;
  116260. _this.CLIPPLANE3 = false;
  116261. _this.CLIPPLANE4 = false;
  116262. _this.POINTSIZE = false;
  116263. _this.FOG = false;
  116264. _this.NORMAL = false;
  116265. _this.NUM_BONE_INFLUENCERS = 0;
  116266. _this.BonesPerMesh = 0;
  116267. _this.INSTANCES = false;
  116268. _this.SHADOWFLOAT = false;
  116269. _this.rebuild();
  116270. return _this;
  116271. }
  116272. return BackgroundMaterialDefines;
  116273. }(BABYLON.MaterialDefines));
  116274. /**
  116275. * Background material used to create an efficient environement around your scene.
  116276. */
  116277. var BackgroundMaterial = /** @class */ (function (_super) {
  116278. __extends(BackgroundMaterial, _super);
  116279. /**
  116280. * Instantiates a Background Material in the given scene
  116281. * @param name The friendly name of the material
  116282. * @param scene The scene to add the material to
  116283. */
  116284. function BackgroundMaterial(name, scene) {
  116285. var _this = _super.call(this, name, scene) || this;
  116286. /**
  116287. * Key light Color (multiply against the environement texture)
  116288. */
  116289. _this.primaryColor = BABYLON.Color3.White();
  116290. _this._primaryColorShadowLevel = 0;
  116291. _this._primaryColorHighlightLevel = 0;
  116292. /**
  116293. * Reflection Texture used in the material.
  116294. * Should be author in a specific way for the best result (refer to the documentation).
  116295. */
  116296. _this.reflectionTexture = null;
  116297. /**
  116298. * Reflection Texture level of blur.
  116299. *
  116300. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  116301. * texture twice.
  116302. */
  116303. _this.reflectionBlur = 0;
  116304. /**
  116305. * Diffuse Texture used in the material.
  116306. * Should be author in a specific way for the best result (refer to the documentation).
  116307. */
  116308. _this.diffuseTexture = null;
  116309. _this._shadowLights = null;
  116310. /**
  116311. * Specify the list of lights casting shadow on the material.
  116312. * All scene shadow lights will be included if null.
  116313. */
  116314. _this.shadowLights = null;
  116315. /**
  116316. * Helps adjusting the shadow to a softer level if required.
  116317. * 0 means black shadows and 1 means no shadows.
  116318. */
  116319. _this.shadowLevel = 0;
  116320. /**
  116321. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  116322. * It is usually zero but might be interesting to modify according to your setup.
  116323. */
  116324. _this.sceneCenter = BABYLON.Vector3.Zero();
  116325. /**
  116326. * This helps specifying that the material is falling off to the sky box at grazing angle.
  116327. * This helps ensuring a nice transition when the camera goes under the ground.
  116328. */
  116329. _this.opacityFresnel = true;
  116330. /**
  116331. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  116332. * This helps adding a mirror texture on the ground.
  116333. */
  116334. _this.reflectionFresnel = false;
  116335. /**
  116336. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  116337. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  116338. */
  116339. _this.reflectionFalloffDistance = 0.0;
  116340. /**
  116341. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  116342. */
  116343. _this.reflectionAmount = 1.0;
  116344. /**
  116345. * This specifies the weight of the reflection at grazing angle.
  116346. */
  116347. _this.reflectionReflectance0 = 0.05;
  116348. /**
  116349. * This specifies the weight of the reflection at a perpendicular point of view.
  116350. */
  116351. _this.reflectionReflectance90 = 0.5;
  116352. /**
  116353. * Helps to directly use the maps channels instead of their level.
  116354. */
  116355. _this.useRGBColor = true;
  116356. /**
  116357. * This helps reducing the banding effect that could occur on the background.
  116358. */
  116359. _this.enableNoise = false;
  116360. _this._fovMultiplier = 1.0;
  116361. /**
  116362. * Enable the FOV adjustment feature controlled by fovMultiplier.
  116363. */
  116364. _this.useEquirectangularFOV = false;
  116365. _this._maxSimultaneousLights = 4;
  116366. /**
  116367. * Number of Simultaneous lights allowed on the material.
  116368. */
  116369. _this.maxSimultaneousLights = 4;
  116370. /**
  116371. * Keep track of the image processing observer to allow dispose and replace.
  116372. */
  116373. _this._imageProcessingObserver = null;
  116374. /**
  116375. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  116376. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  116377. */
  116378. _this.switchToBGR = false;
  116379. // Temp values kept as cache in the material.
  116380. _this._renderTargets = new BABYLON.SmartArray(16);
  116381. _this._reflectionControls = BABYLON.Vector4.Zero();
  116382. _this._white = BABYLON.Color3.White();
  116383. _this._primaryShadowColor = BABYLON.Color3.Black();
  116384. _this._primaryHighlightColor = BABYLON.Color3.Black();
  116385. // Setup the default processing configuration to the scene.
  116386. _this._attachImageProcessingConfiguration(null);
  116387. _this.getRenderTargetTextures = function () {
  116388. _this._renderTargets.reset();
  116389. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  116390. _this._renderTargets.push(_this._diffuseTexture);
  116391. }
  116392. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  116393. _this._renderTargets.push(_this._reflectionTexture);
  116394. }
  116395. return _this._renderTargets;
  116396. };
  116397. return _this;
  116398. }
  116399. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  116400. /**
  116401. * Experimental Internal Use Only.
  116402. *
  116403. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  116404. * This acts as a helper to set the primary color to a more "human friendly" value.
  116405. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  116406. * output color as close as possible from the chosen value.
  116407. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  116408. * part of lighting setup.)
  116409. */
  116410. get: function () {
  116411. return this.__perceptualColor;
  116412. },
  116413. set: function (value) {
  116414. this.__perceptualColor = value;
  116415. this._computePrimaryColorFromPerceptualColor();
  116416. this._markAllSubMeshesAsLightsDirty();
  116417. },
  116418. enumerable: true,
  116419. configurable: true
  116420. });
  116421. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  116422. /**
  116423. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  116424. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  116425. */
  116426. get: function () {
  116427. return this._primaryColorShadowLevel;
  116428. },
  116429. set: function (value) {
  116430. this._primaryColorShadowLevel = value;
  116431. this._computePrimaryColors();
  116432. this._markAllSubMeshesAsLightsDirty();
  116433. },
  116434. enumerable: true,
  116435. configurable: true
  116436. });
  116437. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  116438. /**
  116439. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  116440. * The primary color is used at the level chosen to define what the white area would look.
  116441. */
  116442. get: function () {
  116443. return this._primaryColorHighlightLevel;
  116444. },
  116445. set: function (value) {
  116446. this._primaryColorHighlightLevel = value;
  116447. this._computePrimaryColors();
  116448. this._markAllSubMeshesAsLightsDirty();
  116449. },
  116450. enumerable: true,
  116451. configurable: true
  116452. });
  116453. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  116454. /**
  116455. * Sets the reflection reflectance fresnel values according to the default standard
  116456. * empirically know to work well :-)
  116457. */
  116458. set: function (value) {
  116459. var reflectionWeight = value;
  116460. if (reflectionWeight < 0.5) {
  116461. reflectionWeight = reflectionWeight * 2.0;
  116462. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  116463. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  116464. }
  116465. else {
  116466. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  116467. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  116468. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  116469. }
  116470. },
  116471. enumerable: true,
  116472. configurable: true
  116473. });
  116474. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  116475. /**
  116476. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  116477. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  116478. * Recommended to be keep at 1.0 except for special cases.
  116479. */
  116480. get: function () {
  116481. return this._fovMultiplier;
  116482. },
  116483. set: function (value) {
  116484. if (isNaN(value)) {
  116485. value = 1.0;
  116486. }
  116487. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  116488. },
  116489. enumerable: true,
  116490. configurable: true
  116491. });
  116492. /**
  116493. * Attaches a new image processing configuration to the PBR Material.
  116494. * @param configuration (if null the scene configuration will be use)
  116495. */
  116496. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  116497. var _this = this;
  116498. if (configuration === this._imageProcessingConfiguration) {
  116499. return;
  116500. }
  116501. // Detaches observer.
  116502. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  116503. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  116504. }
  116505. // Pick the scene configuration if needed.
  116506. if (!configuration) {
  116507. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  116508. }
  116509. else {
  116510. this._imageProcessingConfiguration = configuration;
  116511. }
  116512. // Attaches observer.
  116513. if (this._imageProcessingConfiguration) {
  116514. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  116515. _this._computePrimaryColorFromPerceptualColor();
  116516. _this._markAllSubMeshesAsImageProcessingDirty();
  116517. });
  116518. }
  116519. };
  116520. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  116521. /**
  116522. * Gets the image processing configuration used either in this material.
  116523. */
  116524. get: function () {
  116525. return this._imageProcessingConfiguration;
  116526. },
  116527. /**
  116528. * Sets the Default image processing configuration used either in the this material.
  116529. *
  116530. * If sets to null, the scene one is in use.
  116531. */
  116532. set: function (value) {
  116533. this._attachImageProcessingConfiguration(value);
  116534. // Ensure the effect will be rebuilt.
  116535. this._markAllSubMeshesAsTexturesDirty();
  116536. },
  116537. enumerable: true,
  116538. configurable: true
  116539. });
  116540. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  116541. /**
  116542. * Gets wether the color curves effect is enabled.
  116543. */
  116544. get: function () {
  116545. return this.imageProcessingConfiguration.colorCurvesEnabled;
  116546. },
  116547. /**
  116548. * Sets wether the color curves effect is enabled.
  116549. */
  116550. set: function (value) {
  116551. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  116552. },
  116553. enumerable: true,
  116554. configurable: true
  116555. });
  116556. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  116557. /**
  116558. * Gets wether the color grading effect is enabled.
  116559. */
  116560. get: function () {
  116561. return this.imageProcessingConfiguration.colorGradingEnabled;
  116562. },
  116563. /**
  116564. * Gets wether the color grading effect is enabled.
  116565. */
  116566. set: function (value) {
  116567. this.imageProcessingConfiguration.colorGradingEnabled = value;
  116568. },
  116569. enumerable: true,
  116570. configurable: true
  116571. });
  116572. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  116573. /**
  116574. * Gets wether tonemapping is enabled or not.
  116575. */
  116576. get: function () {
  116577. return this._imageProcessingConfiguration.toneMappingEnabled;
  116578. },
  116579. /**
  116580. * Sets wether tonemapping is enabled or not
  116581. */
  116582. set: function (value) {
  116583. this._imageProcessingConfiguration.toneMappingEnabled = value;
  116584. },
  116585. enumerable: true,
  116586. configurable: true
  116587. });
  116588. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  116589. /**
  116590. * The camera exposure used on this material.
  116591. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116592. * This corresponds to a photographic exposure.
  116593. */
  116594. get: function () {
  116595. return this._imageProcessingConfiguration.exposure;
  116596. },
  116597. /**
  116598. * The camera exposure used on this material.
  116599. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  116600. * This corresponds to a photographic exposure.
  116601. */
  116602. set: function (value) {
  116603. this._imageProcessingConfiguration.exposure = value;
  116604. },
  116605. enumerable: true,
  116606. configurable: true
  116607. });
  116608. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  116609. /**
  116610. * Gets The camera contrast used on this material.
  116611. */
  116612. get: function () {
  116613. return this._imageProcessingConfiguration.contrast;
  116614. },
  116615. /**
  116616. * Sets The camera contrast used on this material.
  116617. */
  116618. set: function (value) {
  116619. this._imageProcessingConfiguration.contrast = value;
  116620. },
  116621. enumerable: true,
  116622. configurable: true
  116623. });
  116624. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  116625. /**
  116626. * Gets the Color Grading 2D Lookup Texture.
  116627. */
  116628. get: function () {
  116629. return this._imageProcessingConfiguration.colorGradingTexture;
  116630. },
  116631. /**
  116632. * Sets the Color Grading 2D Lookup Texture.
  116633. */
  116634. set: function (value) {
  116635. this.imageProcessingConfiguration.colorGradingTexture = value;
  116636. },
  116637. enumerable: true,
  116638. configurable: true
  116639. });
  116640. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  116641. /**
  116642. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116643. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116644. * 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;
  116645. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116646. */
  116647. get: function () {
  116648. return this.imageProcessingConfiguration.colorCurves;
  116649. },
  116650. /**
  116651. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  116652. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  116653. * 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;
  116654. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  116655. */
  116656. set: function (value) {
  116657. this.imageProcessingConfiguration.colorCurves = value;
  116658. },
  116659. enumerable: true,
  116660. configurable: true
  116661. });
  116662. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  116663. /**
  116664. * Gets a boolean indicating that current material needs to register RTT
  116665. */
  116666. get: function () {
  116667. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116668. return true;
  116669. }
  116670. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116671. return true;
  116672. }
  116673. return false;
  116674. },
  116675. enumerable: true,
  116676. configurable: true
  116677. });
  116678. /**
  116679. * The entire material has been created in order to prevent overdraw.
  116680. * @returns false
  116681. */
  116682. BackgroundMaterial.prototype.needAlphaTesting = function () {
  116683. return true;
  116684. };
  116685. /**
  116686. * The entire material has been created in order to prevent overdraw.
  116687. * @returns true if blending is enable
  116688. */
  116689. BackgroundMaterial.prototype.needAlphaBlending = function () {
  116690. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  116691. };
  116692. /**
  116693. * Checks wether the material is ready to be rendered for a given mesh.
  116694. * @param mesh The mesh to render
  116695. * @param subMesh The submesh to check against
  116696. * @param useInstances Specify wether or not the material is used with instances
  116697. * @returns true if all the dependencies are ready (Textures, Effects...)
  116698. */
  116699. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  116700. var _this = this;
  116701. if (useInstances === void 0) { useInstances = false; }
  116702. if (subMesh.effect && this.isFrozen) {
  116703. if (this._wasPreviouslyReady) {
  116704. return true;
  116705. }
  116706. }
  116707. if (!subMesh._materialDefines) {
  116708. subMesh._materialDefines = new BackgroundMaterialDefines();
  116709. }
  116710. var scene = this.getScene();
  116711. var defines = subMesh._materialDefines;
  116712. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  116713. if (defines._renderId === scene.getRenderId()) {
  116714. return true;
  116715. }
  116716. }
  116717. var engine = scene.getEngine();
  116718. // Lights
  116719. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  116720. defines._needNormals = true;
  116721. // Textures
  116722. if (defines._areTexturesDirty) {
  116723. defines._needUVs = false;
  116724. if (scene.texturesEnabled) {
  116725. if (scene.getEngine().getCaps().textureLOD) {
  116726. defines.TEXTURELODSUPPORT = true;
  116727. }
  116728. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  116729. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  116730. return false;
  116731. }
  116732. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  116733. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  116734. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  116735. defines.OPACITYFRESNEL = this._opacityFresnel;
  116736. }
  116737. else {
  116738. defines.DIFFUSE = false;
  116739. defines.DIFFUSEHASALPHA = false;
  116740. defines.GAMMADIFFUSE = false;
  116741. defines.OPACITYFRESNEL = false;
  116742. }
  116743. var reflectionTexture = this._reflectionTexture;
  116744. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  116745. if (!reflectionTexture.isReadyOrNotBlocking()) {
  116746. return false;
  116747. }
  116748. defines.REFLECTION = true;
  116749. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  116750. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  116751. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  116752. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  116753. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  116754. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  116755. defines.REFLECTIONBGR = this.switchToBGR;
  116756. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  116757. defines.INVERTCUBICMAP = true;
  116758. }
  116759. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  116760. switch (reflectionTexture.coordinatesMode) {
  116761. case BABYLON.Texture.EXPLICIT_MODE:
  116762. defines.REFLECTIONMAP_EXPLICIT = true;
  116763. break;
  116764. case BABYLON.Texture.PLANAR_MODE:
  116765. defines.REFLECTIONMAP_PLANAR = true;
  116766. break;
  116767. case BABYLON.Texture.PROJECTION_MODE:
  116768. defines.REFLECTIONMAP_PROJECTION = true;
  116769. break;
  116770. case BABYLON.Texture.SKYBOX_MODE:
  116771. defines.REFLECTIONMAP_SKYBOX = true;
  116772. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  116773. break;
  116774. case BABYLON.Texture.SPHERICAL_MODE:
  116775. defines.REFLECTIONMAP_SPHERICAL = true;
  116776. break;
  116777. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  116778. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  116779. break;
  116780. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  116781. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  116782. break;
  116783. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  116784. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  116785. break;
  116786. case BABYLON.Texture.CUBIC_MODE:
  116787. case BABYLON.Texture.INVCUBIC_MODE:
  116788. default:
  116789. defines.REFLECTIONMAP_CUBIC = true;
  116790. break;
  116791. }
  116792. if (this.reflectionFresnel) {
  116793. defines.REFLECTIONFRESNEL = true;
  116794. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  116795. this._reflectionControls.x = this.reflectionAmount;
  116796. this._reflectionControls.y = this.reflectionReflectance0;
  116797. this._reflectionControls.z = this.reflectionReflectance90;
  116798. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  116799. }
  116800. else {
  116801. defines.REFLECTIONFRESNEL = false;
  116802. defines.REFLECTIONFALLOFF = false;
  116803. }
  116804. }
  116805. else {
  116806. defines.REFLECTION = false;
  116807. defines.REFLECTIONFRESNEL = false;
  116808. defines.REFLECTIONFALLOFF = false;
  116809. defines.REFLECTIONBLUR = false;
  116810. defines.REFLECTIONMAP_3D = false;
  116811. defines.REFLECTIONMAP_SPHERICAL = false;
  116812. defines.REFLECTIONMAP_PLANAR = false;
  116813. defines.REFLECTIONMAP_CUBIC = false;
  116814. defines.REFLECTIONMAP_PROJECTION = false;
  116815. defines.REFLECTIONMAP_SKYBOX = false;
  116816. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  116817. defines.REFLECTIONMAP_EXPLICIT = false;
  116818. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  116819. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  116820. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  116821. defines.INVERTCUBICMAP = false;
  116822. defines.REFLECTIONMAP_OPPOSITEZ = false;
  116823. defines.LODINREFLECTIONALPHA = false;
  116824. defines.GAMMAREFLECTION = false;
  116825. defines.RGBDREFLECTION = false;
  116826. }
  116827. }
  116828. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  116829. defines.USERGBCOLOR = this._useRGBColor;
  116830. defines.NOISE = this._enableNoise;
  116831. }
  116832. if (defines._areLightsDirty) {
  116833. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  116834. }
  116835. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  116836. if (!this._imageProcessingConfiguration.isReady()) {
  116837. return false;
  116838. }
  116839. this._imageProcessingConfiguration.prepareDefines(defines);
  116840. }
  116841. // Misc.
  116842. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  116843. // Values that need to be evaluated on every frame
  116844. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  116845. // Attribs
  116846. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  116847. if (mesh) {
  116848. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  116849. mesh.createNormals(true);
  116850. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  116851. }
  116852. }
  116853. }
  116854. // Get correct effect
  116855. if (defines.isDirty) {
  116856. defines.markAsProcessed();
  116857. scene.resetCachedMaterial();
  116858. // Fallbacks
  116859. var fallbacks = new BABYLON.EffectFallbacks();
  116860. if (defines.FOG) {
  116861. fallbacks.addFallback(0, "FOG");
  116862. }
  116863. if (defines.POINTSIZE) {
  116864. fallbacks.addFallback(1, "POINTSIZE");
  116865. }
  116866. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  116867. if (defines.NUM_BONE_INFLUENCERS > 0) {
  116868. fallbacks.addCPUSkinningFallback(0, mesh);
  116869. }
  116870. //Attributes
  116871. var attribs = [BABYLON.VertexBuffer.PositionKind];
  116872. if (defines.NORMAL) {
  116873. attribs.push(BABYLON.VertexBuffer.NormalKind);
  116874. }
  116875. if (defines.UV1) {
  116876. attribs.push(BABYLON.VertexBuffer.UVKind);
  116877. }
  116878. if (defines.UV2) {
  116879. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  116880. }
  116881. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  116882. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  116883. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  116884. "vFogInfos", "vFogColor", "pointSize",
  116885. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  116886. "vPrimaryColor", "vPrimaryColorShadow",
  116887. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  116888. "shadowLevel", "alpha",
  116889. "vBackgroundCenter", "vReflectionControl",
  116890. "vDiffuseInfos", "diffuseMatrix",
  116891. ];
  116892. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  116893. var uniformBuffers = ["Material", "Scene"];
  116894. if (BABYLON.ImageProcessingConfiguration) {
  116895. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  116896. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  116897. }
  116898. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  116899. uniformsNames: uniforms,
  116900. uniformBuffersNames: uniformBuffers,
  116901. samplers: samplers,
  116902. defines: defines,
  116903. maxSimultaneousLights: this._maxSimultaneousLights
  116904. });
  116905. var onCompiled = function (effect) {
  116906. if (_this.onCompiled) {
  116907. _this.onCompiled(effect);
  116908. }
  116909. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  116910. };
  116911. var join = defines.toString();
  116912. subMesh.setEffect(scene.getEngine().createEffect("background", {
  116913. attributes: attribs,
  116914. uniformsNames: uniforms,
  116915. uniformBuffersNames: uniformBuffers,
  116916. samplers: samplers,
  116917. defines: join,
  116918. fallbacks: fallbacks,
  116919. onCompiled: onCompiled,
  116920. onError: this.onError,
  116921. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  116922. }, engine), defines);
  116923. this.buildUniformLayout();
  116924. }
  116925. if (!subMesh.effect || !subMesh.effect.isReady()) {
  116926. return false;
  116927. }
  116928. defines._renderId = scene.getRenderId();
  116929. this._wasPreviouslyReady = true;
  116930. return true;
  116931. };
  116932. /**
  116933. * Compute the primary color according to the chosen perceptual color.
  116934. */
  116935. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  116936. if (!this.__perceptualColor) {
  116937. return;
  116938. }
  116939. this._primaryColor.copyFrom(this.__perceptualColor);
  116940. // Revert gamma space.
  116941. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  116942. // Revert image processing configuration.
  116943. if (this._imageProcessingConfiguration) {
  116944. // Revert Exposure.
  116945. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  116946. }
  116947. this._computePrimaryColors();
  116948. };
  116949. /**
  116950. * Compute the highlights and shadow colors according to their chosen levels.
  116951. */
  116952. BackgroundMaterial.prototype._computePrimaryColors = function () {
  116953. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  116954. return;
  116955. }
  116956. // Find the highlight color based on the configuration.
  116957. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  116958. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  116959. // Find the shadow color based on the configuration.
  116960. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  116961. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  116962. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  116963. };
  116964. /**
  116965. * Build the uniform buffer used in the material.
  116966. */
  116967. BackgroundMaterial.prototype.buildUniformLayout = function () {
  116968. // Order is important !
  116969. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  116970. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  116971. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  116972. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  116973. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  116974. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  116975. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  116976. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  116977. this._uniformBuffer.addUniform("pointSize", 1);
  116978. this._uniformBuffer.addUniform("shadowLevel", 1);
  116979. this._uniformBuffer.addUniform("alpha", 1);
  116980. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  116981. this._uniformBuffer.addUniform("vReflectionControl", 4);
  116982. this._uniformBuffer.create();
  116983. };
  116984. /**
  116985. * Unbind the material.
  116986. */
  116987. BackgroundMaterial.prototype.unbind = function () {
  116988. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  116989. this._uniformBuffer.setTexture("diffuseSampler", null);
  116990. }
  116991. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  116992. this._uniformBuffer.setTexture("reflectionSampler", null);
  116993. }
  116994. _super.prototype.unbind.call(this);
  116995. };
  116996. /**
  116997. * Bind only the world matrix to the material.
  116998. * @param world The world matrix to bind.
  116999. */
  117000. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  117001. this._activeEffect.setMatrix("world", world);
  117002. };
  117003. /**
  117004. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  117005. * @param world The world matrix to bind.
  117006. * @param subMesh The submesh to bind for.
  117007. */
  117008. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  117009. var scene = this.getScene();
  117010. var defines = subMesh._materialDefines;
  117011. if (!defines) {
  117012. return;
  117013. }
  117014. var effect = subMesh.effect;
  117015. if (!effect) {
  117016. return;
  117017. }
  117018. this._activeEffect = effect;
  117019. // Matrices
  117020. this.bindOnlyWorldMatrix(world);
  117021. // Bones
  117022. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  117023. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  117024. if (mustRebind) {
  117025. this._uniformBuffer.bindToEffect(effect, "Material");
  117026. this.bindViewProjection(effect);
  117027. var reflectionTexture = this._reflectionTexture;
  117028. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  117029. // Texture uniforms
  117030. if (scene.texturesEnabled) {
  117031. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117032. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  117033. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  117034. }
  117035. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117036. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  117037. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  117038. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  117039. }
  117040. }
  117041. if (this.shadowLevel > 0) {
  117042. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  117043. }
  117044. this._uniformBuffer.updateFloat("alpha", this.alpha);
  117045. // Point size
  117046. if (this.pointsCloud) {
  117047. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  117048. }
  117049. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  117050. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  117051. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  117052. }
  117053. else {
  117054. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  117055. }
  117056. }
  117057. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  117058. // Textures
  117059. if (scene.texturesEnabled) {
  117060. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  117061. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  117062. }
  117063. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  117064. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  117065. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117066. }
  117067. else if (!defines.REFLECTIONBLUR) {
  117068. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  117069. }
  117070. else {
  117071. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  117072. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  117073. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  117074. }
  117075. if (defines.REFLECTIONFRESNEL) {
  117076. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  117077. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  117078. }
  117079. }
  117080. }
  117081. // Clip plane
  117082. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  117083. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  117084. }
  117085. if (mustRebind || !this.isFrozen) {
  117086. if (scene.lightsEnabled) {
  117087. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  117088. }
  117089. // View
  117090. this.bindView(effect);
  117091. // Fog
  117092. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  117093. // image processing
  117094. if (this._imageProcessingConfiguration) {
  117095. this._imageProcessingConfiguration.bind(this._activeEffect);
  117096. }
  117097. }
  117098. this._uniformBuffer.update();
  117099. this._afterBind(mesh, this._activeEffect);
  117100. };
  117101. /**
  117102. * Dispose the material.
  117103. * @param forceDisposeEffect Force disposal of the associated effect.
  117104. * @param forceDisposeTextures Force disposal of the associated textures.
  117105. */
  117106. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  117107. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  117108. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  117109. if (forceDisposeTextures) {
  117110. if (this.diffuseTexture) {
  117111. this.diffuseTexture.dispose();
  117112. }
  117113. if (this.reflectionTexture) {
  117114. this.reflectionTexture.dispose();
  117115. }
  117116. }
  117117. this._renderTargets.dispose();
  117118. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  117119. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  117120. }
  117121. _super.prototype.dispose.call(this, forceDisposeEffect);
  117122. };
  117123. /**
  117124. * Clones the material.
  117125. * @param name The cloned name.
  117126. * @returns The cloned material.
  117127. */
  117128. BackgroundMaterial.prototype.clone = function (name) {
  117129. var _this = this;
  117130. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  117131. };
  117132. /**
  117133. * Serializes the current material to its JSON representation.
  117134. * @returns The JSON representation.
  117135. */
  117136. BackgroundMaterial.prototype.serialize = function () {
  117137. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  117138. serializationObject.customType = "BABYLON.BackgroundMaterial";
  117139. return serializationObject;
  117140. };
  117141. /**
  117142. * Gets the class name of the material
  117143. * @returns "BackgroundMaterial"
  117144. */
  117145. BackgroundMaterial.prototype.getClassName = function () {
  117146. return "BackgroundMaterial";
  117147. };
  117148. /**
  117149. * Parse a JSON input to create back a background material.
  117150. * @param source The JSON data to parse
  117151. * @param scene The scene to create the parsed material in
  117152. * @param rootUrl The root url of the assets the material depends upon
  117153. * @returns the instantiated BackgroundMaterial.
  117154. */
  117155. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  117156. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  117157. };
  117158. /**
  117159. * Standard reflectance value at parallel view angle.
  117160. */
  117161. BackgroundMaterial.StandardReflectance0 = 0.05;
  117162. /**
  117163. * Standard reflectance value at grazing angle.
  117164. */
  117165. BackgroundMaterial.StandardReflectance90 = 0.5;
  117166. __decorate([
  117167. BABYLON.serializeAsColor3()
  117168. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  117169. __decorate([
  117170. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117171. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  117172. __decorate([
  117173. BABYLON.serializeAsColor3()
  117174. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  117175. __decorate([
  117176. BABYLON.serialize()
  117177. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  117178. __decorate([
  117179. BABYLON.serialize()
  117180. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  117181. __decorate([
  117182. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  117183. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  117184. __decorate([
  117185. BABYLON.serializeAsTexture()
  117186. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  117187. __decorate([
  117188. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117189. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  117190. __decorate([
  117191. BABYLON.serialize()
  117192. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  117193. __decorate([
  117194. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117195. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  117196. __decorate([
  117197. BABYLON.serializeAsTexture()
  117198. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  117199. __decorate([
  117200. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117201. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  117202. __decorate([
  117203. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117204. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  117205. __decorate([
  117206. BABYLON.serialize()
  117207. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  117208. __decorate([
  117209. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117210. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  117211. __decorate([
  117212. BABYLON.serializeAsVector3()
  117213. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  117214. __decorate([
  117215. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117216. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  117217. __decorate([
  117218. BABYLON.serialize()
  117219. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  117220. __decorate([
  117221. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117222. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  117223. __decorate([
  117224. BABYLON.serialize()
  117225. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  117226. __decorate([
  117227. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117228. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  117229. __decorate([
  117230. BABYLON.serialize()
  117231. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  117232. __decorate([
  117233. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117234. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  117235. __decorate([
  117236. BABYLON.serialize()
  117237. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  117238. __decorate([
  117239. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117240. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  117241. __decorate([
  117242. BABYLON.serialize()
  117243. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  117244. __decorate([
  117245. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117246. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  117247. __decorate([
  117248. BABYLON.serialize()
  117249. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  117250. __decorate([
  117251. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117252. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  117253. __decorate([
  117254. BABYLON.serialize()
  117255. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  117256. __decorate([
  117257. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117258. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  117259. __decorate([
  117260. BABYLON.serialize()
  117261. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  117262. __decorate([
  117263. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117264. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  117265. __decorate([
  117266. BABYLON.serialize()
  117267. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  117268. __decorate([
  117269. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  117270. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  117271. __decorate([
  117272. BABYLON.serializeAsImageProcessingConfiguration()
  117273. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  117274. return BackgroundMaterial;
  117275. }(BABYLON.PushMaterial));
  117276. BABYLON.BackgroundMaterial = BackgroundMaterial;
  117277. })(BABYLON || (BABYLON = {}));
  117278. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  117279. var __assign = (this && this.__assign) || function () {
  117280. __assign = Object.assign || function(t) {
  117281. for (var s, i = 1, n = arguments.length; i < n; i++) {
  117282. s = arguments[i];
  117283. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  117284. t[p] = s[p];
  117285. }
  117286. return t;
  117287. };
  117288. return __assign.apply(this, arguments);
  117289. };
  117290. var BABYLON;
  117291. (function (BABYLON) {
  117292. /**
  117293. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  117294. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  117295. * It also helps with the default setup of your imageProcessing configuration.
  117296. */
  117297. var EnvironmentHelper = /** @class */ (function () {
  117298. /**
  117299. * constructor
  117300. * @param options
  117301. * @param scene The scene to add the material to
  117302. */
  117303. function EnvironmentHelper(options, scene) {
  117304. var _this = this;
  117305. this._errorHandler = function (message, exception) {
  117306. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  117307. };
  117308. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  117309. this._scene = scene;
  117310. this.onErrorObservable = new BABYLON.Observable();
  117311. this._setupBackground();
  117312. this._setupImageProcessing();
  117313. }
  117314. /**
  117315. * Creates the default options for the helper.
  117316. */
  117317. EnvironmentHelper._getDefaultOptions = function () {
  117318. return {
  117319. createGround: true,
  117320. groundSize: 15,
  117321. groundTexture: this._groundTextureCDNUrl,
  117322. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117323. groundOpacity: 0.9,
  117324. enableGroundShadow: true,
  117325. groundShadowLevel: 0.5,
  117326. enableGroundMirror: false,
  117327. groundMirrorSizeRatio: 0.3,
  117328. groundMirrorBlurKernel: 64,
  117329. groundMirrorAmount: 1,
  117330. groundMirrorFresnelWeight: 1,
  117331. groundMirrorFallOffDistance: 0,
  117332. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  117333. groundYBias: 0.00001,
  117334. createSkybox: true,
  117335. skyboxSize: 20,
  117336. skyboxTexture: this._skyboxTextureCDNUrl,
  117337. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  117338. backgroundYRotation: 0,
  117339. sizeAuto: true,
  117340. rootPosition: BABYLON.Vector3.Zero(),
  117341. setupImageProcessing: true,
  117342. environmentTexture: this._environmentTextureCDNUrl,
  117343. cameraExposure: 0.8,
  117344. cameraContrast: 1.2,
  117345. toneMappingEnabled: true,
  117346. };
  117347. };
  117348. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  117349. /**
  117350. * Gets the root mesh created by the helper.
  117351. */
  117352. get: function () {
  117353. return this._rootMesh;
  117354. },
  117355. enumerable: true,
  117356. configurable: true
  117357. });
  117358. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  117359. /**
  117360. * Gets the skybox created by the helper.
  117361. */
  117362. get: function () {
  117363. return this._skybox;
  117364. },
  117365. enumerable: true,
  117366. configurable: true
  117367. });
  117368. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  117369. /**
  117370. * Gets the skybox texture created by the helper.
  117371. */
  117372. get: function () {
  117373. return this._skyboxTexture;
  117374. },
  117375. enumerable: true,
  117376. configurable: true
  117377. });
  117378. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  117379. /**
  117380. * Gets the skybox material created by the helper.
  117381. */
  117382. get: function () {
  117383. return this._skyboxMaterial;
  117384. },
  117385. enumerable: true,
  117386. configurable: true
  117387. });
  117388. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  117389. /**
  117390. * Gets the ground mesh created by the helper.
  117391. */
  117392. get: function () {
  117393. return this._ground;
  117394. },
  117395. enumerable: true,
  117396. configurable: true
  117397. });
  117398. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  117399. /**
  117400. * Gets the ground texture created by the helper.
  117401. */
  117402. get: function () {
  117403. return this._groundTexture;
  117404. },
  117405. enumerable: true,
  117406. configurable: true
  117407. });
  117408. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  117409. /**
  117410. * Gets the ground mirror created by the helper.
  117411. */
  117412. get: function () {
  117413. return this._groundMirror;
  117414. },
  117415. enumerable: true,
  117416. configurable: true
  117417. });
  117418. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  117419. /**
  117420. * Gets the ground mirror render list to helps pushing the meshes
  117421. * you wish in the ground reflection.
  117422. */
  117423. get: function () {
  117424. if (this._groundMirror) {
  117425. return this._groundMirror.renderList;
  117426. }
  117427. return null;
  117428. },
  117429. enumerable: true,
  117430. configurable: true
  117431. });
  117432. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  117433. /**
  117434. * Gets the ground material created by the helper.
  117435. */
  117436. get: function () {
  117437. return this._groundMaterial;
  117438. },
  117439. enumerable: true,
  117440. configurable: true
  117441. });
  117442. /**
  117443. * Updates the background according to the new options
  117444. * @param options
  117445. */
  117446. EnvironmentHelper.prototype.updateOptions = function (options) {
  117447. var newOptions = __assign({}, this._options, options);
  117448. if (this._ground && !newOptions.createGround) {
  117449. this._ground.dispose();
  117450. this._ground = null;
  117451. }
  117452. if (this._groundMaterial && !newOptions.createGround) {
  117453. this._groundMaterial.dispose();
  117454. this._groundMaterial = null;
  117455. }
  117456. if (this._groundTexture) {
  117457. if (this._options.groundTexture != newOptions.groundTexture) {
  117458. this._groundTexture.dispose();
  117459. this._groundTexture = null;
  117460. }
  117461. }
  117462. if (this._skybox && !newOptions.createSkybox) {
  117463. this._skybox.dispose();
  117464. this._skybox = null;
  117465. }
  117466. if (this._skyboxMaterial && !newOptions.createSkybox) {
  117467. this._skyboxMaterial.dispose();
  117468. this._skyboxMaterial = null;
  117469. }
  117470. if (this._skyboxTexture) {
  117471. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  117472. this._skyboxTexture.dispose();
  117473. this._skyboxTexture = null;
  117474. }
  117475. }
  117476. if (this._groundMirror && !newOptions.enableGroundMirror) {
  117477. this._groundMirror.dispose();
  117478. this._groundMirror = null;
  117479. }
  117480. if (this._scene.environmentTexture) {
  117481. if (this._options.environmentTexture != newOptions.environmentTexture) {
  117482. this._scene.environmentTexture.dispose();
  117483. }
  117484. }
  117485. this._options = newOptions;
  117486. this._setupBackground();
  117487. this._setupImageProcessing();
  117488. };
  117489. /**
  117490. * Sets the primary color of all the available elements.
  117491. * @param color the main color to affect to the ground and the background
  117492. */
  117493. EnvironmentHelper.prototype.setMainColor = function (color) {
  117494. if (this.groundMaterial) {
  117495. this.groundMaterial.primaryColor = color;
  117496. }
  117497. if (this.skyboxMaterial) {
  117498. this.skyboxMaterial.primaryColor = color;
  117499. }
  117500. if (this.groundMirror) {
  117501. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  117502. }
  117503. };
  117504. /**
  117505. * Setup the image processing according to the specified options.
  117506. */
  117507. EnvironmentHelper.prototype._setupImageProcessing = function () {
  117508. if (this._options.setupImageProcessing) {
  117509. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  117510. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  117511. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  117512. this._setupEnvironmentTexture();
  117513. }
  117514. };
  117515. /**
  117516. * Setup the environment texture according to the specified options.
  117517. */
  117518. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  117519. if (this._scene.environmentTexture) {
  117520. return;
  117521. }
  117522. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  117523. this._scene.environmentTexture = this._options.environmentTexture;
  117524. return;
  117525. }
  117526. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  117527. this._scene.environmentTexture = environmentTexture;
  117528. };
  117529. /**
  117530. * Setup the background according to the specified options.
  117531. */
  117532. EnvironmentHelper.prototype._setupBackground = function () {
  117533. if (!this._rootMesh) {
  117534. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  117535. }
  117536. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  117537. var sceneSize = this._getSceneSize();
  117538. if (this._options.createGround) {
  117539. this._setupGround(sceneSize);
  117540. this._setupGroundMaterial();
  117541. this._setupGroundDiffuseTexture();
  117542. if (this._options.enableGroundMirror) {
  117543. this._setupGroundMirrorTexture(sceneSize);
  117544. }
  117545. this._setupMirrorInGroundMaterial();
  117546. }
  117547. if (this._options.createSkybox) {
  117548. this._setupSkybox(sceneSize);
  117549. this._setupSkyboxMaterial();
  117550. this._setupSkyboxReflectionTexture();
  117551. }
  117552. this._rootMesh.position.x = sceneSize.rootPosition.x;
  117553. this._rootMesh.position.z = sceneSize.rootPosition.z;
  117554. this._rootMesh.position.y = sceneSize.rootPosition.y;
  117555. };
  117556. /**
  117557. * Get the scene sizes according to the setup.
  117558. */
  117559. EnvironmentHelper.prototype._getSceneSize = function () {
  117560. var _this = this;
  117561. var groundSize = this._options.groundSize;
  117562. var skyboxSize = this._options.skyboxSize;
  117563. var rootPosition = this._options.rootPosition;
  117564. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  117565. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  117566. }
  117567. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  117568. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  117569. });
  117570. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  117571. if (this._options.sizeAuto) {
  117572. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  117573. this._scene.activeCamera.upperRadiusLimit) {
  117574. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  117575. skyboxSize = groundSize;
  117576. }
  117577. var sceneDiagonalLenght = sceneDiagonal.length();
  117578. if (sceneDiagonalLenght > groundSize) {
  117579. groundSize = sceneDiagonalLenght * 2;
  117580. skyboxSize = groundSize;
  117581. }
  117582. // 10 % bigger.
  117583. groundSize *= 1.1;
  117584. skyboxSize *= 1.5;
  117585. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  117586. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  117587. }
  117588. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  117589. };
  117590. /**
  117591. * Setup the ground according to the specified options.
  117592. */
  117593. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  117594. var _this = this;
  117595. if (!this._ground || this._ground.isDisposed()) {
  117596. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  117597. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  117598. this._ground.parent = this._rootMesh;
  117599. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  117600. }
  117601. this._ground.receiveShadows = this._options.enableGroundShadow;
  117602. };
  117603. /**
  117604. * Setup the ground material according to the specified options.
  117605. */
  117606. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  117607. if (!this._groundMaterial) {
  117608. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  117609. }
  117610. this._groundMaterial.alpha = this._options.groundOpacity;
  117611. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  117612. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  117613. this._groundMaterial.primaryColor = this._options.groundColor;
  117614. this._groundMaterial.useRGBColor = false;
  117615. this._groundMaterial.enableNoise = true;
  117616. if (this._ground) {
  117617. this._ground.material = this._groundMaterial;
  117618. }
  117619. };
  117620. /**
  117621. * Setup the ground diffuse texture according to the specified options.
  117622. */
  117623. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  117624. if (!this._groundMaterial) {
  117625. return;
  117626. }
  117627. if (this._groundTexture) {
  117628. return;
  117629. }
  117630. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  117631. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  117632. return;
  117633. }
  117634. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117635. diffuseTexture.gammaSpace = false;
  117636. diffuseTexture.hasAlpha = true;
  117637. this._groundMaterial.diffuseTexture = diffuseTexture;
  117638. };
  117639. /**
  117640. * Setup the ground mirror texture according to the specified options.
  117641. */
  117642. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  117643. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  117644. if (!this._groundMirror) {
  117645. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  117646. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  117647. this._groundMirror.anisotropicFilteringLevel = 1;
  117648. this._groundMirror.wrapU = wrapping;
  117649. this._groundMirror.wrapV = wrapping;
  117650. this._groundMirror.gammaSpace = false;
  117651. if (this._groundMirror.renderList) {
  117652. for (var i = 0; i < this._scene.meshes.length; i++) {
  117653. var mesh = this._scene.meshes[i];
  117654. if (mesh !== this._ground &&
  117655. mesh !== this._skybox &&
  117656. mesh !== this._rootMesh) {
  117657. this._groundMirror.renderList.push(mesh);
  117658. }
  117659. }
  117660. }
  117661. }
  117662. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  117663. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  117664. };
  117665. /**
  117666. * Setup the ground to receive the mirror texture.
  117667. */
  117668. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  117669. if (this._groundMaterial) {
  117670. this._groundMaterial.reflectionTexture = this._groundMirror;
  117671. this._groundMaterial.reflectionFresnel = true;
  117672. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  117673. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  117674. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  117675. }
  117676. };
  117677. /**
  117678. * Setup the skybox according to the specified options.
  117679. */
  117680. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  117681. var _this = this;
  117682. if (!this._skybox || this._skybox.isDisposed()) {
  117683. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  117684. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  117685. }
  117686. this._skybox.parent = this._rootMesh;
  117687. };
  117688. /**
  117689. * Setup the skybox material according to the specified options.
  117690. */
  117691. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  117692. if (!this._skybox) {
  117693. return;
  117694. }
  117695. if (!this._skyboxMaterial) {
  117696. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  117697. }
  117698. this._skyboxMaterial.useRGBColor = false;
  117699. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  117700. this._skyboxMaterial.enableNoise = true;
  117701. this._skybox.material = this._skyboxMaterial;
  117702. };
  117703. /**
  117704. * Setup the skybox reflection texture according to the specified options.
  117705. */
  117706. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  117707. if (!this._skyboxMaterial) {
  117708. return;
  117709. }
  117710. if (this._skyboxTexture) {
  117711. return;
  117712. }
  117713. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  117714. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  117715. return;
  117716. }
  117717. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  117718. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  117719. this._skyboxTexture.gammaSpace = false;
  117720. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  117721. };
  117722. /**
  117723. * Dispose all the elements created by the Helper.
  117724. */
  117725. EnvironmentHelper.prototype.dispose = function () {
  117726. if (this._groundMaterial) {
  117727. this._groundMaterial.dispose(true, true);
  117728. }
  117729. if (this._skyboxMaterial) {
  117730. this._skyboxMaterial.dispose(true, true);
  117731. }
  117732. this._rootMesh.dispose(false);
  117733. };
  117734. /**
  117735. * Default ground texture URL.
  117736. */
  117737. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  117738. /**
  117739. * Default skybox texture URL.
  117740. */
  117741. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  117742. /**
  117743. * Default environment texture URL.
  117744. */
  117745. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  117746. return EnvironmentHelper;
  117747. }());
  117748. BABYLON.EnvironmentHelper = EnvironmentHelper;
  117749. })(BABYLON || (BABYLON = {}));
  117750. //# sourceMappingURL=babylon.environmentHelper.js.map
  117751. var BABYLON;
  117752. (function (BABYLON) {
  117753. /** Internal class used to store shapes for emitters */
  117754. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  117755. function ParticleSystemSetEmitterCreationOptions() {
  117756. }
  117757. return ParticleSystemSetEmitterCreationOptions;
  117758. }());
  117759. /**
  117760. * Represents a set of particle systems working together to create a specific effect
  117761. */
  117762. var ParticleSystemSet = /** @class */ (function () {
  117763. function ParticleSystemSet() {
  117764. /**
  117765. * Gets the particle system list
  117766. */
  117767. this.systems = new Array();
  117768. }
  117769. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  117770. /**
  117771. * Gets the emitter node used with this set
  117772. */
  117773. get: function () {
  117774. return this._emitterNode;
  117775. },
  117776. enumerable: true,
  117777. configurable: true
  117778. });
  117779. /**
  117780. * Creates a new emitter mesh as a sphere
  117781. * @param options defines the options used to create the sphere
  117782. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  117783. * @param scene defines the hosting scene
  117784. */
  117785. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  117786. if (this._emitterNode) {
  117787. this._emitterNode.dispose();
  117788. }
  117789. this._emitterCreationOptions = {
  117790. kind: "Sphere",
  117791. options: options,
  117792. renderingGroupId: renderingGroupId
  117793. };
  117794. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  117795. emitterMesh.renderingGroupId = renderingGroupId;
  117796. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  117797. material.emissiveColor = options.color;
  117798. emitterMesh.material = material;
  117799. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117800. var system = _a[_i];
  117801. system.emitter = emitterMesh;
  117802. }
  117803. this._emitterNode = emitterMesh;
  117804. };
  117805. /**
  117806. * Starts all particle systems of the set
  117807. * @param emitter defines an optional mesh to use as emitter for the particle systems
  117808. */
  117809. ParticleSystemSet.prototype.start = function (emitter) {
  117810. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117811. var system = _a[_i];
  117812. if (emitter) {
  117813. system.emitter = emitter;
  117814. }
  117815. system.start();
  117816. }
  117817. };
  117818. /**
  117819. * Release all associated resources
  117820. */
  117821. ParticleSystemSet.prototype.dispose = function () {
  117822. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117823. var system = _a[_i];
  117824. system.dispose();
  117825. }
  117826. this.systems = [];
  117827. if (this._emitterNode) {
  117828. this._emitterNode.dispose();
  117829. this._emitterNode = null;
  117830. }
  117831. };
  117832. /**
  117833. * Serialize the set into a JSON compatible object
  117834. * @returns a JSON compatible representation of the set
  117835. */
  117836. ParticleSystemSet.prototype.serialize = function () {
  117837. var result = {};
  117838. result.systems = [];
  117839. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  117840. var system = _a[_i];
  117841. result.systems.push(system.serialize());
  117842. }
  117843. if (this._emitterNode) {
  117844. result.emitter = this._emitterCreationOptions;
  117845. }
  117846. return result;
  117847. };
  117848. /**
  117849. * Parse a new ParticleSystemSet from a serialized source
  117850. * @param data defines a JSON compatible representation of the set
  117851. * @param scene defines the hosting scene
  117852. * @param gpu defines if we want GPU particles or CPU particles
  117853. * @returns a new ParticleSystemSet
  117854. */
  117855. ParticleSystemSet.Parse = function (data, scene, gpu) {
  117856. if (gpu === void 0) { gpu = false; }
  117857. var result = new ParticleSystemSet();
  117858. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  117859. scene = scene || BABYLON.Engine.LastCreatedScene;
  117860. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  117861. var system = _a[_i];
  117862. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  117863. }
  117864. if (data.emitter) {
  117865. var options = data.emitter.options;
  117866. switch (data.emitter.kind) {
  117867. case "Sphere":
  117868. result.setEmitterAsSphere({
  117869. diameter: options.diameter,
  117870. segments: options.segments,
  117871. color: BABYLON.Color3.FromArray(options.color)
  117872. }, data.emitter.renderingGroupId, scene);
  117873. break;
  117874. }
  117875. }
  117876. return result;
  117877. };
  117878. return ParticleSystemSet;
  117879. }());
  117880. BABYLON.ParticleSystemSet = ParticleSystemSet;
  117881. })(BABYLON || (BABYLON = {}));
  117882. //# sourceMappingURL=babylon.particleSystemSet.js.map
  117883. var BABYLON;
  117884. (function (BABYLON) {
  117885. /**
  117886. * This class is made for on one-liner static method to help creating particle system set.
  117887. */
  117888. var ParticleHelper = /** @class */ (function () {
  117889. function ParticleHelper() {
  117890. }
  117891. /**
  117892. * Create a default particle system that you can tweak
  117893. * @param emitter defines the emitter to use
  117894. * @param capacity defines the system capacity (default is 500 particles)
  117895. * @param scene defines the hosting scene
  117896. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  117897. * @returns the new Particle system
  117898. */
  117899. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  117900. if (capacity === void 0) { capacity = 500; }
  117901. if (useGPU === void 0) { useGPU = false; }
  117902. var system;
  117903. if (useGPU) {
  117904. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  117905. }
  117906. else {
  117907. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  117908. }
  117909. system.emitter = emitter;
  117910. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  117911. system.createConeEmitter(0.1, Math.PI / 4);
  117912. // Particle color
  117913. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117914. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  117915. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  117916. // Particle Size
  117917. system.minSize = 0.1;
  117918. system.maxSize = 0.1;
  117919. // Emission speed
  117920. system.minEmitPower = 2;
  117921. system.maxEmitPower = 2;
  117922. // Update speed
  117923. system.updateSpeed = 1 / 60;
  117924. system.emitRate = 30;
  117925. return system;
  117926. };
  117927. /**
  117928. * This is the main static method (one-liner) of this helper to create different particle systems
  117929. * @param type This string represents the type to the particle system to create
  117930. * @param scene The scene where the particle system should live
  117931. * @param gpu If the system will use gpu
  117932. * @returns the ParticleSystemSet created
  117933. */
  117934. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  117935. if (gpu === void 0) { gpu = false; }
  117936. if (!scene) {
  117937. scene = BABYLON.Engine.LastCreatedScene;
  117938. }
  117939. var token = {};
  117940. scene._addPendingData(token);
  117941. return new Promise(function (resolve, reject) {
  117942. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  117943. scene._removePendingData(token);
  117944. return reject("Particle system with GPU is not supported.");
  117945. }
  117946. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  117947. scene._removePendingData(token);
  117948. var newData = JSON.parse(data.toString());
  117949. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  117950. }, undefined, undefined, undefined, function (req, exception) {
  117951. scene._removePendingData(token);
  117952. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  117953. });
  117954. });
  117955. };
  117956. /**
  117957. * Static function used to export a particle system to a ParticleSystemSet variable.
  117958. * Please note that the emitter shape is not exported
  117959. * @param systems defines the particle systems to export
  117960. * @returns the created particle system set
  117961. */
  117962. ParticleHelper.ExportSet = function (systems) {
  117963. var set = new BABYLON.ParticleSystemSet();
  117964. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  117965. var system = systems_1[_i];
  117966. set.systems.push(system);
  117967. }
  117968. return set;
  117969. };
  117970. /**
  117971. * Gets or sets base Assets URL
  117972. */
  117973. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  117974. return ParticleHelper;
  117975. }());
  117976. BABYLON.ParticleHelper = ParticleHelper;
  117977. })(BABYLON || (BABYLON = {}));
  117978. //# sourceMappingURL=babylon.particleHelper.js.map
  117979. var BABYLON;
  117980. (function (BABYLON) {
  117981. /**
  117982. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117983. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117984. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117985. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117986. */
  117987. var VideoDome = /** @class */ (function (_super) {
  117988. __extends(VideoDome, _super);
  117989. /**
  117990. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117991. * @param name Element's name, child elements will append suffixes for their own names.
  117992. * @param urlsOrVideo defines the url(s) or the video element to use
  117993. * @param options An object containing optional or exposed sub element properties
  117994. */
  117995. function VideoDome(name, urlsOrVideo, options, scene) {
  117996. var _this = _super.call(this, name, scene) || this;
  117997. _this._useDirectMapping = false;
  117998. // set defaults and manage values
  117999. name = name || "videoDome";
  118000. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118001. options.clickToPlay = Boolean(options.clickToPlay);
  118002. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  118003. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  118004. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118005. if (options.useDirectMapping === undefined) {
  118006. _this._useDirectMapping = true;
  118007. }
  118008. else {
  118009. _this._useDirectMapping = options.useDirectMapping;
  118010. }
  118011. _this._setReady(false);
  118012. // create
  118013. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  118014. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118015. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  118016. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118017. texture.onLoadObservable.addOnce(function () {
  118018. _this._setReady(true);
  118019. });
  118020. // configure material
  118021. material.useEquirectangularFOV = true;
  118022. material.fovMultiplier = 1.0;
  118023. material.opacityFresnel = false;
  118024. if (_this._useDirectMapping) {
  118025. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118026. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118027. material.diffuseTexture = texture;
  118028. }
  118029. else {
  118030. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118031. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118032. material.reflectionTexture = texture;
  118033. }
  118034. // configure mesh
  118035. _this._mesh.material = material;
  118036. _this._mesh.parent = _this;
  118037. // optional configuration
  118038. if (options.clickToPlay) {
  118039. scene.onPointerUp = function () {
  118040. _this._videoTexture.video.play();
  118041. };
  118042. }
  118043. return _this;
  118044. }
  118045. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  118046. /**
  118047. * Gets the video texture being displayed on the sphere
  118048. */
  118049. get: function () {
  118050. return this._videoTexture;
  118051. },
  118052. enumerable: true,
  118053. configurable: true
  118054. });
  118055. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  118056. /**
  118057. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118058. * Also see the options.resolution property.
  118059. */
  118060. get: function () {
  118061. return this._material.fovMultiplier;
  118062. },
  118063. set: function (value) {
  118064. this._material.fovMultiplier = value;
  118065. },
  118066. enumerable: true,
  118067. configurable: true
  118068. });
  118069. /**
  118070. * Releases resources associated with this node.
  118071. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118072. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118073. */
  118074. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118075. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118076. this._videoTexture.dispose();
  118077. this._mesh.dispose();
  118078. this._material.dispose();
  118079. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118080. };
  118081. return VideoDome;
  118082. }(BABYLON.TransformNode));
  118083. BABYLON.VideoDome = VideoDome;
  118084. })(BABYLON || (BABYLON = {}));
  118085. //# sourceMappingURL=babylon.videoDome.js.map
  118086. var BABYLON;
  118087. (function (BABYLON) {
  118088. /**
  118089. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  118090. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  118091. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  118092. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  118093. */
  118094. var PhotoDome = /** @class */ (function (_super) {
  118095. __extends(PhotoDome, _super);
  118096. /**
  118097. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  118098. * @param name Element's name, child elements will append suffixes for their own names.
  118099. * @param urlsOfPhoto defines the url of the photo to display
  118100. * @param options defines an object containing optional or exposed sub element properties
  118101. * @param onError defines a callback called when an error occured while loading the texture
  118102. */
  118103. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  118104. if (onError === void 0) { onError = null; }
  118105. var _this = _super.call(this, name, scene) || this;
  118106. _this._useDirectMapping = false;
  118107. /**
  118108. * Observable raised when an error occured while loading the 360 image
  118109. */
  118110. _this.onLoadErrorObservable = new BABYLON.Observable();
  118111. // set defaults and manage values
  118112. name = name || "photoDome";
  118113. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  118114. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  118115. if (options.useDirectMapping === undefined) {
  118116. _this._useDirectMapping = true;
  118117. }
  118118. else {
  118119. _this._useDirectMapping = options.useDirectMapping;
  118120. }
  118121. _this._setReady(false);
  118122. // create
  118123. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  118124. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  118125. // configure material
  118126. material.opacityFresnel = false;
  118127. material.useEquirectangularFOV = true;
  118128. material.fovMultiplier = 1.0;
  118129. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  118130. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  118131. if (onError) {
  118132. onError(message, exception);
  118133. }
  118134. });
  118135. _this.photoTexture.onLoadObservable.addOnce(function () {
  118136. _this._setReady(true);
  118137. });
  118138. // configure mesh
  118139. _this._mesh.material = material;
  118140. _this._mesh.parent = _this;
  118141. return _this;
  118142. }
  118143. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  118144. /**
  118145. * Gets or sets the texture being displayed on the sphere
  118146. */
  118147. get: function () {
  118148. return this._photoTexture;
  118149. },
  118150. set: function (value) {
  118151. if (this._photoTexture === value) {
  118152. return;
  118153. }
  118154. this._photoTexture = value;
  118155. if (this._useDirectMapping) {
  118156. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118157. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118158. this._material.diffuseTexture = this._photoTexture;
  118159. }
  118160. else {
  118161. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  118162. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  118163. this._material.reflectionTexture = this._photoTexture;
  118164. }
  118165. },
  118166. enumerable: true,
  118167. configurable: true
  118168. });
  118169. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  118170. /**
  118171. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118172. * Also see the options.resolution property.
  118173. */
  118174. get: function () {
  118175. return this._material.fovMultiplier;
  118176. },
  118177. set: function (value) {
  118178. this._material.fovMultiplier = value;
  118179. },
  118180. enumerable: true,
  118181. configurable: true
  118182. });
  118183. /**
  118184. * Releases resources associated with this node.
  118185. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  118186. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  118187. */
  118188. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  118189. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  118190. this._photoTexture.dispose();
  118191. this._mesh.dispose();
  118192. this._material.dispose();
  118193. this.onLoadErrorObservable.clear();
  118194. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  118195. };
  118196. return PhotoDome;
  118197. }(BABYLON.TransformNode));
  118198. BABYLON.PhotoDome = PhotoDome;
  118199. })(BABYLON || (BABYLON = {}));
  118200. //# sourceMappingURL=babylon.photoDome.js.map
  118201. var BABYLON;
  118202. (function (BABYLON) {
  118203. /** @hidden */
  118204. var _OcclusionDataStorage = /** @class */ (function () {
  118205. function _OcclusionDataStorage() {
  118206. /** @hidden */
  118207. this.occlusionInternalRetryCounter = 0;
  118208. /** @hidden */
  118209. this.isOcclusionQueryInProgress = false;
  118210. /** @hidden */
  118211. this.isOccluded = false;
  118212. /** @hidden */
  118213. this.occlusionRetryCount = -1;
  118214. /** @hidden */
  118215. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  118216. /** @hidden */
  118217. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  118218. }
  118219. return _OcclusionDataStorage;
  118220. }());
  118221. BABYLON.Engine.prototype.createQuery = function () {
  118222. return this._gl.createQuery();
  118223. };
  118224. BABYLON.Engine.prototype.deleteQuery = function (query) {
  118225. this._gl.deleteQuery(query);
  118226. return this;
  118227. };
  118228. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  118229. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  118230. };
  118231. BABYLON.Engine.prototype.getQueryResult = function (query) {
  118232. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  118233. };
  118234. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  118235. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118236. this._gl.beginQuery(glAlgorithm, query);
  118237. return this;
  118238. };
  118239. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  118240. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  118241. this._gl.endQuery(glAlgorithm);
  118242. return this;
  118243. };
  118244. BABYLON.Engine.prototype._createTimeQuery = function () {
  118245. var timerQuery = this.getCaps().timerQuery;
  118246. if (timerQuery.createQueryEXT) {
  118247. return timerQuery.createQueryEXT();
  118248. }
  118249. return this.createQuery();
  118250. };
  118251. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  118252. var timerQuery = this.getCaps().timerQuery;
  118253. if (timerQuery.deleteQueryEXT) {
  118254. timerQuery.deleteQueryEXT(query);
  118255. return;
  118256. }
  118257. this.deleteQuery(query);
  118258. };
  118259. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  118260. var timerQuery = this.getCaps().timerQuery;
  118261. if (timerQuery.getQueryObjectEXT) {
  118262. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  118263. }
  118264. return this.getQueryResult(query);
  118265. };
  118266. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  118267. var timerQuery = this.getCaps().timerQuery;
  118268. if (timerQuery.getQueryObjectEXT) {
  118269. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  118270. }
  118271. return this.isQueryResultAvailable(query);
  118272. };
  118273. BABYLON.Engine.prototype.startTimeQuery = function () {
  118274. var caps = this.getCaps();
  118275. var timerQuery = caps.timerQuery;
  118276. if (!timerQuery) {
  118277. return null;
  118278. }
  118279. var token = new BABYLON._TimeToken();
  118280. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118281. if (caps.canUseTimestampForTimerQuery) {
  118282. token._startTimeQuery = this._createTimeQuery();
  118283. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  118284. }
  118285. else {
  118286. if (this._currentNonTimestampToken) {
  118287. return this._currentNonTimestampToken;
  118288. }
  118289. token._timeElapsedQuery = this._createTimeQuery();
  118290. if (timerQuery.beginQueryEXT) {
  118291. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118292. }
  118293. else {
  118294. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  118295. }
  118296. this._currentNonTimestampToken = token;
  118297. }
  118298. return token;
  118299. };
  118300. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  118301. var caps = this.getCaps();
  118302. var timerQuery = caps.timerQuery;
  118303. if (!timerQuery || !token) {
  118304. return -1;
  118305. }
  118306. if (caps.canUseTimestampForTimerQuery) {
  118307. if (!token._startTimeQuery) {
  118308. return -1;
  118309. }
  118310. if (!token._endTimeQuery) {
  118311. token._endTimeQuery = this._createTimeQuery();
  118312. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  118313. }
  118314. }
  118315. else if (!token._timeElapsedQueryEnded) {
  118316. if (!token._timeElapsedQuery) {
  118317. return -1;
  118318. }
  118319. if (timerQuery.endQueryEXT) {
  118320. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  118321. }
  118322. else {
  118323. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  118324. }
  118325. token._timeElapsedQueryEnded = true;
  118326. }
  118327. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  118328. var available = false;
  118329. if (token._endTimeQuery) {
  118330. available = this._getTimeQueryAvailability(token._endTimeQuery);
  118331. }
  118332. else if (token._timeElapsedQuery) {
  118333. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  118334. }
  118335. if (available && !disjoint) {
  118336. var result = 0;
  118337. if (caps.canUseTimestampForTimerQuery) {
  118338. if (!token._startTimeQuery || !token._endTimeQuery) {
  118339. return -1;
  118340. }
  118341. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  118342. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  118343. result = timeEnd - timeStart;
  118344. this._deleteTimeQuery(token._startTimeQuery);
  118345. this._deleteTimeQuery(token._endTimeQuery);
  118346. token._startTimeQuery = null;
  118347. token._endTimeQuery = null;
  118348. }
  118349. else {
  118350. if (!token._timeElapsedQuery) {
  118351. return -1;
  118352. }
  118353. result = this._getTimeQueryResult(token._timeElapsedQuery);
  118354. this._deleteTimeQuery(token._timeElapsedQuery);
  118355. token._timeElapsedQuery = null;
  118356. token._timeElapsedQueryEnded = false;
  118357. this._currentNonTimestampToken = null;
  118358. }
  118359. return result;
  118360. }
  118361. return -1;
  118362. };
  118363. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  118364. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  118365. };
  118366. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  118367. get: function () {
  118368. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  118369. },
  118370. enumerable: false,
  118371. configurable: true
  118372. });
  118373. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  118374. get: function () {
  118375. if (!this.__occlusionDataStorage) {
  118376. this.__occlusionDataStorage = new _OcclusionDataStorage();
  118377. }
  118378. return this.__occlusionDataStorage;
  118379. },
  118380. enumerable: false,
  118381. configurable: true
  118382. });
  118383. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  118384. get: function () {
  118385. return this._occlusionDataStorage.isOccluded;
  118386. },
  118387. set: function (value) {
  118388. this._occlusionDataStorage.isOccluded = value;
  118389. },
  118390. enumerable: true,
  118391. configurable: true
  118392. });
  118393. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  118394. get: function () {
  118395. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  118396. },
  118397. set: function (value) {
  118398. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  118399. },
  118400. enumerable: true,
  118401. configurable: true
  118402. });
  118403. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  118404. get: function () {
  118405. return this._occlusionDataStorage.occlusionType;
  118406. },
  118407. set: function (value) {
  118408. this._occlusionDataStorage.occlusionType = value;
  118409. },
  118410. enumerable: true,
  118411. configurable: true
  118412. });
  118413. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  118414. get: function () {
  118415. return this._occlusionDataStorage.occlusionRetryCount;
  118416. },
  118417. set: function (value) {
  118418. this._occlusionDataStorage.occlusionRetryCount = value;
  118419. },
  118420. enumerable: true,
  118421. configurable: true
  118422. });
  118423. // We also need to update AbstractMesh as there is a portion of the code there
  118424. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  118425. var dataStorage = this._occlusionDataStorage;
  118426. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  118427. dataStorage.isOccluded = false;
  118428. return false;
  118429. }
  118430. var engine = this.getEngine();
  118431. if (engine.webGLVersion < 2) {
  118432. dataStorage.isOccluded = false;
  118433. return false;
  118434. }
  118435. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  118436. dataStorage.isOccluded = false;
  118437. return false;
  118438. }
  118439. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  118440. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  118441. if (isOcclusionQueryAvailable) {
  118442. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  118443. dataStorage.isOcclusionQueryInProgress = false;
  118444. dataStorage.occlusionInternalRetryCounter = 0;
  118445. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  118446. }
  118447. else {
  118448. dataStorage.occlusionInternalRetryCounter++;
  118449. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  118450. dataStorage.isOcclusionQueryInProgress = false;
  118451. dataStorage.occlusionInternalRetryCounter = 0;
  118452. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  118453. // if strict continue the last state of the object.
  118454. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  118455. }
  118456. else {
  118457. return false;
  118458. }
  118459. }
  118460. }
  118461. var scene = this.getScene();
  118462. if (scene.getBoundingBoxRenderer) {
  118463. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  118464. if (!this._occlusionQuery) {
  118465. this._occlusionQuery = engine.createQuery();
  118466. }
  118467. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  118468. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  118469. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  118470. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  118471. }
  118472. return dataStorage.isOccluded;
  118473. };
  118474. })(BABYLON || (BABYLON = {}));
  118475. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  118476. var BABYLON;
  118477. (function (BABYLON) {
  118478. /**
  118479. * Class used to generate noise procedural textures
  118480. */
  118481. var NoiseProceduralTexture = /** @class */ (function (_super) {
  118482. __extends(NoiseProceduralTexture, _super);
  118483. /**
  118484. * Creates a new NoiseProceduralTexture
  118485. * @param name defines the name fo the texture
  118486. * @param size defines the size of the texture (default is 256)
  118487. * @param scene defines the hosting scene
  118488. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  118489. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  118490. */
  118491. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  118492. if (size === void 0) { size = 256; }
  118493. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  118494. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  118495. _this._time = 0;
  118496. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  118497. _this.brightness = 0.2;
  118498. /** Defines the number of octaves to process */
  118499. _this.octaves = 3;
  118500. /** Defines the level of persistence (0.8 by default) */
  118501. _this.persistence = 0.8;
  118502. /** Gets or sets animation speed factor (default is 1) */
  118503. _this.animationSpeedFactor = 1;
  118504. _this.autoClear = false;
  118505. _this._updateShaderUniforms();
  118506. return _this;
  118507. }
  118508. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  118509. var scene = this.getScene();
  118510. if (!scene) {
  118511. return;
  118512. }
  118513. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  118514. this.setFloat("brightness", this.brightness);
  118515. this.setFloat("persistence", this.persistence);
  118516. this.setFloat("timeScale", this._time);
  118517. };
  118518. NoiseProceduralTexture.prototype._getDefines = function () {
  118519. return "#define OCTAVES " + (this.octaves | 0);
  118520. };
  118521. /** Generate the current state of the procedural texture */
  118522. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  118523. this._updateShaderUniforms();
  118524. _super.prototype.render.call(this, useCameraPostProcess);
  118525. };
  118526. /**
  118527. * Serializes this noise procedural texture
  118528. * @returns a serialized noise procedural texture object
  118529. */
  118530. NoiseProceduralTexture.prototype.serialize = function () {
  118531. var serializationObject = {};
  118532. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  118533. serializationObject.brightness = this.brightness;
  118534. serializationObject.octaves = this.octaves;
  118535. serializationObject.persistence = this.persistence;
  118536. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  118537. serializationObject.size = this.getSize().width;
  118538. serializationObject.generateMipMaps = this._generateMipMaps;
  118539. return serializationObject;
  118540. };
  118541. /**
  118542. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  118543. * @param parsedTexture defines parsed texture data
  118544. * @param scene defines the current scene
  118545. * @param rootUrl defines the root URL containing noise procedural texture information
  118546. * @returns a parsed NoiseProceduralTexture
  118547. */
  118548. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  118549. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  118550. texture.brightness = parsedTexture.brightness;
  118551. texture.octaves = parsedTexture.octaves;
  118552. texture.persistence = parsedTexture.persistence;
  118553. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  118554. return texture;
  118555. };
  118556. return NoiseProceduralTexture;
  118557. }(BABYLON.ProceduralTexture));
  118558. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  118559. })(BABYLON || (BABYLON = {}));
  118560. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  118561. var __assign = (this && this.__assign) || function () {
  118562. __assign = Object.assign || function(t) {
  118563. for (var s, i = 1, n = arguments.length; i < n; i++) {
  118564. s = arguments[i];
  118565. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  118566. t[p] = s[p];
  118567. }
  118568. return t;
  118569. };
  118570. return __assign.apply(this, arguments);
  118571. };
  118572. var BABYLON;
  118573. (function (BABYLON) {
  118574. /**
  118575. * This can helps recording videos from BabylonJS.
  118576. * This is based on the available WebRTC functionalities of the browser.
  118577. *
  118578. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  118579. */
  118580. var VideoRecorder = /** @class */ (function () {
  118581. /**
  118582. * Create a new VideoCapture object which can help converting what you see in Babylon to
  118583. * a video file.
  118584. * @param engine Defines the BabylonJS Engine you wish to record
  118585. * @param options Defines options that can be used to customized the capture
  118586. */
  118587. function VideoRecorder(engine, options) {
  118588. if (options === void 0) { options = null; }
  118589. if (!VideoRecorder.IsSupported(engine)) {
  118590. throw "Your browser does not support recording so far.";
  118591. }
  118592. var canvas = engine.getRenderingCanvas();
  118593. if (!canvas) {
  118594. throw "The babylon engine must have a canvas to be recorded";
  118595. }
  118596. this._canvas = canvas;
  118597. this._canvas.isRecording = false;
  118598. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  118599. var stream = this._canvas.captureStream(this._options.fps);
  118600. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  118601. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  118602. this._mediaRecorder.onerror = this._handleError.bind(this);
  118603. this._mediaRecorder.onstop = this._handleStop.bind(this);
  118604. }
  118605. /**
  118606. * Returns wehther or not the VideoRecorder is available in your browser.
  118607. * @param engine Defines the Babylon Engine to check the support for
  118608. * @returns true if supported otherwise false
  118609. */
  118610. VideoRecorder.IsSupported = function (engine) {
  118611. var canvas = engine.getRenderingCanvas();
  118612. return (!!canvas && typeof canvas.captureStream === "function");
  118613. };
  118614. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  118615. /**
  118616. * True wether a recording is already in progress.
  118617. */
  118618. get: function () {
  118619. return !!this._canvas && this._canvas.isRecording;
  118620. },
  118621. enumerable: true,
  118622. configurable: true
  118623. });
  118624. /**
  118625. * Stops the current recording before the default capture timeout passed in the startRecording
  118626. * functions.
  118627. */
  118628. VideoRecorder.prototype.stopRecording = function () {
  118629. if (!this._canvas || !this._mediaRecorder) {
  118630. return;
  118631. }
  118632. if (!this.isRecording) {
  118633. return;
  118634. }
  118635. this._canvas.isRecording = false;
  118636. this._mediaRecorder.stop();
  118637. };
  118638. /**
  118639. * Starts recording the canvas for a max duration specified in parameters.
  118640. * @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.
  118641. * @param maxDuration Defines the maximum recording time in seconds.
  118642. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  118643. * @return a promise callback at the end of the recording with the video data in Blob.
  118644. */
  118645. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  118646. var _this = this;
  118647. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  118648. if (maxDuration === void 0) { maxDuration = 7; }
  118649. if (!this._canvas || !this._mediaRecorder) {
  118650. throw "Recorder has already been disposed";
  118651. }
  118652. if (this.isRecording) {
  118653. throw "Recording already in progress";
  118654. }
  118655. if (maxDuration > 0) {
  118656. setTimeout(function () {
  118657. _this.stopRecording();
  118658. }, maxDuration * 1000);
  118659. }
  118660. this._fileName = fileName;
  118661. this._recordedChunks = [];
  118662. this._resolve = null;
  118663. this._reject = null;
  118664. this._canvas.isRecording = true;
  118665. this._mediaRecorder.start(this._options.recordChunckSize);
  118666. return new Promise(function (resolve, reject) {
  118667. _this._resolve = resolve;
  118668. _this._reject = reject;
  118669. });
  118670. };
  118671. /**
  118672. * Releases internal resources used during the recording.
  118673. */
  118674. VideoRecorder.prototype.dispose = function () {
  118675. this._canvas = null;
  118676. this._mediaRecorder = null;
  118677. this._recordedChunks = [];
  118678. this._fileName = null;
  118679. this._resolve = null;
  118680. this._reject = null;
  118681. };
  118682. VideoRecorder.prototype._handleDataAvailable = function (event) {
  118683. if (event.data.size > 0) {
  118684. this._recordedChunks.push(event.data);
  118685. }
  118686. };
  118687. VideoRecorder.prototype._handleError = function (event) {
  118688. this.stopRecording();
  118689. if (this._reject) {
  118690. this._reject(event.error);
  118691. }
  118692. else {
  118693. throw new event.error();
  118694. }
  118695. };
  118696. VideoRecorder.prototype._handleStop = function () {
  118697. this.stopRecording();
  118698. var superBuffer = new Blob(this._recordedChunks);
  118699. if (this._resolve) {
  118700. this._resolve(superBuffer);
  118701. }
  118702. window.URL.createObjectURL(superBuffer);
  118703. if (this._fileName) {
  118704. BABYLON.Tools.Download(superBuffer, this._fileName);
  118705. }
  118706. };
  118707. VideoRecorder._defaultOptions = {
  118708. mimeType: "video/webm",
  118709. fps: 25,
  118710. recordChunckSize: 3000
  118711. };
  118712. return VideoRecorder;
  118713. }());
  118714. BABYLON.VideoRecorder = VideoRecorder;
  118715. })(BABYLON || (BABYLON = {}));
  118716. //# sourceMappingURL=babylon.videoRecorder.js.map
  118717. var BABYLON;
  118718. (function (BABYLON) {
  118719. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  118720. if (replace === void 0) { replace = false; }
  118721. // Dispose existing light in replace mode.
  118722. if (replace) {
  118723. if (this.lights) {
  118724. for (var i = 0; i < this.lights.length; i++) {
  118725. this.lights[i].dispose();
  118726. }
  118727. }
  118728. }
  118729. // Light
  118730. if (this.lights.length === 0) {
  118731. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  118732. }
  118733. };
  118734. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  118735. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118736. if (replace === void 0) { replace = false; }
  118737. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118738. // Dispose existing camera in replace mode.
  118739. if (replace) {
  118740. if (this.activeCamera) {
  118741. this.activeCamera.dispose();
  118742. this.activeCamera = null;
  118743. }
  118744. }
  118745. // Camera
  118746. if (!this.activeCamera) {
  118747. var worldExtends = this.getWorldExtends();
  118748. var worldSize = worldExtends.max.subtract(worldExtends.min);
  118749. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  118750. var camera;
  118751. var radius = worldSize.length() * 1.5;
  118752. // empty scene scenario!
  118753. if (!isFinite(radius)) {
  118754. radius = 1;
  118755. worldCenter.copyFromFloats(0, 0, 0);
  118756. }
  118757. if (createArcRotateCamera) {
  118758. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  118759. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  118760. arcRotateCamera.wheelPrecision = 100 / radius;
  118761. camera = arcRotateCamera;
  118762. }
  118763. else {
  118764. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  118765. freeCamera.setTarget(worldCenter);
  118766. camera = freeCamera;
  118767. }
  118768. camera.minZ = radius * 0.01;
  118769. camera.maxZ = radius * 1000;
  118770. camera.speed = radius * 0.2;
  118771. this.activeCamera = camera;
  118772. var canvas = this.getEngine().getRenderingCanvas();
  118773. if (attachCameraControls && canvas) {
  118774. camera.attachControl(canvas);
  118775. }
  118776. }
  118777. };
  118778. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  118779. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  118780. if (replace === void 0) { replace = false; }
  118781. if (attachCameraControls === void 0) { attachCameraControls = false; }
  118782. this.createDefaultLight(replace);
  118783. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  118784. };
  118785. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  118786. if (pbr === void 0) { pbr = false; }
  118787. if (scale === void 0) { scale = 1000; }
  118788. if (blur === void 0) { blur = 0; }
  118789. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  118790. if (!environmentTexture) {
  118791. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  118792. return null;
  118793. }
  118794. if (setGlobalEnvTexture) {
  118795. if (environmentTexture) {
  118796. this.environmentTexture = environmentTexture;
  118797. }
  118798. }
  118799. // Skybox
  118800. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  118801. if (pbr) {
  118802. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  118803. hdrSkyboxMaterial.backFaceCulling = false;
  118804. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  118805. if (hdrSkyboxMaterial.reflectionTexture) {
  118806. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118807. }
  118808. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  118809. hdrSkyboxMaterial.disableLighting = true;
  118810. hdrSkyboxMaterial.twoSidedLighting = true;
  118811. hdrSkybox.infiniteDistance = true;
  118812. hdrSkybox.material = hdrSkyboxMaterial;
  118813. }
  118814. else {
  118815. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  118816. skyboxMaterial.backFaceCulling = false;
  118817. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  118818. if (skyboxMaterial.reflectionTexture) {
  118819. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  118820. }
  118821. skyboxMaterial.disableLighting = true;
  118822. hdrSkybox.infiniteDistance = true;
  118823. hdrSkybox.material = skyboxMaterial;
  118824. }
  118825. return hdrSkybox;
  118826. };
  118827. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  118828. if (BABYLON.EnvironmentHelper) {
  118829. return new BABYLON.EnvironmentHelper(options, this);
  118830. }
  118831. return null;
  118832. };
  118833. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  118834. if (webVROptions === void 0) { webVROptions = {}; }
  118835. return new BABYLON.VRExperienceHelper(this, webVROptions);
  118836. };
  118837. })(BABYLON || (BABYLON = {}));
  118838. //# sourceMappingURL=babylon.sceneHelpers.js.map
  118839. 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{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#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"};
  118840. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif","fogVertexDeclaration":"#ifdef FOG\nvarying vec3 vFogDistance;\n#endif","morphTargetsVertexGlobalDeclaration":"#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif","morphTargetsVertexDeclaration":"#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif","logDepthDeclaration":"#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif","morphTargetsVertex":"#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif","instancesVertex":"#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif","bonesVertex":"#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif \n#else \ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif","bumpVertex":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif","fogVertex":"#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif","shadowsVertex":"#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif","pointCloudVertex":"#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif","logDepthVertex":"#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif","helperFunctions":"const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=max(0.0000001,max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D); \n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}","lightFragmentDeclaration":"#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif","lightsFragmentFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}","lightUboDeclaration":"#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X}; \n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif","defaultVertexDeclaration":"\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n","defaultFragmentDeclaration":"uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif","defaultUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","shadowsFragmentFunctions":"#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#ifdef WEBGL2\n\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i<searchTapCount; i ++) {\nblockerDepth=texture(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\nif (blockerDepth<depthMetric) {\nsumBlockerDepth+=blockerDepth;\nnumBlocker++;\n}\n}\nif (numBlocker<1.0) {\nreturn 1.0;\n}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\n\nfloat AAOffset=shadowMapSizeInverse*10.;\n\n\nfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\nfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\nfloat random=getRand(vPositionFromLight.xy);\nfloat rotationAngle=random*3.1415926;\nvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\nfloat shadow=0.;\nfor (int i=0; i<pcfTapCount; i++) {\nvec3 offset=poissonSamplers[i];\n\noffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\nshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\n}\nshadow/=float(pcfTapCount);\n\nshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\n\nshadow=mix(darkness,1.,shadow);\n\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\n}\n#endif\n#endif\n","fresnelFunction":"#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif","reflectionFunction":"#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\n#endif\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=normalize(worldPos.xyz-vEyePosition.xyz);\n\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,vReflectionSize,vReflectionPosition);\n#endif\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}","imageProcessingDeclaration":"#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif","imageProcessingFunctions":"#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=clamp(color,0.0,1.0);\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}","bumpFragmentFunctions":"#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif","clipPlaneFragmentDeclaration":"#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif","fogFragmentDeclaration":"#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif","clipPlaneFragment":"#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif","bumpFragment":"vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW); \n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif","lightFragment":"#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\nspotInfo=computeSpotLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\nspotInfo.attenuation=computeDistanceLightFalloff_GLTF(spotInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Physical(spotInfo.lightDistanceSquared);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Standard(spotInfo.lightOffset,light{X}.vLightFalloff.x);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\nspotInfo.attenuation=computeDistanceLightFalloff(spotInfo.lightOffset,spotInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\ninfo=computeSpotLighting(spotInfo,viewDirectionW,normalW,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(POINTLIGHT{X})\npointInfo=computePointLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\npointInfo.attenuation=computeDistanceLightFalloff_GLTF(pointInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npointInfo.attenuation=computeDistanceLightFalloff_Physical(pointInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npointInfo.attenuation=computeDistanceLightFalloff_Standard(pointInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npointInfo.attenuation=computeDistanceLightFalloff(pointInfo.lightOffset,pointInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\ninfo=computePointLighting(pointInfo,viewDirectionW,normalW,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(DIRLIGHT{X})\ninfo=computeDirectionalLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif","logDepthFragment":"#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif","fogFragment":"#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif","pbrVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n","pbrFragmentDeclaration":"uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif","pbrUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec4 vRefractionInfos;\nuniform vec2 vReflectionInfos;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 refractionMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float pointSize;\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","pbrFunctions":"\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nconst float kRougnhessToAlphaScale=0.1;\nconst float kRougnhessToAlphaOffset=0.29248125;\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nconst float kMinimumVariance=0.0005;\nfloat alphaG=square(roughness)+kMinimumVariance;\nreturn alphaG;\n}\n\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot,float alphaG)\n{\nfloat tanSquared=(1.0-dot*dot)/(dot*dot);\nreturn 2.0/(1.0+sqrt(1.0+alphaG*alphaG*tanSquared));\n}\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL,float NdotV,float alphaG)\n{\nreturn smithVisibilityG1_TrowbridgeReitzGGX(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGX(NdotV,alphaG);\n}\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow(clamp(1.0-VdotH,0.,1.),5.0);\n}\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n\nvec3 computeSpecularTerm(float NdotH,float NdotL,float NdotV,float VdotH,float roughness,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor)\n{\nroughness=max(roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\nfloat visibility=smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL,NdotV,alphaG);\nvisibility/=(4.0*NdotL*NdotV); \nfloat specTerm=max(0.,visibility*distribution)*NdotL;\nvec3 fresnel=fresnelSchlickGGX(VdotH,reflectance0,reflectance90);\nreturn fresnel*specTerm;\n}\nfloat computeDiffuseTerm(float NdotL,float NdotV,float VdotH,float roughness)\n{\n\n\nfloat diffuseFresnelNV=pow(clamp(1.0-NdotL,0.000001,1.),5.0);\nfloat diffuseFresnelNL=pow(clamp(1.0-NdotV,0.000001,1.),5.0);\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel*NdotL/PI;\n}\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance)\n{\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=clamp(lightRoughness+roughness,0.,1.);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n\n\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=clamp(reflectance0*25.0,0.0,1.0);\nreturn reflectance90;\n}\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nfloat microsurfaceAverageSlopeTexels=microsurfaceAverageSlope*cubeMapDimensionPixels;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn clamp(square(temp)-1.0+ambientOcclusion,0.0,1.0);\n}\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=clamp( 1.0+1.1*dot(reflection,normal),0.0,1.0);\nreturn square(temp);\n}","harmonicsFunctions":"#ifdef USESPHERICALFROMREFLECTIONMAP\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\nvec3 quaternionVectorRotation_ScaledSqrtTwo(vec4 Q,vec3 V){\nvec3 T=cross(Q.xyz,V);\nT+=Q.www*V;\nreturn cross(Q.xyz,T)+V;\n}\nvec3 environmentIrradianceJones(vec3 normal)\n{\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif","pbrLightFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nstruct pointLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat attenuation;\n};\nstruct spotLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nvec3 directionToLightCenterW;\nfloat attenuation;\n};\nfloat computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/((lightDistanceSquared+0.001));\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nconst float minDistanceSquared=0.01*0.01;\nfloat lightDistanceFalloff=1.0/(max(lightDistanceSquared,minDistanceSquared));\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=clamp(1.0-factor*factor,0.,1.);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=clamp(cd*lightAngleScale+lightAngleOffset,0.,1.);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}\npointLightingInfo computePointLightingInfo(vec4 lightData) {\npointLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nspotLightingInfo computeSpotLightingInfo(vec4 lightData) {\nspotLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.directionToLightCenterW=normalize(result.lightOffset);\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nlightingInfo computePointLighting(pointLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nvec3 lightDirection=normalize(info.lightOffset);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(spotLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec4 lightDirection,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+info.directionToLightCenterW);\nNdotL=clamp(dot(vNormal,info.directionToLightCenterW),0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeDirectionalLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=length(-lightData.xyz);\nvec3 lightDirection=normalize(-lightData.xyz);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\n\n\nNdotL=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,NdotL);\n#ifdef SPECULARTERM\n\nvec3 lightVectorW=normalize(lightData.xyz);\nvec3 H=normalize(viewDirectionW+lightVectorW);\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nNdotL=clamp(NdotL,0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}","clipPlaneVertexDeclaration2":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif","clipPlaneFragmentDeclaration2":"#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nmat4 result;\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nresult[0]=texture(smp,vec2(dx*(offset+0.5),0.));\nresult[1]=texture(smp,vec2(dx*(offset+1.5),0.));\nresult[2]=texture(smp,vec2(dx*(offset+2.5),0.));\nresult[3]=texture(smp,vec2(dx*(offset+3.5),0.));\nreturn result;\n}\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","kernelBlurFragment":"#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif","kernelBlurFragment2":"#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif","kernelBlurVaryingDeclaration":"varying vec2 sampleCoord{X};","kernelBlurVertex":"sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};","backgroundVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif","backgroundFragmentDeclaration":" uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif","backgroundUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"};